Strength
+10 to Strength
Strength Attr /14
Name | Show Full Descriptions |
---|---|
ID | strength771 |
Icon | Art/2DArt/SkillIcons/passives/plusstrength.png |
isKeystone | false |
isNotable | false |
isAscendancyStart | false |
isMultipleChoice | false |
isMultipleChoiceOption | false |
isBlighted | false |
isJewelSocket | false |
isMastery | false |
isProxy | false |
isUsed | true |
isRoyale | true |
PassiveSkillsHash | 10221 |
Strength
+10 to Strength
Strength Attr /14
Name | Show Full Descriptions |
---|---|
ID | strength773 |
Icon | Art/2DArt/SkillIcons/passives/plusstrength.png |
isKeystone | false |
isNotable | false |
isAscendancyStart | false |
isMultipleChoice | false |
isMultipleChoiceOption | false |
isBlighted | false |
isJewelSocket | false |
isMastery | false |
isProxy | false |
isUsed | true |
isRoyale | true |
PassiveSkillsHash | 46578 |
Strength
+10 to Strength
Strength Attr /14
Name | Show Full Descriptions |
---|---|
ID | strength774 |
Icon | Art/2DArt/SkillIcons/passives/plusstrength.png |
isKeystone | false |
isNotable | false |
isAscendancyStart | false |
isMultipleChoice | false |
isMultipleChoiceOption | false |
isBlighted | false |
isJewelSocket | false |
isMastery | false |
isProxy | false |
isUsed | true |
isRoyale | true |
PassiveSkillsHash | 43374 |
Strength
+10 to Strength
Strength Attr /14
Name | Show Full Descriptions |
---|---|
ID | strength775 |
Icon | Art/2DArt/SkillIcons/passives/plusstrength.png |
isKeystone | false |
isNotable | false |
isAscendancyStart | false |
isMultipleChoice | false |
isMultipleChoiceOption | false |
isBlighted | false |
isJewelSocket | false |
isMastery | false |
isProxy | false |
isUsed | true |
isRoyale | true |
PassiveSkillsHash | 3644 |
Strength
+10 to Strength
Strength Attr /14
Name | Show Full Descriptions |
---|---|
ID | strength776 |
Icon | Art/2DArt/SkillIcons/passives/plusstrength.png |
isKeystone | false |
isNotable | false |
isAscendancyStart | false |
isMultipleChoice | false |
isMultipleChoiceOption | false |
isBlighted | false |
isJewelSocket | false |
isMastery | false |
isProxy | false |
isUsed | true |
isRoyale | false |
PassiveSkillsHash | 30733 |
Strength
+10 to Strength
Strength Attr /14
Name | Show Full Descriptions |
---|---|
ID | strength777 |
Icon | Art/2DArt/SkillIcons/passives/plusstrength.png |
isKeystone | false |
isNotable | false |
isAscendancyStart | false |
isMultipleChoice | false |
isMultipleChoiceOption | false |
isBlighted | false |
isJewelSocket | false |
isMastery | false |
isProxy | false |
isUsed | true |
isRoyale | false |
PassiveSkillsHash | 22703 |
Strength
+10 to Strength
Strength Attr /14
Name | Show Full Descriptions |
---|---|
ID | strength778 |
Icon | Art/2DArt/SkillIcons/passives/plusstrength.png |
isKeystone | false |
isNotable | false |
isAscendancyStart | false |
isMultipleChoice | false |
isMultipleChoiceOption | false |
isBlighted | false |
isJewelSocket | false |
isMastery | false |
isProxy | false |
isUsed | true |
isRoyale | false |
PassiveSkillsHash | 14056 |
Strength
+10 to Strength
Strength Attr /14
Name | Show Full Descriptions |
---|---|
ID | strength702 |
Icon | Art/2DArt/SkillIcons/passives/plusstrength.png |
isKeystone | false |
isNotable | false |
isAscendancyStart | false |
isMultipleChoice | false |
isMultipleChoiceOption | false |
isBlighted | false |
isJewelSocket | false |
isMastery | false |
isProxy | false |
isUsed | true |
isRoyale | false |
PassiveSkillsHash | 21301 |
Strength
+10 to Strength
Strength Attr /14
