Strength
+10 to Strength
Strength Attr /14
NameShow Full Descriptions
IDstrength771
IconArt/2DArt/SkillIcons/passives/plusstrength.png
isKeystonefalse
isNotablefalse
isAscendancyStartfalse
isMultipleChoicefalse
isMultipleChoiceOptionfalse
isBlightedfalse
isJewelSocketfalse
isMasteryfalse
isProxyfalse
isUsedtrue
isRoyaletrue
PassiveSkillsHash10221
Strength
+10 to Strength
Strength Attr /14
NameShow Full Descriptions
IDstrength773
IconArt/2DArt/SkillIcons/passives/plusstrength.png
isKeystonefalse
isNotablefalse
isAscendancyStartfalse
isMultipleChoicefalse
isMultipleChoiceOptionfalse
isBlightedfalse
isJewelSocketfalse
isMasteryfalse
isProxyfalse
isUsedtrue
isRoyaletrue
PassiveSkillsHash46578
Strength
+10 to Strength
Strength Attr /14
NameShow Full Descriptions
IDstrength774
IconArt/2DArt/SkillIcons/passives/plusstrength.png
isKeystonefalse
isNotablefalse
isAscendancyStartfalse
isMultipleChoicefalse
isMultipleChoiceOptionfalse
isBlightedfalse
isJewelSocketfalse
isMasteryfalse
isProxyfalse
isUsedtrue
isRoyaletrue
PassiveSkillsHash43374
Strength
+10 to Strength
Strength Attr /14
NameShow Full Descriptions
IDstrength775
IconArt/2DArt/SkillIcons/passives/plusstrength.png
isKeystonefalse
isNotablefalse
isAscendancyStartfalse
isMultipleChoicefalse
isMultipleChoiceOptionfalse
isBlightedfalse
isJewelSocketfalse
isMasteryfalse
isProxyfalse
isUsedtrue
isRoyaletrue
PassiveSkillsHash3644
Strength
+10 to Strength
Strength Attr /14
NameShow Full Descriptions
IDstrength776
IconArt/2DArt/SkillIcons/passives/plusstrength.png
isKeystonefalse
isNotablefalse
isAscendancyStartfalse
isMultipleChoicefalse
isMultipleChoiceOptionfalse
isBlightedfalse
isJewelSocketfalse
isMasteryfalse
isProxyfalse
isUsedtrue
isRoyalefalse
PassiveSkillsHash30733
Support Gem /2
Item mods /93
NameLevelPre/SufDescriptionWeight
of the Brute1Suffix+(8–12) to Strength attributering 1000
amulet 1000
belt 1000
str_armour 1000
str_dex_armour 1000
str_int_armour 1000
str_dex_int_armour 1000
sword 1000
mace 1000
sceptre 1000
staff 1000
axe 1000
default 0
of the Wrestler11Suffix+(13–17) to Strength attributering 1000
amulet 1000
belt 1000
str_armour 1000
str_dex_armour 1000
str_int_armour 1000
str_dex_int_armour 1000
sword 1000
mace 1000
sceptre 1000
staff 1000
axe 1000
default 0
of the Bear22Suffix+(18–22) to Strength attributering 1000
amulet 1000
belt 1000
str_armour 1000
str_dex_armour 1000
str_int_armour 1000
str_dex_int_armour 1000
sword 1000
mace 1000
sceptre 1000
staff 1000
axe 1000
default 0
of the Lion33Suffix+(23–27) to Strength attributering 1000
amulet 1000
belt 1000
str_armour 1000
str_dex_armour 1000
str_int_armour 1000
str_dex_int_armour 1000
sword 1000
mace 1000
sceptre 1000
staff 1000
axe 1000
default 0
of the Gorilla44Suffix+(28–32) to Strength attributering 1000
amulet 1000
belt 1000
str_armour 1000
str_dex_armour 1000
str_int_armour 1000
str_dex_int_armour 1000
sword 1000
mace 1000
sceptre 1000
staff 1000
axe 1000
default 0
of the Goliath55Suffix+(33–37) to Strength attributering 1000
amulet 1000
belt 1000
str_armour 1000
str_dex_armour 1000
str_int_armour 1000
str_dex_int_armour 1000
sword 1000
mace 1000
sceptre 1000
staff 1000
axe 1000
default 0
of the Leviathan66Suffix+(38–42) to Strength attributering 1000
amulet 1000
belt 1000
str_armour 1000
str_dex_armour 1000
str_int_armour 1000
str_dex_int_armour 1000
sword 1000
mace 1000
sceptre 1000
staff 1000
axe 1000
default 0
of the Titan74Suffix+(43–50) to Strength attributering 1000
amulet 1000
belt 1000
str_armour 1000
str_dex_armour 1000
str_int_armour 1000
str_dex_int_armour 1000
sword 1000
mace 1000
sceptre 1000
staff 1000
axe 1000
default 0
of the Gods82Suffix+(51–55) to Strength attributering 1000
amulet 1000
belt 1000
str_armour 1000
str_dex_armour 1000
str_int_armour 1000
str_dex_int_armour 1000
sword 1000
mace 1000
sceptre 1000
staff 1000
axe 1000
default 0
of the Godslayer85Suffix+(56–60) to Strength attributebelt 1000
default 0
Filigree1Prefix(20–40)% increased Fishing Line Strengthfishing_rod 1000
default 0
1Corrupted(4–6)% increased Strength
(4–6)% increased Dexterity
attribute
amulet 1000
ring 1000
belt 1000
default 0
1Corrupted(4–6)% increased Strength
(4–6)% increased Intelligence
attribute
amulet 1000
ring 1000
belt 1000
default 0
of the Elder68Suffix(5–8)% increased Strength attributebody_armour_elder 800
default 0
of the Elder83Suffix(9–12)% increased Strength attributebody_armour_elder 800
default 0
The Elder's80Prefix1% increased Damage per 15 Strength damageamulet_elder 800
default 0
The Shaper's68PrefixAdds (1–2) to (3–4) Fire Damage to Attacks with this Weapon per 10 Strength damage elemental fire attacksword_shaper 200
axe_shaper 200
mace_shaper 200
sceptre_shaper 200
default 0
The Shaper's68PrefixAdds (2–3) to (4–5) Fire Damage to Attacks with this Weapon per 10 Strength damage elemental fire attack2h_sword_shaper 200
2h_axe_shaper 200
2h_mace_shaper 200
staff_shaper 200
warstaff_shaper 200
default 0
The Elder's68Prefix1% increased Spell Damage per 16 Strength damage castersceptre_elder 400
default 0
The Elder's68Prefix1% increased Spell Damage per 10 Strength damage casterattack_staff 0
staff_elder 400
default 0
of the Elder68Suffix3% increased Area of Effect per 50 Strengthmace_elder 1000
default 0
of the Hunt68Suffix(6–8)% increased Strength attributeboots_basilisk 500
default 0
of the Hunt75Suffix(9–10)% increased Strength attributeboots_basilisk 500
default 0
of the Conquest75SuffixGain Accuracy Rating equal to your Strength attackhelmet_adjudicator 500
default 0
of the Conquest68Suffix(5–8)% increased Strength attributebody_armour_adjudicator 500
amulet_adjudicator 500
default 0
of the Conquest75Suffix(9–12)% increased Strength attributebody_armour_adjudicator 500
amulet_adjudicator 500
default 0
Warlord's80Prefix1% increased Damage per 15 Strength damageamulet_adjudicator 500
default 0
Hunter's68PrefixAdds (1–2) to (3–4) Fire Damage to Attacks with this Weapon per 10 Strength damage elemental fire attacksword_basilisk 200
axe_basilisk 200
mace_basilisk 200
sceptre_basilisk 200
default 0
Hunter's68PrefixAdds (2–3) to (4–5) Fire Damage to Attacks with this Weapon per 10 Strength damage elemental fire attack2h_sword_basilisk 200
2h_axe_basilisk 200
2h_mace_basilisk 200
staff_basilisk 200
warstaff_basilisk 200
default 0
Hunter's68Prefix1% increased Spell Damage per 16 Strength damage castersceptre_basilisk 200
default 0
Hunter's68Prefix1% increased Spell Damage per 10 Strength damage casterstaff_basilisk 200
default 0
1ScourgeUpside+(20–23) to Strength attributering 500
amulet 500
belt 500
str_armour 500
str_dex_armour 500
str_int_armour 500
str_dex_int_armour 500
sword 500
mace 500
sceptre 500
staff 500
axe 500
default 0
45ScourgeUpside+(24–27) to Strength attributering 500
amulet 500
belt 500
str_armour 500
str_dex_armour 500
str_int_armour 500
str_dex_int_armour 500
sword 500
mace 500
sceptre 500
staff 500
axe 500
default 0
68ScourgeUpside+(28–31) to Strength attributering 500
amulet 500
belt 500
str_armour 500
str_dex_armour 500
str_int_armour 500
