Skill Gem /4
Item mods /24
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
75 | RedImplicit | Drops Sapped Ground while moving, lasting 2 seconds | no_tier_6_eldritch_implicit 0 boots 600 default 0 | |
75 | RedImplicit | Drops Sapped Ground while moving, lasting 3 seconds | no_tier_5_eldritch_implicit 0 boots 600 default 0 | |
75 | RedImplicit | Drops Sapped Ground while moving, lasting 4 seconds | no_tier_4_eldritch_implicit 0 boots 600 default 0 | |
75 | RedImplicit | Drops Sapped Ground while moving, lasting 5 seconds | no_tier_3_eldritch_implicit 0 boots 600 default 0 | |
75 | RedImplicit | Drops Sapped Ground while moving, lasting 6 seconds | no_tier_2_eldritch_implicit 0 boots 600 default 0 | |
75 | RedImplicit | Drops Sapped Ground while moving, lasting 7 seconds | no_tier_1_eldritch_implicit 0 boots 600 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, Drops Sapped Ground while moving, lasting 5 seconds | no_tier_5_eldritch_implicit 0 boots 300 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, Drops Sapped Ground while moving, lasting 6 seconds | no_tier_4_eldritch_implicit 0 boots 300 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, Drops Sapped Ground while moving, lasting 7 seconds | no_tier_3_eldritch_implicit 0 boots 300 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, Drops Sapped Ground while moving, lasting 8 seconds | no_tier_2_eldritch_implicit 0 boots 300 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, Drops Sapped Ground while moving, lasting 9 seconds | no_tier_1_eldritch_implicit 0 boots 300 default 0 | |
75 | RedImplicit | While a Pinnacle Atlas Boss is in your Presence, Drops Sapped Ground while moving, lasting 8 seconds | no_tier_4_eldritch_implicit 0 boots 120 default 0 | |
75 | RedImplicit | While a Pinnacle Atlas Boss is in your Presence, Drops Sapped Ground while moving, lasting 9 seconds | no_tier_3_eldritch_implicit 0 boots 120 default 0 | |
75 | RedImplicit | While a Pinnacle Atlas Boss is in your Presence, Drops Sapped Ground while moving, lasting 10 seconds | no_tier_2_eldritch_implicit 0 boots 120 default 0 | |
75 | RedImplicit | While a Pinnacle Atlas Boss is in your Presence, Drops Sapped Ground while moving, lasting 11 seconds | no_tier_1_eldritch_implicit 0 boots 120 default 0 | |
25 | WeaponTree | 6% chance to Sap Enemies Cannot inflict Shock | one_hand_weapon 250 default 0 | |
68 | WeaponTree | 10% chance to Sap Enemies Cannot inflict Shock | one_hand_weapon 250 default 0 | |
25 | WeaponTree | 12% chance to Sap Enemies Cannot inflict Shock | two_hand_weapon 250 default 0 | |
68 | WeaponTree | 20% chance to Sap Enemies Cannot inflict Shock | two_hand_weapon 250 default 0 | |
30 | WeaponTree | 15% chance to Sap Enemies when you Block their Damage | shield 400 default 0 | |
75 | WeaponTree | 20% chance to Sap Enemies when you Block their Damage | shield 400 default 0 | |
1 | WeaponTree | Always inflict Scorch, Brittle and Sapped with Elemental Hit and Wild Strike Hits Cannot Ignite, Chill, Freeze or Shock | shield 500 weapon 500 default 0 | |
1 | WeaponTree | All Damage from Cold Snap and Creeping Frost can Sap 25% chance for Cold Snap and Creeping Frost to Sap Enemies in Chilling Areas | two_hand_weapon 0 caster_unique_weapon 1000 attack_staff 0 attack_dagger 0 weapon_can_roll_minion_modifiers 0 wand 1000 staff 1000 dagger 1000 sceptre 1000 shield 500 default 0 | |
1 | WeaponTree | All Damage from Cold Snap and Creeping Frost can Sap 50% chance for Cold Snap and Creeping Frost to Sap Enemies in Chilling Areas | one_hand_weapon 0 caster_unique_weapon 1000 attack_staff 0 attack_dagger 0 weapon_can_roll_minion_modifiers 0 wand 1000 staff 1000 dagger 1000 sceptre 1000 default 0 |
Monsters mods /3
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
Woodland | 18 | Unique | damage removed from pack minions before life or es % [50] rare pack minions are replaced with saplings [1] | not_part_of_pack 0 magic 0 default 200 |
Blasphemer's Grip | 1 | Torment | You can apply an additional Curse Hex Reflection 50% increased Effect of your Curses apply X random curses on hit [2] caster curse | default 1000 |
Treant-Protected | 18 | Prefix | damage removed from pack minions before life or es % [50] rare pack minions are replaced with saplings [1] | not_part_of_pack 0 magic 0 default 200 |
