You have Scorching Conflux, Brittle Conflux and Sapping Conflux while your two highest Attributes are equal
Cannot Ignite, Chill, Freeze or Shock
Chaos Damage can Ignite, Chill and Shock
Cursed Enemies cannot inflict Elemental Ailments on You
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Gain 20 % of Weapon Physical Damage as Extra Damage of each Element
50 % increased Light Radius
Battlemage
(Gain Added Spell Damage equal to the Damage of your Main Hand Weapon)
40 % increased Effect of Shrine Buffs on you
You have Lesser Brutal Shrine Buff
You have Lesser Massive Shrine Buff
25 % of Physical Damage Converted to Fire Damage
25 % of Physical Damage Converted to Cold Damage
25 % of Physical Damage Converted to Lightning Damage
Elemental Ailments you inflict are Reflected to you
+3 to maximum number of Summoned Phantasms
+2 to Maximum number of Raised Zombies
+1 to Maximum number of Spectres
+2 to Maximum number of Skeletons
+3 to Maximum number of Summoned Raging Spirits
Enemies you Kill have a 30 % chance to Explode, dealing a quarter of their maximum Life as Chaos Damage
2 % increased Area of Effect per 25 Rampage Kills
Gain a Frenzy Charge on every 50th Rampage Kill
Rampage
(You gain Rampage bonuses for Killing multiple Enemies in quick succession)
Culling Strike against Burning Enemies
Gain a Frenzy Charge if an Attack Ignites an Enemy
(Culling Strike means enemies that are on 10% or lower life after your Hit are Killed)
Trigger Level 20 Tawhoa's Chosen when you Attack with a Non-Vaal Slam or Strike Skill near an Enemy
(This skill is triggered when you use a Slam or Strike skill, and summons a Mirage Chieftain who will use that Slam or Strike skill once before dissipating)
Chaos Damage taken does not bypass Energy Shield
40 % of Physical Damage taken as Fire Damage
50 % of Damage taken Recouped as Life
Debuffs on you expire 50 % faster
(Only Damage from Hits can be Recouped, over 4 seconds following the Hit)
Taking Chaos Damage over Time heals you instead while Leeching Life
Gain Adrenaline for 5 seconds on Kill
(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)
Modifiers to number of Projectiles instead apply to the number of targets Projectiles Split towards
Skills fire 2 additional Projectiles
0.5 % of Spell Damage Leeched as Life if Equipped Shield has at least 30% Chance to Block
+1 to Maximum Energy Shield per 5 Armour on Equipped Shield
+5 to Armour per 5 Evasion Rating on Equipped Shield
+20 to Evasion Rating per 5 Maximum Energy Shield on Equipped Shield
25 % increased Spell Damage per Power Charge
+1 to Maximum Power Charges
Insufficient Mana doesn't prevent your Melee Attacks
Your Physical Damage can Chill
(Chill reduces Enemy Action Speed by up to 30%, depending on the amount of Cold Damage in the hit, for 2 seconds)
Your Physical Damage can Shock
20 % increased Area of Effect for Attacks
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
20 % increased Movement Speed when on Full Life
Damage of Enemies Hitting you is Unlucky while you are on Full Life
80 % increased Global Evasion Rating when on Full Life
(Unlucky things are rolled twice and the worst result used)
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