str_dex_int_armour 500
sword 500
mace 500
sceptre 500
staff 500
axe 500
default 0
68ScourgeUpside+(32–35) to Strength attributering 500
amulet 500
belt 500
str_armour 500
str_dex_armour 500
str_int_armour 500
str_dex_int_armour 500
sword 500
mace 500
sceptre 500
staff 500
axe 500
default 0
68ScourgeUpside(4–5)% increased Strength attributeamulet 200
default 0
68ScourgeUpside(6–7)% increased Strength attributeamulet 200
default 0
1ScourgeUpside+1 to Level of Socketed Strength Gems attribute gemhelmet 200
default 0
1ScourgeUpsideStrength's Damage bonus also applies to Reeling Speed at 20% of its valuefishing_rod 1000
default 0
1ScourgeDownside(30–40)% reduced Fishing Line Strengthfishing_rod 1000
default 0
75BlueImplicit3% increased Damage per 100 Strengthno_tier_6_eldritch_implicit 0
gloves 400
default 0
75BlueImplicit3% increased Damage per 100 Strengthno_tier_5_eldritch_implicit 0
gloves 400
default 0
75BlueImplicit3% increased Damage per 100 Strengthno_tier_4_eldritch_implicit 0
gloves 400
default 0
75BlueImplicit3% increased Damage per 100 Strengthno_tier_3_eldritch_implicit 0
gloves 400
default 0
75BlueImplicit4% increased Damage per 100 Strengthno_tier_2_eldritch_implicit 0
gloves 400
default 0
75BlueImplicit4% increased Damage per 100 Strengthno_tier_1_eldritch_implicit 0
gloves 400
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 4% increased Damage per 100 Strength damageno_tier_5_eldritch_implicit 0
gloves 200
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 4% increased Damage per 100 Strength damageno_tier_4_eldritch_implicit 0
gloves 200
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 4% increased Damage per 100 Strength damageno_tier_3_eldritch_implicit 0
gloves 200
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 5% increased Damage per 100 Strength damageno_tier_2_eldritch_implicit 0
gloves 200
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 5% increased Damage per 100 Strength damageno_tier_1_eldritch_implicit 0
gloves 200
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 5% increased Damage per 100 Strength damageno_tier_4_eldritch_implicit 0
gloves 80
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 5% increased Damage per 100 Strength damageno_tier_3_eldritch_implicit 0
gloves 80
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 6% increased Damage per 100 Strength damageno_tier_2_eldritch_implicit 0
gloves 80
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 6% increased Damage per 100 Strength damageno_tier_1_eldritch_implicit 0
gloves 80
default 0
75BlueImplicit1% less Damage Taken per 230 Strengthno_tier_6_eldritch_implicit 0
body_armour 500
default 0
75BlueImplicit1% less Damage Taken per 220 Strengthno_tier_5_eldritch_implicit 0
body_armour 500
default 0
75BlueImplicit1% less Damage Taken per 210 Strengthno_tier_4_eldritch_implicit 0
body_armour 500
default 0
75BlueImplicit1% less Damage Taken per 200 Strengthno_tier_3_eldritch_implicit 0
body_armour 500
default 0
75BlueImplicit1% less Damage Taken per 190 Strengthno_tier_2_eldritch_implicit 0
body_armour 500
default 0
75BlueImplicit1% less Damage Taken per 180 Strengthno_tier_1_eldritch_implicit 0
body_armour 500
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 1% less Damage Taken per 200 Strengthno_tier_5_eldritch_implicit 0
body_armour 250
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 1% less Damage Taken per 190 Strengthno_tier_4_eldritch_implicit 0
body_armour 250
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 1% less Damage Taken per 180 Strengthno_tier_3_eldritch_implicit 0
body_armour 250
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 1% less Damage Taken per 170 Strengthno_tier_2_eldritch_implicit 0
body_armour 250
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 1% less Damage Taken per 160 Strengthno_tier_1_eldritch_implicit 0
body_armour 250
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 1% less Damage Taken per 170 Strengthno_tier_4_eldritch_implicit 0
body_armour 100
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 1% less Damage Taken per 160 Strengthno_tier_3_eldritch_implicit 0
body_armour 100
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 1% less Damage Taken per 150 Strengthno_tier_2_eldritch_implicit 0
body_armour 100
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 1% less Damage Taken per 140 Strengthno_tier_1_eldritch_implicit 0
body_armour 100
default 0
45WeaponTree+1 to Level of Socketed Strength Gemssword 250
axe 250
mace 500
sceptre 250
staff 250
default 0
60WeaponTreeRecombinedAdds 1 to 3 Fire Damage to Attacks with this Weapon per 10 Strengthtwo_hand_weapon 0
sword 500
axe 500
mace 1000
sceptre 500
staff 500
default 0
60WeaponTreeRecombinedAdds 2 to 4 Fire Damage to Attacks with this Weapon per 10 Strengthone_hand_weapon 0
sword 500
axe 500
mace 1000
sceptre 500
staff 500
default 0
1WeaponTree5% increased Strength
+20 to Armour
int_armour 0
dex_armour 0
dex_int_armour 0
shield 500
default 0
40WeaponTree5% increased Strength
+30 to Armour
int_armour 0
dex_armour 0
dex_int_armour 0
shield 500
default 0
65WeaponTree5% increased Strength
+40 to Armour
int_armour 0
dex_armour 0
dex_int_armour 0
shield 500
default 0
1WeaponTree+60 to Strength
Gain no inherent bonuses from Strength
two_hand_weapon 0
mace 200
one_hand_weapon 500
shield 500
default 0
1WeaponTree+80 to Strength
Gain no inherent bonuses from Strength
two_hand_weapon 0
mace 200
one_hand_weapon 500
shield 500
default 0
1WeaponTree+90 to Strength
Gain no inherent bonuses from Strength
one_hand_weapon 0
mace 200
two_hand_weapon 500
default 0
1WeaponTree+120 to Strength
Gain no inherent bonuses from Strength
one_hand_weapon 0
mace 200
two_hand_weapon 500
default 0
1WeaponTree4% increased Strength
4% increased Dexterity
one_hand_weapon 500
shield 500
default 0
1WeaponTree6% increased Strength
6% increased Dexterity
one_hand_weapon 500
shield 500
default 0
1WeaponTree6% increased Strength
6% increased Dexterity
two_hand_weapon 500
default 0
1WeaponTree10% increased Strength
10% increased Dexterity
two_hand_weapon 500
default 0
1WeaponTree4% increased Strength
4% increased Intelligence
one_hand_weapon 500
shield 500
default 0
1WeaponTree6% increased Strength
6% increased Intelligence
one_hand_weapon 500
shield 500
default 0
1WeaponTree6% increased Strength
6% increased Intelligence
two_hand_weapon 500
default 0
1WeaponTree10% increased Strength
10% increased Intelligence
two_hand_weapon 500
default 0
1WeaponTree6% chance to deal Double Damage if Strength is below 100mace 200
one_hand_weapon 500
shield 500
default 0
1WeaponTree10% chance to deal Double Damage if Strength is below 100mace 200
one_hand_weapon 500
shield 500
default 0
1WeaponTree12% chance to deal Double Damage if Strength is below 100mace 200
two_hand_weapon 500
default 0
1WeaponTree16% chance to deal Double Damage if Strength is below 100mace 200
two_hand_weapon 500
default 0
1WeaponTree30% increased Fishing Line Strengthfishing_rod 10000
default 0
Monsters mods /1