Name | Show Full Descriptions |
---|---|
ID | strength780 |
Icon | Art/2DArt/SkillIcons/passives/plusstrength.png |
isKeystone | false |
isNotable | false |
isAscendancyStart | false |
isMultipleChoice | false |
isMultipleChoiceOption | false |
isBlighted | false |
isJewelSocket | false |
isMastery | false |
isProxy | false |
isUsed | true |
isRoyale | false |
PassiveSkillsHash | 44202 |
Strength
+10 to Strength
Strength Attr /14
Name | Show Full Descriptions |
---|---|
ID | strength781 |
Icon | Art/2DArt/SkillIcons/passives/plusstrength.png |
isKeystone | false |
isNotable | false |
isAscendancyStart | false |
isMultipleChoice | false |
isMultipleChoiceOption | false |
isBlighted | false |
isJewelSocket | false |
isMastery | false |
isProxy | false |
isUsed | true |
isRoyale | true |
PassiveSkillsHash | 5233 |
Strength
+10 to Strength
Strength Attr /14
Name | Show Full Descriptions |
---|---|
ID | strength782 |
Icon | Art/2DArt/SkillIcons/passives/plusstrength.png |
isKeystone | false |
isNotable | false |
isAscendancyStart | false |
isMultipleChoice | false |
isMultipleChoiceOption | false |
isBlighted | false |
isJewelSocket | false |
isMastery | false |
isProxy | false |
isUsed | true |
isRoyale | false |
PassiveSkillsHash | 22285 |
Support Gem /2
Item mods /93
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of the Brute | 1 | Suffix | +(8–12) to Strength attribute | ring 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 Wrestler | 11 | Suffix | +(13–17) to Strength attribute | ring 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 Bear | 22 | Suffix | +(18–22) to Strength attribute | ring 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 Lion | 33 | Suffix | +(23–27) to Strength attribute | ring 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 Gorilla | 44 | Suffix | +(28–32) to Strength attribute | ring 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 Goliath | 55 | Suffix | +(33–37) to Strength attribute | ring 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 Leviathan | 66 | Suffix | +(38–42) to Strength attribute | ring 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 Titan | 74 | Suffix | +(43–50) to Strength attribute | ring 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 Gods | 82 | Suffix | +(51–55) to Strength attribute | ring 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 Godslayer | 85 | Suffix | +(56–60) to Strength attribute | belt 1000 default 0 |
Filigree | 1 | Prefix | (20–40)% increased Fishing Line Strength | fishing_rod 1000 default 0 |
1 | Corrupted | (4–6)% increased Strength (4–6)% increased Dexterity attribute | amulet 1000 ring 1000 belt 1000 default 0 | |
1 | Corrupted | (4–6)% increased Strength (4–6)% increased Intelligence attribute | amulet 1000 ring 1000 belt 1000 default 0 | |
of the Elder | 68 | Suffix | (5–8)% increased Strength attribute | body_armour_elder 800 default 0 |
of the Elder | 83 | Suffix | (9–12)% increased Strength attribute | body_armour_elder 800 default 0 |
The Elder's | 80 | Prefix | 1% increased Damage per 15 Strength damage | amulet_elder 800 default 0 |
The Shaper's | 68 | Prefix | Adds (1–2) to (3–4) Fire Damage to Attacks with this Weapon per 10 Strength damage elemental fire attack | sword_shaper 200 axe_shaper 200 mace_shaper 200 sceptre_shaper 200 default 0 |
The Shaper's | 68 | Prefix | Adds (2–3) to (4–5) Fire Damage to Attacks with this Weapon per 10 Strength damage elemental fire attack | 2h_sword_shaper 200 2h_axe_shaper 200 2h_mace_shaper 200 staff_shaper 200 warstaff_shaper 200 default 0 |