Cluster Jewel mods /1
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of Significance | 68 | Suffix | 1 Added Passive Skill is Sap Psyche resource mana defences damage caster | affliction_spell_damage 281 default 0 |
Misc mods /1
Name | Level | Domain | Pre/Suf | Description | Weight |
---|---|---|---|---|---|
1 | PrimordialAltar | Unique | All Damage taken from Hits can Sap you (25–35)% chance to be Sapped when Hit | primordial_altar_upside 0 tangle_altar 1000 default 0 |
Item /3
Icon | Name |
---|---|
![]() | Exhausting Spirit Shield Chance to Block: 22% Energy Shield: 16–19 Movement Speed: -3% Requires Level 30, 76 Int Sap Enemies when you Block their Damage |
![]() | Subsuming Spirit Shield Chance to Block: 24% Energy Shield: 25–29 Movement Speed: -3% Requires Level 50, 121 Int Sap Enemies when you Block their Damage |
![]() | Transfer-attuned Spirit Shield Chance to Block: 26% Energy Shield: 39–45 Movement Speed: -3% Requires Level 70, 159 Int Sap Enemies when you Block their Damage |
Unique /31
Icon | Name |
---|---|
![]() | Socketed Gems are Supported by Level 30 Added Lightning Damage 10% increased Attack Speed (150–200)% increased Evasion and Energy Shield 100% increased Effect of Lightning Ailments (Lightning Ailments are Shocked and Sapped) |
![]() | +(20–30) to Strength +(50–70) to maximum Life (20–40)% increased Mana Regeneration Rate (150–180)% increased Armour and Energy Shield Gain Immunity to Physical Damage for 1.5 seconds on Rampage Removes Elemental Ailments on Rampage Rampage (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) (You gain Rampage bonuses for Killing multiple Enemies in quick succession) |
![]() | +18% Chance to Block Attack Damage while wielding a Staff 40% increased Strength Requirement +(80–120) to Intelligence (30–50)% increased Lightning Damage +2 to Level of all Lightning Spell Skill Gems Damage Penetrates 20% Lightning Resistance 100% increased Duration of Lightning Ailments (Lightning Ailments are Shocked and Sapped) |
![]() | +(20–30) to Dexterity +(40–80) to maximum Life +(20–40) to maximum Mana 20% reduced Duration of Elemental Ailments on Enemies Items and Gems have 10% increased Attribute Requirements Always Freeze, Shock and Ignite (Attributes are Strength, Dexterity, and Intelligence) (Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit) (Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds) (Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds) (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) |
![]() | +3% chance to Suppress Spell Damage 10% chance to Avoid Elemental Ailments 10% increased Life Recovery from Flasks (50% of Damage from Suppressed Hits and Ailments they inflict is prevented) (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) |
![]() | Grants Level 20 Doryani's Touch Skill +(80–100) to maximum Energy Shield 30% chance to Shock Adds (150–225) to (525–600) Lightning Damage to Unarmed Melee Hits Adds (90–135) to (315–360) Lightning Damage to Spells while Unarmed +(200–250) Energy Shield gained on Killing a Shocked Enemy 30% increased Effect of Lightning Ailments (Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds) (Unarmed Attacks are any Attacks performed with a hand that is not holding any Item) (You are Unarmed as long as you have no Equipped Weapons) (Lightning Ailments are Shocked and Sapped) |
![]() | 1 to 4 Added Physical Damage with Bow Attacks +10% to all Elemental Resistances 50% increased Duration of Elemental Ailments on Enemies 10% chance to Freeze, Shock and Ignite Gain 25% of Weapon Physical Damage as Extra Damage of a random Element (Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit) (Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds) (Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds) (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) |
![]() | +(25–35) to Dexterity (20–40)% increased Evasion Rating 100% increased Evasion Rating during Onslaught +(50–70) to maximum Life 25% increased Movement Speed 30% chance to Avoid Elemental Ailments while Phasing (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) |