NameLevelPre/SufDescriptionWeight
1Unique20% increased Physical Weapon Damage per 10 Strength
Abyss Jewel mods /3
NameLevelPre/SufDescriptionWeight
of Strength1Suffix+(12–16) to Strength attributedefault 500
of Athletics1Suffix+(8–10) to Strength and Dexterity attributedefault 500
of Spirit1Suffix+(8–10) to Strength and Intelligence attributedefault 500
Cluster Jewel mods /8
NameLevelPre/SufDescriptionWeight
of the Brute1SuffixAdded Small Passive Skills also grant: +(2–3) to Strength attributeexpansion_jewel_large 500
expansion_jewel_medium 500
default 0
of the Wrestler68SuffixAdded Small Passive Skills also grant: +(4–5) to Strength attributeexpansion_jewel_large 400
expansion_jewel_medium 400
default 0
of the Bear84SuffixAdded Small Passive Skills also grant: +(6–8) to Strength attributeexpansion_jewel_large 300
expansion_jewel_medium 300
default 0
of the Brute1SuffixAdded Small Passive Skills also grant: +(2–3) to Strength attributeexpansion_jewel_small 500
default 0
of the Wrestler68SuffixAdded Small Passive Skills also grant: +(4–5) to Strength attributeexpansion_jewel_small 400
default 0
of the Bear73SuffixAdded Small Passive Skills also grant: +(6–8) to Strength attributeexpansion_jewel_small 300
default 0
of the Lion78SuffixAdded Small Passive Skills also grant: +(9–11) to Strength attributeexpansion_jewel_small 200
default 0
of the Gorilla84SuffixAdded Small Passive Skills also grant: +(12–14) to Strength attributeexpansion_jewel_small 100
default 0
Fossil mods /1
NameLevelPre/SufDescriptionWeight
of the Underground1Suffix+1 to Level of Socketed Strength Gems attribute gemabyss_jewel 0
jewel 0
staff 1000
sceptre 1000
mace 1600
axe 1000
sword 1000
bow 750
dagger 750
claw 750
wand 750
str_armour 1600
int_armour 750
dex_armour 750
str_dex_armour 1000
str_int_armour 1000
dex_int_armour 750
str_dex_int_armour 1000
unset_ring 1000
default 0
Veiled mods /6
NameLevelPre/SufDescriptionWeight
of the Order60Suffix+(31–35) to Strength and Dexterity attributebody_armour 600
boots 600
gloves 600
helmet 600
amulet 600
ring 600
belt 600
shield 600
quiver 600
default 0
of the Order60Suffix+(31–35) to Strength and Intelligence attributebody_armour 600
boots 600
gloves 600
helmet 600
amulet 600
ring 600
belt 600
shield 600
quiver 600
default 0
of the Order60Suffix+(25–28) to Strength and Intelligence
(28–32)% increased Critical Strike Chance
attack critical attribute
weapon 1000
default 0
of the Order60Suffix+(25–28) to Strength and Dexterity
+(311–350) to Accuracy Rating
attack attribute
weapon 1000
default 0
of the Order60Suffix+(31–35) to Strength
+(15–18)% to Quality
attribute
body_armour 0
shield 0
default 0
of the Order60Suffix+(31–35) to Strength
(21–25)% chance to Avoid being Ignited
attribute
body_armour 1000
shield 1000
default 0
Crafting Bench /16
ModRequireItemClassesUnlock
+(15–20) to Strength1x Orb of AugmentationOne Hand Melee · Two Hand Melee · One Hand Ranged · Two Hand Ranged · Body Armour · Gloves · Boots · Helmet · Shield · Ring · Amulet · Belt · QuiverDefault
+(21–25) to Strength2x Orb of AlchemyOne Hand Melee · Two Hand Melee · One Hand Ranged · Two Hand Ranged · Body Armour · Gloves · Boots · Helmet · Shield · Ring · Amulet · Belt · QuiverThe Western Forest
+(26–30) to Strength2x Chaos OrbOne Hand Melee · Two Hand Melee · One Hand Ranged · Two Hand Ranged · Body Armour · Gloves · Boots · Helmet · Shield · Ring · Amulet · Belt · QuiverGraveyard Map
+(10–15) to Strength and Dexterity6x Orb of AlterationBody Armour · Boots · Gloves · Helmet · Shield · Amulet · Belt · Ring · QuiverBetrayal Unveil
+(16–20) to Strength and Dexterity2x Orb of AlchemyBody Armour · Boots · Gloves · Helmet · Shield · Amulet · Belt · Ring · QuiverBetrayal Unveil
+(21–25) to Strength and Dexterity4x Chaos OrbBody Armour · Boots · Gloves · Helmet · Shield · Amulet · Belt · Ring · QuiverBetrayal Unveil
+(10–15) to Strength and Intelligence6x Orb of AlterationBody Armour · Boots · Gloves · Helmet · Shield · Amulet · Belt · Ring · QuiverBetrayal Unveil
+(16–20) to Strength and Intelligence2x Orb of AlchemyBody Armour · Boots · Gloves · Helmet · Shield · Amulet · Belt · Ring · QuiverBetrayal Unveil
+(21–25) to Strength and Intelligence4x Chaos OrbBody Armour · Boots · Gloves · Helmet · Shield · Amulet · Belt · Ring · QuiverBetrayal Unveil
+(15–19) to Strength and Intelligence
(15–20)% increased Critical Strike Chance
2x Chaos OrbOne Hand Melee · One Hand Ranged · Two Hand Melee · Two Hand RangedBetrayal Unveil
+(20–24) to Strength and Intelligence
(21–25)% increased Critical Strike Chance
1x Exalted OrbOne Hand Melee · One Hand Ranged · Two Hand Melee · Two Hand RangedBetrayal Unveil
+(15–19) to Strength and Dexterity
+(161–200) to Accuracy Rating
4x Orb of AlterationOne Hand Melee · One Hand Ranged · Two Hand Melee · Two Hand RangedBetrayal Unveil
+(20–24) to Strength and Dexterity
+(201–250) to Accuracy Rating
4x Orb of AlchemyOne Hand Melee · One Hand Ranged · Two Hand Melee · Two Hand RangedBetrayal Unveil
+(10–15) to Strength
(21–25)% chance to Avoid being Ignited
8x Armourer's ScrapBody Armour · ShieldBetrayal Unveil
+(16–20) to Strength
(21–25)% chance to Avoid being Ignited
3x Orb of AlchemyBody Armour · ShieldBetrayal Unveil
+(21–25) to Strength
(21–25)% chance to Avoid being Ignited
4x Chaos OrbBody Armour · ShieldBetrayal Unveil
Misc mods /39
NameLevelDomainPre/SufDescriptionWeight
1JewelUnique(4–6)% increased Strength attribute
of Strength1JewelSuffix+(12–16) to Strength attributenot_str 300
default 500
of Athletics1JewelSuffix+(8–10) to Strength and Dexterity attributenot_int 450
default 250
of Spirit1JewelSuffix+(8–10) to Strength and Intelligence attributenot_dex 450
default 250
1JewelUniqueStrength from Passives in Radius is Transformed to Dexterity
local jewel effect base radius [800]
attribute
1JewelUniqueStrength from Passives in Radius is Transformed to Dexterity
local jewel effect base radius [1500]
attribute
1JewelUniqueIntelligence from Passives in Radius is Transformed to Strength
local jewel effect base radius [800]
attribute
1JewelUniqueIntelligence from Passives in Radius is Transformed to Strength
local jewel effect base radius [1500]
attribute
1JewelUnique+(16–24) to Strength attribute
1JewelUniqueStrength from Passives in Radius is Transformed to Intelligence
local jewel effect base radius [800]
attribute
1JewelUniqueStrength from Passives in Radius is Transformed to Intelligence
local jewel effect base radius [1500]
attribute
1JewelUniqueDexterity from Passives in Radius is Transformed to Strength
local jewel effect base radius [800]
attribute
1JewelUniqueDexterity from Passives in Radius is Transformed to Strength
local jewel effect base radius [1500]
attribute
1JewelUnique3% increased Totem Life per 10 Strength Allocated in Radius
local jewel effect base radius [1500]
resource life
1JewelUniqueDexterity and Intelligence from passives in Radius count towards Strength Melee Damage bonus
local jewel effect base radius [1200]
damage physical attack
1JewelUniqueWith at least 40 Strength in Radius, 20% increased