The Elder's | 68 | Prefix | 1% increased Spell Damage per 16 Strength damage caster | sceptre_elder 400 default 0 |
The Elder's | 68 | Prefix | 1% increased Spell Damage per 10 Strength damage caster | attack_staff 0 staff_elder 400 default 0 |
of the Elder | 68 | Suffix | 3% increased Area of Effect per 50 Strength | mace_elder 1000 default 0 |
of the Hunt | 68 | Suffix | (6–8)% increased Strength attribute | boots_basilisk 500 default 0 |
of the Hunt | 75 | Suffix | (9–10)% increased Strength attribute | boots_basilisk 500 default 0 |
of the Conquest | 75 | Suffix | Gain Accuracy Rating equal to your Strength attack | helmet_adjudicator 500 default 0 |
of the Conquest | 68 | Suffix | (5–8)% increased Strength attribute | body_armour_adjudicator 500 amulet_adjudicator 500 default 0 |
of the Conquest | 75 | Suffix | (9–12)% increased Strength attribute | body_armour_adjudicator 500 amulet_adjudicator 500 default 0 |
Warlord's | 80 | Prefix | 1% increased Damage per 15 Strength damage | amulet_adjudicator 500 default 0 |
Hunter's | 68 | Prefix | Adds (1–2) to (3–4) Fire Damage to Attacks with this Weapon per 10 Strength damage elemental fire attack | sword_basilisk 200 axe_basilisk 200 mace_basilisk 200 sceptre_basilisk 200 default 0 |
Hunter's | 68 | Prefix | Adds (2–3) to (4–5) Fire Damage to Attacks with this Weapon per 10 Strength damage elemental fire attack | 2h_sword_basilisk 200 2h_axe_basilisk 200 2h_mace_basilisk 200 staff_basilisk 200 warstaff_basilisk 200 default 0 |
Hunter's | 68 | Prefix | 1% increased Spell Damage per 16 Strength damage caster | sceptre_basilisk 200 default 0 |
Hunter's | 68 | Prefix | 1% increased Spell Damage per 10 Strength damage caster | staff_basilisk 200 default 0 |
1 | ScourgeUpside | +(20–23) to Strength attribute | ring 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 | |
45 | ScourgeUpside | +(24–27) to Strength attribute | ring 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 | |
68 | ScourgeUpside | +(28–31) to Strength attribute | ring 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 | |
68 | ScourgeUpside | +(32–35) to Strength attribute | ring 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 | |
68 | ScourgeUpside | (4–5)% increased Strength attribute | amulet 200 default 0 | |
68 | ScourgeUpside | (6–7)% increased Strength attribute | amulet 200 default 0 | |
1 | ScourgeUpside | +1 to Level of Socketed Strength Gems attribute gem | helmet 200 default 0 | |
1 | ScourgeUpside | Strength's Damage bonus also applies to Reeling Speed at 20% of its value | fishing_rod 1000 default 0 | |
1 | ScourgeDownside | (30–40)% reduced Fishing Line Strength | fishing_rod 1000 default 0 | |
75 | BlueImplicit | 3% increased Damage per 100 Strength | no_tier_6_eldritch_implicit 0 gloves 400 default 0 | |
75 | BlueImplicit | 3% increased Damage per 100 Strength | no_tier_5_eldritch_implicit 0 gloves 400 default 0 | |
75 | BlueImplicit | 3% increased Damage per 100 Strength | no_tier_4_eldritch_implicit 0 gloves 400 default 0 | |
75 | BlueImplicit | 3% increased Damage per 100 Strength | no_tier_3_eldritch_implicit 0 gloves 400 default 0 | |
75 | BlueImplicit | 4% increased Damage per 100 Strength | no_tier_2_eldritch_implicit 0 gloves 400 default 0 | |