![]() | +(20–40) to Strength +(10–15)% to all Elemental Resistances 200% increased Armour and Energy Shield +1 to Maximum Endurance Charges 25% increased Movement Speed 50% increased Elemental Ailment Duration on you Bleeding cannot be inflicted on you (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) |
![]() | +(1–50)% to Lightning Resistance (1–40)% increased Movement Speed (1–100)% increased Duration of Lightning Ailments (1–50)% increased Effect of Lightning Ailments Unaffected by Shocked Ground (Lightning Ailments are Shocked and Sapped) (Debuffs you are Unaffected by can still be placed on you, but will not actually apply their effect) |
![]() | +(10–16) to all Attributes +(10–20)% to Fire Resistance +(10–20)% to Cold Resistance +(20–40)% to Lightning Resistance 30% reduced Duration of Ailments on Enemies (5–10)% chance to Shock Enemies take 5% increased Damage for each type of Ailment you have inflicted on them Your Elemental Damage can Shock (Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned) (Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds) |
![]() | +5% chance to Suppress Spell Damage +(60–80) to maximum Life (500–600)% increased Evasion and Energy Shield 40% increased Duration of Ailments on Enemies +(3–4)% Chance to Block Shared Suffering (Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned) (All Damage from Hits will cause Elemental Ailments you are suffering. Elemental Ailments you inflict are removed from you) (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) |
![]() | +(40–50) to Dexterity +(50–60) to maximum Life (150–200)% increased Evasion and Energy Shield +6 to Maximum Life per Elder Item Equipped +4% to Damage over Time Multiplier for Ailments per Elder Item Equipped 8% increased Effect of Non-Damaging Ailments per Elder Item Equipped Remove an Ailment when you use a Flask if all Equipped Items are Elder Items (Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) |
![]() | (240–280)% increased Energy Shield +(30–40)% to Lightning Resistance (30–40)% increased Elemental Damage (25–50)% chance to Sap Enemies Cannot inflict Shock (Sapped Enemies deal up to 20% less Damage, based on the Lightning Damage of the Hit, for 4 seconds) |
![]() | 26% increased Elemental Damage Grants Level 30 Smite Skill +(10–30) to Strength and Intelligence Enemies inflict Elemental Ailments on you instead of nearby Allies redirect elemental ailments to aura owner [1] (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) |
![]() | +(20–30)% to Lightning Resistance +(30–50) to Intelligence (20–25)% increased Spell Damage 30% chance to Avoid Elemental Ailments Nova Spells have 20% less Area of Effect Nova Spells deal 30% less Damage to Players with Hits and Ailments Nova Spells Cast at the targeted location instead of around you (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) |
![]() | Adds (16–19) to (25–29) Fire Damage Adds (16–19) to (25–29) Cold Damage Adds (6–10) to (33–38) Lightning Damage (60–120)% increased Evasion Rating Critical Strikes do not inherently inflict non-Damaging Ailments Inflict non-Damaging Ailments as though dealing (100–200)% more Damage (Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) |
![]() | +(50–70) to maximum Energy Shield +(15–20)% to Cold and Lightning Resistances Enemies in your Chilling Areas take (25–35)% increased Lightning Damage (20–30)% chance to Sap Enemies in Chilling Areas (15–20)% increased Effect of Non-Damaging Ailments (Chilled Ground, Creeping Frost, Frost Shield, and Vortices are Chilling Areas) (Sapped Enemies deal up to 20% less Damage, based on the Lightning Damage of the Hit, for 4 seconds) (Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) |
![]() | +(8–12)% to Fire and Lightning Resistances Grants Level 1 Embrace Madness Skill 30% increased Movement Speed (20–40)% increased Effect of Non-Damaging Ailments You have Igniting, Chilling and Shocking Conflux while affected by Glorious Madness Immune to Elemental Ailments while affected by Glorious Madness (Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) (While you have Elemental Conflux, all Damage from Hits will cause Chill, Shock, and Ignite) (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) |