Rarity of Items dropped by Enemies Shattered by Glacial Hammer
local jewel effect base radius [1200]
attack drop
1JewelUniqueWith at least 40 Strength in Radius, Heavy Strike has a
20% chance to deal Double Damage
local jewel effect base radius [1200]
damage attack
1JewelUniqueWith at least 40 Strength in Radius, Hits with Cleave Fortify
With at least 40 Strength in Radius, Cleave has +0.1 metres to Radius per Nearby
Enemy, up to a maximum of +1 metre
local jewel effect base radius [1200]
attack
1JewelUniqueWith at least 40 Strength in Radius, Molten Strike fires 2 additional Projectiles
With at least 40 Strength in Radius, Molten Strike has 25% increased Area of Effect
local jewel effect base radius [1200]
attack
1JewelUniqueWith at least 40 Strength in Radius, Molten Strike Projectiles Chain on impacting ground
With at least 40 Strength in Radius, Molten Strike Projectiles Chain +1 time
With at least 40 Strength in Radius, Molten Strike fires 50% less Projectiles
local jewel effect base radius [1200]
attack
1JewelUniqueWith at least 40 Strength in Radius, Glacial Hammer deals
Cold-only Splash Damage to surrounding targets
With at least 40 Strength in Radius, 25% of Glacial
Hammer Physical Damage Converted to Cold Damage
local jewel effect base radius [1200]
damage physical elemental cold attack
1JewelUniqueWith at least 40 Strength in Radius, Hits with Vigilant Strike Fortify you and Nearby Allies for 8 seconds
local jewel effect base radius [1200]
attack
1JewelUniqueWith at least 40 Strength in Radius, Ground Slam
has a 50% increased angle
local jewel effect base radius [1200]
attack
1JewelUniqueWith at least 40 Strength in Radius, Ground Slam has a 35% chance
to grant an Endurance Charge when you Stun an Enemy
attack
1JewelUnique+7% to Critical Strike Multiplier per 10 Strength on Unallocated Passives in Radius damage critical
1JewelUnique1% additional Physical Damage Reduction per 10 Strength on Allocated Passives in Radius physical
1JewelUnique-1 Strength per 1 Strength on Allocated Passives in Radius
local jewel effect base radius [1200]
attribute
1JewelUnique2% increased Life Recovery Rate per 10 Strength on Allocated Passives in Radius resource life
1JewelUnique3% increased Life Recovery Rate per 10 Strength on Allocated Passives in Radius resource life
1JewelUnique2% reduced Life Recovery Rate per 10 Strength on Unallocated Passives in Radius resource life
1JewelUniqueWith 40 total Strength and Intelligence in Radius, Prismatic Skills deal 50% less Cold Damage
With 40 total Strength and Intelligence in Radius, Prismatic Skills cannot choose Cold
local jewel effect base radius [1200]
damage elemental cold attack
1JewelUniqueWith 40 total Dexterity and Strength in Radius, Prismatic Skills deal 50% less Lightning Damage
With 40 total Dexterity and Strength in Radius, Prismatic Skills cannot choose Lightning
local jewel effect base radius [1200]
damage elemental lightning attack
1JewelUnique+5 to Strength attribute
1JewelUniqueWith at least 40 Strength in Radius, Combust is Disabled
With at least 40 Strength in Radius, Attacks Exerted by Infernal Cry deal (40–60)% more Damage with Ignite
local jewel effect base radius [1200]
attack
Forceful84SanctumSpecialPrefixAdds 2 to 3 Fire Damage to Attacks per 10 Strength elemental fire attackstr_special_relic 200
default 50
Chieftain's1CharmPrefix(3–5)% increased Strengthstr_animal_charm 1000
default 0
Chieftain's60CharmPrefix(6–8)% increased Strengthstr_animal_charm 500
default 0
of the Inquisitor1CharmSuffix+(20–30) to Strength and Intelligenceint_animal_charm 500
str_animal_charm 500
default 0
of the Inquisitor60CharmSuffix+(31–40) to Strength and Intelligenceint_animal_charm 250
str_animal_charm 250
default 0
Item /9
Infused Engineer's Orb
Stack Size: 1 / 20
Greatly improves the quality and rewards of a Strongbox and strengthens its defenders
Orb of Conflict
Stack Size: 1 / 10
Unpredictably raise the strength of one Searing Exarch or Eater of Worlds modifier on an item and lower the strength of another
Lesser modifiers that have their strength lowered will be removed
Lion Sword
Physical Damage: 69-115
Critical Strike Chance: 5%
Attacks per Second: 1.45
Weapon Range: 1.3 metres
Requires Level 65, 104 Str, 122 Dex
+50 to Strength and Dexterity
Imperial Maul
Physical Damage: 102-153
Critical Strike Chance: 5%
Attacks per Second: 1.1
Weapon Range: 1.3 metres
Requires Level 65, 212 Str
10% increased Strength
Amber Amulet
Requires Level 7
+(20–30) to Strength
Agate Amulet
Requires Level 20
+(16–24) to Strength and Intelligence
Citrine Amulet
Requires Level 20
+(16–24) to Strength and Dexterity
Heavy Belt
Requires Level 10
+(25–35) to Strength
Heavy Belt
Requires Level 2
+(25–35) to Strength
Unique /113
+(20–30) to Dexterity
+(20–30) to Strength
+100 to Accuracy Rating
30% increased Projectile Speed
10% increased Movement Speed
30% increased Projectile Damage
+(25–40) to maximum Life
+(40–55) to Strength
+(40–55) to Dexterity
+(50–60) to maximum Life
(20–30)% increased Damage with Hits against Rare monsters
When you Kill a Rare monster, you gain its Modifiers for 60 seconds
(20–30)% increased Stun Duration on Enemies
+(40–50) to Strength
+(20–25)% to all Elemental Resistances
50% increased Flask Charges gained
10% chance to deal Double Damage while you have at least 200 Strength
5% chance to deal Triple Damage while you have at least 400 Strength
+(25–35) to Strength
+25 to Strength
Adds 10 to 20 Physical Damage to Attacks
10% increased maximum Life
+(10–20)% to Cold Resistance
25% increased Flask Life Recovery rate
+(25–40) to maximum Life
+(20–30) to Strength
+(20–30) to Intelligence
+(20–30)% to Cold Resistance
2% of Physical Attack Damage Leeched as Life
2% of Physical Attack Damage Leeched as Mana
(500–1000)% increased total Recovery per second from Life Leech
(500–1000)% increased total Recovery per second from Mana Leech
(Leeched Mana is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
+(20–30) to maximum Life
Grants Level 10 Enduring Cry Skill
+(10–20) to Strength
+1 to Maximum Endurance Charges
Gain (6–8) Life per Enemy Hit with Attacks
+(15–25) to Strength
+(35–45) to Dexterity
+(15–25) to Intelligence
Adds 10 to 20 Cold Damage to Attacks
(7–10)% increased Attack Speed
Gain (2–3) Life per Enemy Hit with Attacks
10% increased Area of Effect
+(30–40) to Strength
+(30–40) to Intelligence
(140–160)% increased Armour and Energy Shield
+(50–75)% to Cold Resistance
Cannot be Chilled
20% chance to Freeze Enemies for 1 second when they Hit you
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
+(10–20) to Strength
(60–80)% increased Armour
25% reduced Chaos Damage taken over time
25% increased Light Radius
Chaos Damage taken does not bypass Energy Shield
(-40–-30) Chaos Damage taken
(15–18)% increased Strength
Adds 1 to 80 Chaos Damage to Attacks
+(180–220) to Armour
+(13–19)% to Chaos Resistance
25% increased Movement Speed
Summoned Skeleton Warriors are Permanent and Follow you