75 | BlueImplicit | 4% increased Damage per 100 Strength | no_tier_1_eldritch_implicit 0 gloves 400 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 4% increased Damage per 100 Strength damage | no_tier_5_eldritch_implicit 0 gloves 200 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 4% increased Damage per 100 Strength damage | no_tier_4_eldritch_implicit 0 gloves 200 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 4% increased Damage per 100 Strength damage | no_tier_3_eldritch_implicit 0 gloves 200 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 5% increased Damage per 100 Strength damage | no_tier_2_eldritch_implicit 0 gloves 200 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 5% increased Damage per 100 Strength damage | no_tier_1_eldritch_implicit 0 gloves 200 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, 5% increased Damage per 100 Strength damage | no_tier_4_eldritch_implicit 0 gloves 80 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, 5% increased Damage per 100 Strength damage | no_tier_3_eldritch_implicit 0 gloves 80 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, 6% increased Damage per 100 Strength damage | no_tier_2_eldritch_implicit 0 gloves 80 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, 6% increased Damage per 100 Strength damage | no_tier_1_eldritch_implicit 0 gloves 80 default 0 | |
75 | BlueImplicit | 1% less Damage Taken per 230 Strength | no_tier_6_eldritch_implicit 0 body_armour 500 default 0 | |
75 | BlueImplicit | 1% less Damage Taken per 220 Strength | no_tier_5_eldritch_implicit 0 body_armour 500 default 0 | |
75 | BlueImplicit | 1% less Damage Taken per 210 Strength | no_tier_4_eldritch_implicit 0 body_armour 500 default 0 | |
75 | BlueImplicit | 1% less Damage Taken per 200 Strength | no_tier_3_eldritch_implicit 0 body_armour 500 default 0 | |
75 | BlueImplicit | 1% less Damage Taken per 190 Strength | no_tier_2_eldritch_implicit 0 body_armour 500 default 0 | |
75 | BlueImplicit | 1% less Damage Taken per 180 Strength | no_tier_1_eldritch_implicit 0 body_armour 500 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 1% less Damage Taken per 200 Strength | no_tier_5_eldritch_implicit 0 body_armour 250 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 1% less Damage Taken per 190 Strength | no_tier_4_eldritch_implicit 0 body_armour 250 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 1% less Damage Taken per 180 Strength | no_tier_3_eldritch_implicit 0 body_armour 250 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 1% less Damage Taken per 170 Strength | no_tier_2_eldritch_implicit 0 body_armour 250 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 1% less Damage Taken per 160 Strength | no_tier_1_eldritch_implicit 0 body_armour 250 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, 1% less Damage Taken per 170 Strength | no_tier_4_eldritch_implicit 0 body_armour 100 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, 1% less Damage Taken per 160 Strength | no_tier_3_eldritch_implicit 0 body_armour 100 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, 1% less Damage Taken per 150 Strength | no_tier_2_eldritch_implicit 0 body_armour 100 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, 1% less Damage Taken per 140 Strength | no_tier_1_eldritch_implicit 0 body_armour 100 default 0 | |
45 | WeaponTree | +1 to Level of Socketed Strength Gems | sword 250 axe 250 mace 500 sceptre 250 staff 250 default 0 | |
60 | WeaponTreeRecombined | Adds 1 to 3 Fire Damage to Attacks with this Weapon per 10 Strength | two_hand_weapon 0 sword 500 axe 500 mace 1000 sceptre 500 staff 500 default 0 | |