![]() | Has 1 Socket All Sockets are White Socketed Gems have Secrets of Suffering -20% to all Elemental Resistances +(75–100)% to Fire Resistance when Socketed with a Red Gem +(75–100)% to Cold Resistance when Socketed with a Green Gem +(75–100)% to Lightning Resistance when Socketed with a Blue Gem (Cannot Ignite, Chill, Freeze or Shock Critical Strikes inflict Scorch, Brittle and Sapped) |
![]() | +(25–40) to maximum Life +(30–40) to Dexterity +(300–500) to Evasion Rating (10–15)% increased Duration of Elemental Ailments on Enemies Enemies Ignited by you have (10–15)% of Physical Damage they deal converted to Fire Enemies Shocked by you have (10–15)% of Physical Damage they deal converted to Lightning (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) |
![]() | +(10–16) to all Attributes (-3–3)% to maximum Fire Resistance (-3–3)% to maximum Cold Resistance (-3–3)% to maximum Lightning Resistance You have Scorching Conflux, Brittle Conflux and Sapping Conflux while your two highest Attributes are equal Cannot Ignite, Chill, Freeze or Shock (Maximum Resistances cannot be raised above 90%) Corrupted |
![]() | Restores Ward on use (20–30)% increased Charge Recovery Inflict Fire, Cold and Lightning Exposure on nearby Enemies when used (20–30)% increased Effect of Non-Damaging Ailments you inflict during Effect (Each Exposure applies -10% to the matching Resistance for 4 seconds) (Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) |
![]() | (15–25)% increased Elemental Damage (15–25)% increased Global Critical Strike Chance +(20–40)% to Fire Resistance +(20–40)% to Cold Resistance (10–20)% increased Duration of Ailments on Enemies Left Ring slot: Cover Enemies in Ash for 5 seconds when you Ignite them Right Ring slot: Cover Enemies in Frost for 5 seconds when you Freeze them (Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned) (Being Covered in Ash applies 20% less Movement Speed and 20% increased Fire Damage Taken) (Being Covered in Frost applies 50% less Critical Strike Chance and 20% increased Cold Damage Taken) |
![]() | +(20–25)% chance to Suppress Spell Damage (60–100)% increased Evasion Rating (20–25)% chance to Avoid Elemental Ailments Recover (100–200) Life when you Suppress Spell Damage (50% of Damage from Suppressed Hits and Ailments they inflict is prevented) (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) |
![]() | +(10–15)% to Fire Resistance Modifiers to Ignite Duration on you apply to all Elemental Ailments (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) |
![]() | +(10–15)% to Lightning Resistance Modifiers to Chance to Avoid being Shocked apply to all Elemental Ailments (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) |
![]() | +(20–30) to Intelligence +(20–25)% to all Elemental Resistances (20–25)% chance to Freeze, Shock and Ignite Cursed Enemies cannot inflict Elemental Ailments on You (Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit) (Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds) (Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds) (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) |
![]() | +(5–10) to Dexterity Modifiers to Chance to Suppress Spell Damage also apply to Chance to Avoid Elemental Ailments at 50% of their Value (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) |
![]() | +(9–20) to maximum Energy Shield +(40–50) to maximum Life (40–60)% increased Stun and Block Recovery Reflects (100–150) Physical Damage to Melee Attackers Regenerate 2% of Life per second for each different Ailment affecting you (Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned) |
![]() | 3% increased Movement Speed (100–150)% increased Evasion Rating (15–25)% chance to Avoid Elemental Ailments +(3–8)% Chance to Block (30–40)% chance for Elemental Resistances to count as being 90% against Enemy Hits (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) |
Passive /12
Icon | Name |
---|---|
30% increased Damage if you have Shocked an Enemy Recently 50% increased Duration of Lightning Ailments 30% increased Effect of Lightning Ailments (Lightning Ailments are Shocked and Sapped) (Recently refers to the past 4 seconds) | |
+1% to all maximum Elemental Resistances 20% chance to Avoid Elemental Ailments (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) (Maximum Resistances cannot be raised above 90%) | |