Summon Skeletons cannot Summon more than 1 Skeleton Warrior
Trigger Level 5 Rain of Arrows when you Attack with a Bow
+(40–60) to Strength
+(40–60) to Dexterity
Adds 12 to 24 Fire Damage to Attacks
20% increased Movement Speed
40% reduced Movement Speed when on Low Life
(You are on Low Life if you have 50% of your Maximum Life or less)
+(5–30) to Strength
+(5–30) to Dexterity
+(5–30) to Intelligence
+(5–30) to maximum Energy Shield
100% increased Rarity of Items found when on Low Life
(10–25)% increased Movement Speed
(You are on Low Life if you have 50% of your Maximum Life or less)
Melee Strike Skills deal Splash Damage to surrounding targets
+50 to Strength
(150–200)% increased Armour
100% increased Knockback Distance
Melee Hits with Strike Skills always Knockback
+(20–30) to Strength
+(40–50) to Evasion Rating
+(20–30)% to Cold Resistance
100% of Physical Damage Converted to Cold Damage
Reflects 100 Cold Damage to Melee Attackers
+(20–30) to Strength
+(20–30) to maximum Mana
5% increased Experience gain
+10% to all Elemental Resistances
(10–20)% increased Elemental Damage
+(20–30) to Strength
+(20–30) to Dexterity
+(200–300) to Armour
Cannot Leech when on Low Life
Skills which Exert an Attack have (20–40)% chance to not count that Attack
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(You are on Low Life if you have 50% of your Maximum Life or less)
+20 to Strength
+(20–30)% to Lightning Resistance
Spells have a 20% chance to deal Double Damage
(Removes all mana. 10% more maximum Life. Skills Cost Life instead of Mana. Skills Reserve Life instead of Mana)
30% increased Global Critical Strike Chance
+25 to Strength
(80–100)% increased Physical Damage
Adds 12 to 24 Physical Damage
Grants 10 Life per Enemy Hit
32% increased Elemental Damage
Socketed Gems are Supported by Level 30 Iron Will
+(50–70) to Strength
(15–18)% increased Cast Speed
+(20–30) to maximum Mana
1% increased Damage per 8 Strength when in Main Hand
1% increased Armour per 16 Strength when in Off Hand
+20% Chance to Block Attack Damage while wielding a Staff
1% increased Area of Effect per 20 Intelligence
1% increased Attack Speed per 10 Dexterity
16% increased Physical Weapon Damage per 10 Strength
+1 to Level of Socketed Strength Gems
Trigger Level 1 Gore Shockwave on Melee Hit if you have at least 150 Strength
+(15–30) to Strength
(80–100)% increased Physical Damage
Adds 5 to 10 Physical Damage
Culling Strike
(Culling Strike means enemies that are on 10% or lower life after your Hit are Killed)
Socketed Gems are Supported by Level 20 Increased Area of Effect
+10 to Strength
(120–160)% increased Physical Damage
Gain 10 Mana per Enemy Killed
+(120–150) to Accuracy Rating
+0.2 metres to Weapon Range
(Affects Melee Strikes, including the Default Attack. Does not apply to Areas of Effect)
45% increased Stun Duration on Enemies
+10 to Strength
(140–200)% increased Physical Damage
15% reduced Enemy Stun Threshold
1% of Physical Attack Damage Leeched as Life
(40–50)% increased Stun Duration on Enemies
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(The Stun Threshold determines how much Damage can Stun something)
+(20–30) to Strength
(150–180)% increased Armour and Energy Shield
+(50–70) to maximum Life
(20–40)% increased Mana Regeneration Rate
Removes Elemental Ailments on Rampage
Gain Immunity to Physical Damage for 1.5 seconds 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)
16% increased Elemental Damage
20% increased Physical Damage
Adds (8–13) to (26–31) Physical Damage
30% increased Fire Damage
(15–20)% increased Attack Speed
(30–40)% increased Critical Strike Chance
Adds 4 to 7 Fire Damage to Attacks with this Weapon per 10 Strength
+(20–30)% to Fire Resistance
+(15–25) to Strength
Adds (20–25) to (30–35) Fire Damage to Spells and Attacks
15% increased Ignite Duration on Enemies
10% chance to Ignite
Recover (20–30) Life when you Ignite an Enemy
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
+1 to Level of Socketed Gems
(5–15)% increased Strength
(5–15)% increased Dexterity
(5–15)% increased Intelligence
(100–150)% increased Armour
40% reduced Light Radius
+(16–24) to Dexterity
Strength from Passives in Radius is Transformed to Dexterity
Corrupted
(4–6)% increased Strength
(4–6)% increased Dexterity
(10–15)% reduced Intelligence
+(16–24) to Strength
Dexterity from Passives in Radius is Transformed to Strength
Corrupted
3% increased Totem Life per 10 Strength Allocated in Radius
Totems cannot be Stunned
+(16–24) to Strength
Intelligence from Passives in Radius is Transformed to Strength
Corrupted
+(16–24) to Intelligence
Strength from Passives in Radius is Transformed to Intelligence
Corrupted
Dexterity and Intelligence from passives in Radius count towards Strength Melee Damage bonus
Grants 7 Life per Enemy Hit
+(10–15) to Strength
+(10–15) to Dexterity
Adds (2–6) to (16–22) Physical Damage
(10–15)% increased Attack Speed
20% increased Damage with Movement Skills
15% increased Attack Speed with Movement Skills
15% reduced Global Accuracy Rating
Has 1 Socket
Socketed Golem Skills have 25% chance to Taunt on Hit
Socketed Golem Skills have Minions Regenerate 5% of Life per second
+3 to Level of Socketed Golem Gems
+(30–40) to Strength
(20–30)% increased Fire Damage
+(30–40) to maximum Life
+25% to Global Critical Strike Multiplier
+30 to Strength
(140–160)% increased Physical Damage
+30 to maximum Mana
5% increased Movement Speed
30% increased Elemental Damage
+0.2 metres to Weapon Range
(Affects Melee Strikes, including the Default Attack. Does not apply to Areas of Effect)
(10–15)% increased Armour
With at least 40 Strength in Radius, Hits with Vigilant Strike Fortify you and Nearby Allies for 8 seconds
(Fortifying grants an amount of Fortification based on the Damage of the Hit)
(Take 1% less Damage from Hits per Fortification. Maximum 20 Fortification)
(8–12)% increased Global Physical Damage
With at least 40 Strength in Radius, Ground Slam has a 35% chance
to grant an Endurance Charge when you Stun an Enemy
With at least 40 Strength in Radius, Ground Slam
has a 50% increased angle
(10–15)% increased Cold Damage
With at least 40 Strength in Radius, 20% increased
Rarity of Items dropped by Enemies Shattered by Glacial Hammer
(8–12)% increased Global Physical Damage
With at least 40 Strength in Radius, Heavy Strike has a
20% chance to deal Double Damage
+(16–24) to Strength and Intelligence
+(30–50) to Strength
Recover 1% of Life on Kill
5% chance to grant Onslaught to nearby Enemies on Kill
5% chance to grant Chaotic Might to nearby Enemies on Kill
10% chance to gain Onslaught for 10 seconds on Kill
10% chance to gain Chaotic Might for 10 seconds on Kill
(Onslaught grants 20% increased Attack, Cast, and Movement Speed)
(Chaotic Might grants 30% of Physical Damage as extra Chaos Damage)
(50–75)% increased Armour and Energy Shield
+(30–40) to maximum Energy Shield
+(60–70) to maximum Life
+(14–18)% to all Elemental Resistances
+2 maximum Energy Shield per 5 Strength
(Life Regeneration is applied to Energy Shield instead.)