60 | WeaponTreeRecombined | Adds 2 to 4 Fire Damage to Attacks with this Weapon per 10 Strength | one_hand_weapon 0 sword 500 axe 500 mace 1000 sceptre 500 staff 500 default 0 | |
1 | WeaponTree | 5% increased Strength +20 to Armour | int_armour 0 dex_armour 0 dex_int_armour 0 shield 500 default 0 | |
40 | WeaponTree | 5% increased Strength +30 to Armour | int_armour 0 dex_armour 0 dex_int_armour 0 shield 500 default 0 | |
65 | WeaponTree | 5% increased Strength +40 to Armour | int_armour 0 dex_armour 0 dex_int_armour 0 shield 500 default 0 | |
1 | WeaponTree | +60 to Strength Gain no inherent bonuses from Strength | two_hand_weapon 0 mace 200 one_hand_weapon 500 shield 500 default 0 | |
1 | WeaponTree | +80 to Strength Gain no inherent bonuses from Strength | two_hand_weapon 0 mace 200 one_hand_weapon 500 shield 500 default 0 | |
1 | WeaponTree | +90 to Strength Gain no inherent bonuses from Strength | one_hand_weapon 0 mace 200 two_hand_weapon 500 default 0 | |
1 | WeaponTree | +120 to Strength Gain no inherent bonuses from Strength | one_hand_weapon 0 mace 200 two_hand_weapon 500 default 0 | |
1 | WeaponTree | 4% increased Strength 4% increased Dexterity | one_hand_weapon 500 shield 500 default 0 | |
1 | WeaponTree | 6% increased Strength 6% increased Dexterity | one_hand_weapon 500 shield 500 default 0 | |
1 | WeaponTree | 6% increased Strength 6% increased Dexterity | two_hand_weapon 500 default 0 | |
1 | WeaponTree | 10% increased Strength 10% increased Dexterity | two_hand_weapon 500 default 0 | |
1 | WeaponTree | 4% increased Strength 4% increased Intelligence | one_hand_weapon 500 shield 500 default 0 | |
1 | WeaponTree | 6% increased Strength 6% increased Intelligence | one_hand_weapon 500 shield 500 default 0 | |
1 | WeaponTree | 6% increased Strength 6% increased Intelligence | two_hand_weapon 500 default 0 | |
1 | WeaponTree | 10% increased Strength 10% increased Intelligence | two_hand_weapon 500 default 0 | |
1 | WeaponTree | 6% chance to deal Double Damage if Strength is below 100 | mace 200 one_hand_weapon 500 shield 500 default 0 | |
1 | WeaponTree | 10% chance to deal Double Damage if Strength is below 100 | mace 200 one_hand_weapon 500 shield 500 default 0 | |
1 | WeaponTree | 12% chance to deal Double Damage if Strength is below 100 | mace 200 two_hand_weapon 500 default 0 | |
1 | WeaponTree | 16% chance to deal Double Damage if Strength is below 100 | mace 200 two_hand_weapon 500 default 0 | |
1 | WeaponTree | 30% increased Fishing Line Strength | fishing_rod 10000 default 0 |
Monsters mods /1
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
1 | Unique | 20% increased Physical Weapon Damage per 10 Strength |
Abyss Jewel mods /3
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of Strength | 1 | Suffix | +(12–16) to Strength attribute | default 500 |
of Athletics | 1 | Suffix | +(8–10) to Strength and Dexterity attribute | default 500 |
of Spirit | 1 | Suffix | +(8–10) to Strength and Intelligence attribute | default 500 |
Cluster Jewel mods /8
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of the Brute | 1 | Suffix | Added Small Passive Skills also grant: +(2–3) to Strength attribute | expansion_jewel_large 500 expansion_jewel_medium 500 default 0 |
of the Wrestler | 68 | Suffix | Added Small Passive Skills also grant: +(4–5) to Strength attribute | expansion_jewel_large 400 expansion_jewel_medium 400 default 0 |
of the Bear | 84 | Suffix | Added Small Passive Skills also grant: +(6–8) to Strength attribute | expansion_jewel_large 300 expansion_jewel_medium 300 default 0 |