10% increased maximum Life 8% chance to Avoid Elemental Ailments (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) | |
Remove Elemental Ailments when you Cast a Curse Spell Refresh Duration of Ignite, Chill and Shock on Enemies you Curse (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) | |
30% increased Elemental Damage 10% chance to Freeze, Shock and Ignite 30% increased Effect of Non-Damaging Ailments (Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) (Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit) (Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds) (Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds) | |
30% increased Lightning Damage 50% increased Effect of Lightning Ailments (Lightning Ailments are Shocked and Sapped) | |
20% increased Duration of Elemental Ailments on Enemies 20% increased Elemental Damage 20% increased Effect of Non-Damaging Ailments (Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) | |
30% increased Spell Damage while holding a Shield 30% reduced Elemental Ailment Duration on you while holding a Shield (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) | |
+1% to all maximum Elemental Resistances 20% reduced Elemental Ailment Duration on you 20% reduced Effect of Chill and Shock on you (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) (Maximum Resistances cannot be raised above 90%) | |
Intelligence provides no inherent bonus to Energy Shield 2% reduced Duration of Elemental Ailments on you per 15 Intelligence (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) | |
Take 50% less Damage over Time if you've started taking Damage over Time in the past second 100% more Duration of Ailments on you (Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned) | |
10% chance to Avoid non-Damaging Ailments on you per Bark below maximum 10% reduced Duration of Damaging Ailments on you per Bark (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) (Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) |
Ascendancy Passive /7
Icon | Name |
---|---|
Ascendancy: Raider Character: Ranger 50% chance to Avoid Elemental Ailments while Phasing Nearby Enemies have Fire, Cold and Lightning Exposure while you have Phasing, applying -20% to those Resistances (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) | |
Ascendancy: Pathfinder Character: Ranger Removes Elemental Ailments when you use a Flask 50% chance for Flasks you use to not consume Charges (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) | |
Ascendancy: Elementalist Character: Witch Hits always Shock Shocks from your Hits always increase Damage taken by at least 15% All Damage can Shock 25% more Effect of Lightning Ailments you inflict with Hits if the highest Damage Type is Lightning (Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds) (Lightning Ailments are Shocked and Sapped) | |
Ascendancy: Champion Character: Duelist Your Hits permanently Intimidate Enemies that are on Full Life Gain Adrenaline for 20 seconds when you reach Low Life Recover 25% of Life when you gain Adrenaline Remove all Ailments and Burning when you gain Adrenaline (Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned) (Intimidated enemies take 10% increased Attack Damage) (Adrenaline grants 100% increased Damage, 25% increased Attack, Cast and Movement Speed and 10% additional Physical Damage Reduction. You cannot gain Adrenaline if you already have it) | |
Ascendancy: Hierophant Character: Templar Non-Damaging Ailments have 50% reduced Effect on you while you have Arcane Surge 30% increased Area of Effect while you have Arcane Surge 0.5% of Spell Damage Leeched as Life while you have Arcane Surge (Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) | |
Ascendancy: Guardian Character: Templar Every 4 seconds, Regenerate 100% of Life over one second Every 4 seconds, remove Curses and Elemental Ailments from you (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) | |
Ascendancy: Guardian Character: Templar Linked Targets and Allies in your Link Beams have +5% to all Maximum Elemental Resistances Enemies in your Link Beams cannot apply Elemental Ailments Enemies in your Link Beams have -20% to all Elemental Resistances (Maximum Resistances cannot be raised above 90%) (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) |