(4–6)% increased Strength
10% increased Damage
3% increased Character Size
+(20–30) to Dexterity
+(20–30) to Strength
(5–10)% increased Attack Speed
+100 to Accuracy Rating
30% increased Projectile Speed
10% increased Movement Speed
30% increased Projectile Damage
45% increased Stun Duration on Enemies
+10 to Strength
(140–200)% increased Physical Damage
Adds (10–20) to (30–40) Physical Damage
15% reduced Enemy Stun Threshold
1% of Physical Attack Damage Leeched as Life
(40–50)% increased Stun Duration on Enemies
Gain 50% of Physical Damage as Extra Cold Damage
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(The Stun Threshold determines how much Damage can Stun something)
+(20–30) to Strength
+(20–30) to Dexterity
20% increased Melee Damage
Adds 10 to 20 Physical Damage to Attacks
+(200–300) to Armour
Cannot Leech when on Low Life
If you've Warcried Recently, you and nearby allies have 20% increased Attack, Cast and Movement Speed
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(You are on Low Life if you have 50% of your Maximum Life or less)
(Recently refers to the past 4 seconds)
+(20–30) to Strength
Adds (5–7) to (13–15) Cold Damage to Spells and Attacks
+(40–50) to Evasion Rating
+(20–30)% to Cold Resistance
100% of Physical Damage Converted to Cold Damage
Reflects 100 Cold Damage to Melee Attackers
Your Cold Damage can Ignite
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
+(20–30) to maximum Life
+(10–20) to Strength
Regenerate 0.2% of Life per second per Endurance Charge
Gain (2–4) Life per Enemy Hit with Attacks
+1 to Maximum Endurance Charges
2% increased Area of Effect per Endurance Charge
+1 to Level of Socketed Strength Gems
Trigger Level 5 Gore Shockwave on Melee Hit if you have at least 150 Strength
+(15–30) to Strength
(80–100)% increased Physical Damage
Adds (35–45) to (80–90) Physical Damage
Gain 70% of Physical Damage as Extra Fire Damage
Culling Strike
(Culling Strike means enemies that are on 10% or lower life after your Hit are Killed)
+(20–40) to Strength
200% increased Armour and Energy Shield
+(10–15)% to all Elemental Resistances
25% increased Movement Speed
+1 to Maximum Endurance Charges
50% increased Elemental Ailment Duration on you
Bleeding cannot be inflicted on you
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
+30 to Strength
+(30–50) to maximum Life
+(20–40)% to Cold Resistance
Minions have 10% reduced Movement Speed
Minions have +40% to Cold Resistance
Minions gain 20% of Physical Damage as Extra Cold Damage
(350–400)% increased Armour
+(1–5)% to all maximum Elemental Resistances
Strength provides no bonus to Maximum Life
Take no Extra Damage from Critical Strikes
(Maximum Resistances cannot be raised above 90%)
(80–120)% increased Armour and Energy Shield
+4 Accuracy Rating per 2 Intelligence
+1 Life per 4 Dexterity
+1 Mana per 4 Strength
1% increased Energy Shield per 10 Strength
2% increased Evasion Rating per 10 Intelligence
2% increased Melee Physical Damage per 10 Dexterity
+(20–30) to Strength
+(20–30) to Strength
25% increased Fire Damage
+(25–35) to maximum Life
+(20–40)% to Fire Resistance
Nearby Enemies are Covered in Ash
(Being Covered in Ash applies 20% less Movement Speed and 20% increased Fire Damage Taken)
+(20–30) to Strength
10% increased Strength
10% increased maximum Life
+(20–40)% to Fire Resistance
Damage Penetrates 10% Fire Resistance
Cover Enemies in Ash when they Hit you
(Being Covered in Ash applies 20% less Movement Speed and 20% increased Fire Damage Taken, for 4 seconds)
(50% of Physical, Cold and Lightning Damage Converted to Fire Damage.
Deal no Non-Fire Damage)
Triggers Level 7 Abberath's Fury when Equipped
+(20–30) to Strength
15% increased Movement Speed
(6–10)% chance to Ignite
When you Kill an Ignited Enemy, inflict an equivalent Ignite on each nearby Enemy
1% increased Fire Damage per 20 Strength
Burning Hoofprints
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(Ignite deals Fire Damage over time)
You can catch Corrupted Fish
(10–15)% increased Cast Speed
100% increased Fishing Line Strength
20% increased Quantity of Fish Caught
40% increased Rarity of Fish Caught
(20–40)% increased Fish Bite Sensitivity
(Multiple bites from Fish with multiple mouths only check Bite Sensitivity once)
Corrupted
(10–15)% increased Cold Damage
With at least 40 Strength in Radius, Glacial Hammer deals
Cold-only Splash Damage to surrounding targets
With at least 40 Strength in Radius, 25% of Glacial
Hammer Physical Damage Converted to Cold Damage
(10–15)% increased Fire Damage
With at least 40 Strength in Radius, Molten Strike Projectiles Chain on impacting ground
With at least 40 Strength in Radius, Molten Strike Projectiles Chain +1 time
With at least 40 Strength in Radius, Molten Strike fires 50% less Projectiles
(10–15)% increased Global Physical Damage
With at least 40 Strength in Radius, Hits with Cleave Fortify
With at least 40 Strength in Radius, Cleave has +0.1 metres to Radius per Nearby
Enemy, up to a maximum of +1 metre
(Fortifying grants an amount of Fortification based on the Damage of the Hit)
(Take 1% less Damage from Hits per Fortification. Maximum 20 Fortification. Fortification lasts 6 seconds)
+2 to Level of Socketed Minion Gems
Minions have (10–20)% increased maximum Life
Half of your Strength is added to your Minions
+1 to maximum number of Raised Zombies per 500 Strength
With at least 1000 Strength, (1.5–2)% of Damage dealt by your Raised Zombies is Leeched to you as Life
+(20–30) to Strength
25% increased Damage over Time
Attacks have 25% chance to cause Bleeding
(25–40)% increased Attack Damage against Bleeding Enemies
Bleeding Enemies you Kill Explode, dealing 5% of
their Maximum Life as Physical Damage
25% reduced Bleeding Duration
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is 200% higher while moving)
(20–30)% increased Stun Duration on Enemies
+(20–40) to Strength
(30–40)% more Maximum Physical Attack Damage
(30–40)% less Minimum Physical Attack Damage
Adds 1 to (15–20) Physical Damage to Attacks
+(80–100) to maximum Life
Gain 50 Life when you Stun an Enemy
Adds (7–9) to (13–16) Physical Damage to Attacks
+(30–50) to Strength and Dexterity
Adds (19–22) to (30–35) Fire Damage to Spells and Attacks
Adds (19–22) to (30–35) Cold Damage to Spells and Attacks
+(15–25)% to Fire and Cold Resistances
+(30–40) to Strength
Adds (5–8) to (12–16) Physical Damage to Attacks
10% reduced Attack Speed
(80–100)% increased Armour
Arrows Pierce 2 additional Targets
(Strength's Damage bonus also applies to Projectile Attacks)
+1% Chance to Block Attack Damage per 50 Strength
Chance to Block Spell Damage is Unlucky
+(60–120) to Strength
(80–100)% increased Armour
10% reduced Movement Speed
Strength's Damage Bonus instead grants 3% increased Melee
Physical Damage per 10 Strength
(Unlucky things are rolled twice and the worst result used)
+(5–30) to Strength
+(5–30) to Dexterity
+(5–30) to Intelligence
+(90–110) to maximum Energy Shield
(10–16)% increased Quantity of Items found when on Low Life
20% increased Movement Speed
(You are on Low Life if you have 50% of your Maximum Life or less)
(20–30)% increased Stun Duration on Enemies
+(40–50) to Strength
+(40–50) to Intelligence
(25–40)% increased Global Physical Damage
50% increased Flask Charges gained
(50–60)% increased Critical Strike Chance while you have at least 200 Intelligence
+(20–25)% to all Elemental Resistances while you have at least 200 Strength
(20–30)% increased Stun Duration on Enemies
+(40–50) to Strength
+(40–50) to Dexterity
(25–40)% increased Global Physical Damage
50% increased Flask Charges gained
(40–50)% increased Projectile Attack Damage while you have at least 200 Dexterity
+(20–25)% to all Elemental Resistances while you have at least 200 Strength
+(30–40) to Strength
+(30–40) to Intelligence
(140–160)% increased Armour and Energy Shield
+(50–75)% to Cold Resistance
Cannot be Chilled
20% of Physical Damage from Hits taken as Cold Damage
30% of Fire Damage from Hits taken as Cold Damage
(15–20)% increased Effect of Cold Ailments
(Cold Ailments are Chilled, Frozen and Brittle)
+20 to Strength
(15–30)% increased Spell Damage
+10% to all Elemental Resistances