Cluster Jewel Passive /12
Icon | Name |
---|---|
Cannot Ignite, Chill, Freeze or Shock Critical Strikes inflict Scorch, Brittle and Sapped (Scorched Enemies have their Elemental Resistances lowered by up to 30%, based on the Fire Damage of the Hit, for 4 seconds) (Hits have up to +6% Critical Strike Chance against Brittle Enemies, based on the Cold Damage of the Hit which inflicted Brittle, for 4 seconds) (Sapped Enemies deal up to 20% less Damage, based on the Lightning Damage of the Hit, for 4 seconds) | |
20% increased Duration of Elemental Ailments on Enemies 20% increased Damage with Hits and Ailments against Enemies affected by Ailments 20% increased Effect of Non-Damaging Ailments (Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) (Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned) | |
10% chance to Freeze, Shock and Ignite 30% increased Elemental Damage with Attack Skills 15% increased Effect of Non-Damaging Ailments (Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) (Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit) (Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds) (Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds) | |
25% increased Damage over Time 15% increased Duration of Ailments on Enemies (Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned) | |
25% increased Effect of Cold Ailments you inflict on Shocked Enemies 25% increased Effect of Lightning Ailments you inflict on Chilled Enemies (Cold Ailments are Chilled, Frozen and Brittle) (Lightning Ailments are Shocked and Sapped) | |
+10% chance to Suppress Spell Damage 20% chance to Avoid Elemental Ailments (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) (50% of Damage from Suppressed Hits and Ailments they inflict is prevented) | |
+10% to Damage over Time Multiplier for Ignite from Critical Strikes 20% increased Effect of non-Damaging Ailments you inflict with Critical Strikes 40% increased Critical Strike Chance (Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) | |
3% Chance to Block Spell Damage 25% reduced Elemental Ailment Duration on you +3% Chance to Block Attack Damage 25% reduced Effect of Chill and Shock on you (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) | |
20% increased Elemental Damage 30% increased Mana Regeneration Rate if you have Frozen an Enemy Recently 30% increased Mana Regeneration Rate if you have Shocked an Enemy Recently 10% increased Effect of Non-Damaging Ailments (Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) (Recently refers to the past 4 seconds) | |
30% increased Lightning Damage 40% increased Effect of Lightning Ailments (Lightning Ailments are Shocked and Sapped) | |
20% increased Effect of Lightning Ailments Wrath has 50% increased Mana Reservation Efficiency (Lightning Ailments are Shocked and Sapped) | |
Bow Skills have +6% to Damage over Time Multiplier Bow Skills have 10% increased Skill Effect Duration 10% increased Duration of Ailments inflicted while wielding a Bow (Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned) |
Sapped
You deal less damage.
sapped_damage_+%_final

Weapon /1
Weight | Desc |
---|---|
500 (T5) | Always inflict Scorch, Brittle and Sapped with Elemental Hit and Wild Strike Hits Cannot Ignite, Chill, Freeze or Shock |
sapped
Acronym | Ignite |
---|---|
BuffIcon | ![]() |
IsBuffDefinition | 1 |
BuffMergeModesID | 13 |
IsCharged | 0 |
IsInvisible | 0 |
IsRemovable | 0 |
IsSkillBuff | 0 |
BuffGroupsID | 21 |
Code | sapped damage +% final |
---|---|
IsPublic | 0 |
IsLocal | 0 |
IsWeaponLocal | 0 |
IsProxied | |
IsParty | 0 |
IsVirtual | 0 |
IsScalable | 1 |
StatSemantics | Percentage |
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Sap

Sap is an Elemental Ailment associated with Lightning that causes the affected targets to deal up to 20% less damage, based on the amount of Lightning Damage in the hit, for 4 seconds.
The experimented base types have alternative help text, which indicated they have an alternative default value 6% less damage for 4 seconds.
Sap's magnitude is given by the formula: (100/3) * (Damage / ailment threshold)^0.4.
Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.