Adds (42–54) to (78–88) Cold Damage to Spells while no Life is Reserved
Adds (54–64) to (96–107) Fire Damage to Spells while no Life is Reserved
Adds (5–14) to (160–173) Lightning Damage to Spells while no Life is Reserved
(Removes all mana. 10% more maximum Life. Skills Cost Life instead of Mana. Skills Reserve Life instead of Mana)
-1 Strength per 1 Strength on Allocated Passives in Radius
2% increased Life Recovery Rate per 10 Strength on Allocated Passives in Radius
+(40–50) to Intelligence
+(160–180) to maximum Energy Shield
Strength provides no bonus to Maximum Life
Intelligence provides no inherent bonus to Maximum Mana
+1 to Maximum Life per 2 Intelligence
Cannot gain Energy Shield
Regenerate 1% of Life per second per 500 Maximum Energy Shield
Your Energy Shield starts at zero
(10–15)% increased Elemental Damage
With 40 total Strength and Intelligence in Radius, Prismatic Skills deal 50% less Cold Damage
With 40 total Strength and Intelligence in Radius, Prismatic Skills cannot choose Cold
(10–15)% increased Elemental Damage
With 40 total Dexterity and Strength in Radius, Prismatic Skills deal 50% less Lightning Damage
With 40 total Dexterity and Strength in Radius, Prismatic Skills cannot choose Lightning
-1 Strength per 1 Strength on Allocated Passives in Radius
+7% to Critical Strike Multiplier per 10 Strength on Unallocated Passives in Radius
3% increased Life Recovery Rate per 10 Strength on Allocated Passives in Radius
2% reduced Life Recovery Rate per 10 Strength on Unallocated Passives in Radius
+1% Chance to Block Attack Damage per 50 Strength
Chance to Block Spell Damage is Unlucky
+(60–120) to Strength
(80–100)% increased Armour
10% reduced Movement Speed
Strength's Damage Bonus instead grants 3% increased Melee
Physical Damage per 10 Strength
(Unlucky things are rolled twice and the worst result used)
+(20–30)% to Fire Resistance
+20 to Strength
5% increased maximum Energy Shield
5% increased maximum Life
+(20–30)% to Fire Resistance
+20 to Strength
5% increased maximum Energy Shield
5% increased maximum Life
+(20–30)% to Fire Resistance
+20 to Strength
5% increased maximum Energy Shield
5% increased maximum Life
[One to three random synthesis implicit modifiers]
+(20–30) to Strength
Adds (20–25) to (26–35) Fire Damage
+(20–30)% to Fire Resistance
When used in the Synthesiser, the new item will have an additional Herald Modifier
[Random Herald of Ash modifier]
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)
(140–180)% increased Evasion and Energy Shield
+(25–40)% to Critical Strike Multiplier if Dexterity is higher than Intelligence
15% increased Dexterity if Strength is higher than Intelligence
1% increased Elemental Damage per 10 Dexterity
+2 to Maximum Life per 10 Intelligence
Adds 1 to 4 Physical Damage to Attacks
+(20–30) to Strength
Attacks have 25% chance to cause Bleeding
(40–60)% increased Damage with Bleeding
You are Chilled while you are Bleeding
Non-Chilled Enemies you inflict Bleeding on are Chilled
Bleeding Enemies you Kill with Hits Shatter
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is 200% higher while moving)
(Chill reduces Enemy Action Speed by 10% for 2 seconds)
+(20–30)% to Fire Resistance
+(30–50) to Strength
(20–25)% increased Melee Damage
30% chance to Avoid being Stunned
20% less Attack Speed
Strike Skills also target the previous location they were Used
+(20–30) to Dexterity
10% reduced Strength
15% increased Dexterity
(-30–-20)% to Fire Resistance
+(30–40)% to Cold Resistance
You do not inherently take less Damage for having Fortification
+4% chance to Suppress Spell Damage per Fortification
(15–25)% increased Attack and Cast Speed while at maximum Fortification
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
Adds (7–9) to (13–16) Physical Damage to Attacks
+(30–50) to Strength and Dexterity
Adds (19–22) to (30–35) Fire Damage to Spells and Attacks
Adds (19–22) to (30–35) Cold Damage to Spells and Attacks
+(15–25)% to Fire and Cold Resistances
(30–50)% increased Critical Strike Chance
Adds (8–12) to (16–24) Physical Damage
(14–20)% increased Attack Speed
(14–20)% increased Totem Life
(14–20)% increased Totem Placement speed
Shrapnel Ballista has +1 to maximum number of Summoned Totems per 200 Strength
Adds 1 to 3 Physical Damage to Attacks per 25 Strength
Trigger Level 5 Toxic Rain when you Attack with a Bow
+(40–60) to Strength
+(40–60) to Dexterity
Adds 12 to 24 Chaos Damage to Attacks
20% increased Movement Speed
40% reduced Movement Speed when on Low Life
(You are on Low Life if you have 50% of your Maximum Life or less)
(15–25)% increased Stun and Block Recovery
+(20–40) to Strength
Gain (4–6)% of Maximum Life as Extra Maximum Energy Shield
Corrupted Soul
(50% of Non-Chaos Damage taken bypasses Energy Shield
Gain 15% of Maximum Life as Extra Maximum Energy Shield)
30% increased Global Critical Strike Chance
+20 to Strength
(20–40)% increased Physical Damage
Adds (3–6) to (9–13) Physical Damage
30% chance to cause Bleeding on Hit
(100–150)% increased Critical Strike Chance against Bleeding Enemies
Extra gore
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is 200% higher while moving)
+(25–40) to maximum Life
+(40–55) to Strength
+(40–55) to Dexterity
+(50–60) to maximum Life
(20–30)% increased Damage with Hits against Magic monsters
20% chance when you Kill a Magic Monster to gain its Modifiers for 60 seconds
(15–18)% increased Strength
+(180–220) to Armour
+(13–19)% to Chaos Resistance
25% increased Movement Speed
Cannot deal non-Chaos Damage
Adds 1 to 80 Chaos Damage to Attacks per 80 Strength
+30 to Strength
+(30–50) to maximum Life
+(20–40)% to Fire Resistance
Minions have 10% reduced maximum Life
Minions have +40% to Fire Resistance
Minions gain 20% of Physical Damage as Extra Fire Damage
+(25–35) to Strength
+(800–1200) to Armour
Regenerate (50–70) Life per second
20% increased Stun Threshold
10% reduced Armour per 50 Strength
Imbalanced Guard
(The Stun Threshold determines how much Damage can Stun something)
(100% chance to Defend with Double Armour. Maximum Damage Reduction for any Damage Type is 50%)
(Armour is treated as this percentage of its actual value, only for calculating damage mitigation)
+(10–20) to Strength
40% increased Main Hand Critical Strike Chance per
Murderous Eye Jewel affecting you, up to a maximum of 200%
+20% to Off Hand Critical Strike Multiplier per
Murderous Eye Jewel affecting you, up to a maximum of +100%
+(10–16) to all Attributes
+(20–30) to Strength
(15–20)% increased Armour
+(100–120) to maximum Life
10% reduced Stun and Block Recovery
Nearby Enemies have 10% reduced Stun and Block Recovery
[Random Strength aura Reserves no Mana]
With at least 40 Strength in Radius, Combust is Disabled
With at least 40 Strength in Radius, Attacks Exerted by Infernal Cry deal (40–60)% more Damage with Ignite
[The Searing Exarch Implicit]
[The Eater of Worlds Implicit]
+(20–50) to Strength
+(20–50) to Dexterity
+(20–50) to Intelligence
(10–15)% increased Global Defences
Critical Strikes inflict Malignant Madness if The Eater of Worlds is dominant
Kill Enemies that have 15% or lower Life on Hit if The Searing Exarch is dominant
(Armour, Evasion Rating and Energy Shield are the standard Defences)
(Malignant Madness reduces Damage and Action Speed by 10%, for 8 seconds)
Trigger Level 1 Rain of Arrows when you Attack with a Bow
+(20–30) to Strength
+(20–30) to Dexterity
Adds 4 to 8 Fire Damage to Attacks
20% increased Movement Speed
40% reduced Movement Speed when on Low Life
(You are on Low Life if you have 50% of your Maximum Life or less)
+(20–30) to Strength
Adds (1–3) to (4–5) Cold Damage to Spells and Attacks
+(40–50) to Evasion Rating
+(10–20)% to Cold Resistance
100% of Physical Damage Converted to Cold Damage
Reflects 100 Cold Damage to Melee Attackers
+(15–25) to Strength
Adds (1–2) to (3–4) Physical Damage to Attacks
(80–100)% increased Armour
Iron Grip
(Strength's Damage bonus also applies to Projectile Attacks)
+(20–30) to Dexterity
+(20–30) to Strength
+100 to Accuracy Rating
30% increased Projectile Speed
10% increased Movement Speed
30% increased Projectile Damage
+(25–35) to Strength
+25 to Strength
Adds 10 to 20 Physical Damage to Attacks
10% increased maximum Life
+(10–20)% to Cold Resistance
25% increased Flask Life Recovery rate
(20–30)% increased Elemental Damage with Attack Skills
+(15–25)% to Fire Resistance
+(15–25)% to Cold Resistance
+(15–25)% to Lightning Resistance
Adds 1 to 2 Cold Damage to Attacks per 10 Dexterity
Adds 1 to 2 Fire Damage to Attacks per 10 Strength
Adds to 3 Lightning Damage to Attacks per 10 Intelligence
Regenerate (2–4) Life per second
+(20–30) to Strength
(2–3)% of Physical Attack Damage Leeched as Life
(1–1.5)% of Physical Attack Damage Leeched as Mana
Taking Chaos Damage over Time heals you instead while Leeching Life
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(Leeched Mana is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
+(20–30) to Strength
+(20–30) to Dexterity
(80–120)% increased Armour and Evasion
(15–25)% increased Rarity of Items found
Has a Crucible Passive Skill Tree
Crucible Passive Skill Tree is removed if this Modifier is removed
+(25–35) to Strength
+(30–40) to Strength
+(300–500) to Armour
Take no Burning Damage if you've stopped taking Burning Damage Recently
Nearby Enemies Convert 25% of their Physical Damage to Fire
(Recently refers to the past 4 seconds)
+(30–50) to Strength
(80–120)% increased Armour and Energy Shield
Gain (7–10) Rage after Spending a total of 200 Mana
Rage grants Spell Damage instead of Attack Damage
(Every Rage grants 1% more Attack Damage. Maximum Rage is 30. Lose 10 Rage per second if you have not been Hit or gained Rage in the last 2 seconds)
+(30–50) to Strength
+(20–30)% to all Elemental Resistances
Gain Maximum Life instead of Maximum Energy Shield from Equipped Armour Items
20% reduced Enemy Stun Threshold
Trigger Level 20 Tawhoa's Chosen when you Attack with
a Non-Vaal Slam or Strike Skill near an Enemy
+(30–40) to Strength
(250–300)% increased Physical Damage
(20–30)% increased Stun Duration on Enemies
(20–30)% reduced Enemy Stun Threshold with this Weapon
(The Stun Threshold determines how much Damage can Stun something)
10% reduced Enemy Stun Threshold
+(30–40) to Strength
+(30–40) to Dexterity
(150–250)% increased Physical Damage
+(400–500) to Accuracy Rating
Can be Enchanted by a Kalguuran Runesmith
Can have 2 additional Runesmithing Enchantments
Can be Runesmithed as though it were all One Handed Melee Weapon Types
Passive /25
4% increased Attack Speed
+20 to Strength
26% increased Physical Damage
Regenerate 1.8% of Life per second
20% increased Stun Threshold
+20 to Strength
(The Stun Threshold determines how much Damage can Stun something)
10% increased maximum Life
Gain 10 Life per Enemy Killed
+20 to Strength
25% increased Physical Damage with Two Handed Melee Weapons
Attacks with Two Handed Melee Weapons deal 25% increased Damage with Ailments
5% increased Attack Speed with Two Handed Melee Weapons
+20 to Strength
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
20% increased Attack Damage
30% increased Melee Critical Strike Chance
+10 to Strength and Intelligence
+30 to Strength
+30 to Strength
+30 to Strength
Regenerate 1% of Life per second
10% increased Melee Physical Damage
+0.3 metres to Melee Strike Range
+20 to Strength
(Affects Melee Strikes, including the Default Attack. Does not apply to Areas of Effect)
+20 to maximum Life
10% increased maximum Life
+10 to Strength
+30 to Strength
20% increased Projectile Speed
20% increased Projectile Damage
+20 to Strength
10% increased maximum Energy Shield
10% increased maximum Life
+10 to Strength
Strength's Damage bonus applies to Projectile Attack Damage as well as Melee Damage
20% increased maximum Mana
Gain 4 Mana per Enemy Hit with Attacks if you've used a Mana Flask in the past 10 seconds
+20 to Strength and Intelligence
+50 to Armour
+20 to Strength
16% increased Physical Damage
25% increased Physical Damage with One Handed Melee Weapons
Attacks with One Handed Melee Weapons deal 25% increased Damage with Ailments
5% increased Attack Speed with One Handed Melee Weapons
+20 to Strength
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
+10% to all Elemental Resistances
25% chance to Ignore Stuns while Casting
+20 to Strength and Dexterity
Hits have 30% chance to ignore Enemy Physical Damage Reduction
+30 to Strength
30% increased Physical Damage
15% increased Damage
Minions deal 15% increased Damage
5% increased Attack and Cast Speed
+10 to Strength and Intelligence
20% increased Armour
10% increased maximum Energy Shield
Regenerate 1% of Life per second
+10 to Strength and Intelligence
20% increased Spell Damage
30% increased Spell Critical Strike Chance
10% increased Light Radius
+10 to Strength and Intelligence
+40 to Strength
8% increased Strength
Strength's Damage bonus applies to all Spell Damage as well
16% increased Melee Damage
16% increased Armour
+16 to maximum Life
+30 to Strength
Ascendancy Passive /3
Ascendancy: Juggernaut
Character: Marauder
+500 to Accuracy Rating
1% increased Attack Speed per 150 Accuracy Rating
Gain Accuracy Rating equal to twice your Strength
Ascendancy: Chieftain
Character: Marauder
Non-Unique Jewels cause Increases and Reductions to other Damage Types in a Large Radius to be Transformed to apply to Fire Damage
Non-Unique Jewels cause Small and Notable Passive Skills in a Large Radius to
also grant +3 to Strength
(Passive Skills that are not Notable, Masteries, Keystones, or Jewel Sockets are Small)
Ascendancy: Inquisitor
Character: Templar
1% increased Critical Strike Chance per point of Strength or Intelligence, whichever is lower
+50 to Strength and Intelligence
Cluster Jewel Passive /9
1% increased Fishing Line Strength
+6% to Physical Damage over Time Multiplier if you've Spent Life Recently
+20 to Strength
(Recently refers to the past 4 seconds)
1% increased Cold Damage per 25 Dexterity
1% increased Cold Damage per 25 Intelligence
1% increased Cold Damage per 25 Strength
When you Warcry, you and nearby Allies gain Onslaught for 4 seconds
+10 to Strength and Dexterity
(Onslaught grants 20% increased Attack, Cast, and Movement Speed)
10% increased Attack Speed with Two Handed Melee Weapons
10% increased Attack Speed if you have at least 600 Strength
+20 to Strength
40% increased Stun and Block Recovery
Purity of Fire has 80% increased Mana Reservation Efficiency
+20 to Strength
Exerted Attacks have 8% chance to deal Double Damage
+20 to Strength
6% increased maximum Life
5% increased Strength
Mace, Sceptre or Staff Attacks deal 30% increased Damage with Hits and Ailments
4% chance to deal Double Damage while wielding a Mace, Sceptre or Staff
+20 to Strength
(Warstaves are considered Staves)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
Timeless Jewel Passive Additions /4
FactionCategoryShow Full DescriptionsCode
KaruiAttribute
+2 to Strengthkarui_attribute_strength
KaruiNormal
+4 to Strengthkarui_small_strength
KaruiNotable
+20 to Strengthkarui_notable_add_strength
KaruiNotable
5% increased Strengthkarui_notable_add_percent_strength
Elevated modifier List /7
NameLvModsElevated Mods
of the Elder68(5–8)% increased Strength
Group: 1250
(9–12)% increased Strength
of the Elder83(9–12)% increased Strength
Group: 1250
+1 to Level of Socketed Strength Gems
(9–12)% increased Strength
of the Conquest68(5–8)% increased Strength
Group: 1250
(9–12)% increased Strength
of the Conquest75(9–12)% increased Strength
Group: 1250
+1 to Level of Socketed Strength Gems
(9–12)% increased Strength
of the Conquest75Gain Accuracy Rating equal to your Strength
Group: 3561
1% increased Critical Strike Chance per 10 Strength
Gain Accuracy Rating equal to your Strength
of the Hunt68(6–8)% increased Strength
Group: 1250
(9–10)% increased Strength
of the Hunt75(9–10)% increased Strength
Group: 1250
(11–12)% increased Strength

Community Wiki

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Strength

The strength attribute is a measure of a character's physical power. Strength is required to use strength-based equipment and skills.

Strength also provides certain inherent bonuses:

  • Every 10 strength grants an additional 5 maximum Life.
  • Every 10 strength grants 2% increased melee physical damage.

Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.