of the Brute | 1 | Suffix | Added Small Passive Skills also grant: +(2–3) to Strength attribute | expansion_jewel_small 500 default 0 |
of the Wrestler | 68 | Suffix | Added Small Passive Skills also grant: +(4–5) to Strength attribute | expansion_jewel_small 400 default 0 |
of the Bear | 73 | Suffix | Added Small Passive Skills also grant: +(6–8) to Strength attribute | expansion_jewel_small 300 default 0 |
of the Lion | 78 | Suffix | Added Small Passive Skills also grant: +(9–11) to Strength attribute | expansion_jewel_small 200 default 0 |
of the Gorilla | 84 | Suffix | Added Small Passive Skills also grant: +(12–14) to Strength attribute | expansion_jewel_small 100 default 0 |
Fossil mods /1
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of the Underground | 1 | Suffix | +1 to Level of Socketed Strength Gems attribute gem | abyss_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
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of the Order | 60 | Suffix | +(31–35) to Strength and Dexterity attribute | body_armour 600 boots 600 gloves 600 helmet 600 amulet 600 ring 600 belt 600 shield 600 quiver 600 default 0 |
of the Order | 60 | Suffix | +(31–35) to Strength and Intelligence attribute | body_armour 600 boots 600 gloves 600 helmet 600 amulet 600 ring 600 belt 600 shield 600 quiver 600 default 0 |
of the Order | 60 | Suffix | +(25–28) to Strength and Intelligence (28–32)% increased Critical Strike Chance attack critical attribute | weapon 1000 default 0 |
of the Order | 60 | Suffix | +(25–28) to Strength and Dexterity +(311–350) to Accuracy Rating attack attribute | weapon 1000 default 0 |
of the Order | 60 | Suffix | +(31–35) to Strength +(15–18)% to Quality attribute | body_armour 0 shield 0 default 0 |
of the Order | 60 | Suffix | +(31–35) to Strength (21–25)% chance to Avoid being Ignited attribute | body_armour 1000 shield 1000 default 0 |
Crafting Bench /16
Mod | Require | ItemClasses | Unlock |
---|---|---|---|
+(15–20) to Strength | 1x Orb of Augmentation | One Hand Melee · Two Hand Melee · One Hand Ranged · Two Hand Ranged · Body Armour · Gloves · Boots · Helmet · Shield · Ring · Amulet · Belt · Quiver | Default |
+(21–25) to Strength | 2x Orb of Alchemy | One Hand Melee · Two Hand Melee · One Hand Ranged · Two Hand Ranged · Body Armour · Gloves · Boots · Helmet · Shield · Ring · Amulet · Belt · Quiver | The Western Forest |
+(26–30) to Strength | 2x Chaos Orb | One Hand Melee · Two Hand Melee · One Hand Ranged · Two Hand Ranged · Body Armour · Gloves · Boots · Helmet · Shield · Ring · Amulet · Belt · Quiver | Graveyard Map |
+(10–15) to Strength and Dexterity | 6x Orb of Alteration | Body Armour · Boots · Gloves · Helmet · Shield · Amulet · Belt · Ring · Quiver | Betrayal Unveil |
+(16–20) to Strength and Dexterity | 2x Orb of Alchemy | Body Armour · Boots · Gloves · Helmet · Shield · Amulet · Belt · Ring · Quiver | Betrayal Unveil |
+(21–25) to Strength and Dexterity | 4x Chaos Orb | Body Armour · Boots · Gloves · Helmet · Shield · Amulet · Belt · Ring · Quiver | Betrayal Unveil |
+(10–15) to Strength and Intelligence | 6x Orb of Alteration | Body Armour · Boots · Gloves · Helmet · Shield · Amulet · Belt · Ring · Quiver | Betrayal Unveil |
+(16–20) to Strength and Intelligence | 2x Orb of Alchemy | Body Armour · Boots · Gloves · Helmet · Shield · Amulet · Belt · Ring · Quiver | Betrayal Unveil |
+(21–25) to Strength and Intelligence | 4x Chaos Orb | Body Armour · Boots · Gloves · Helmet · Shield · Amulet · Belt · Ring · Quiver | Betrayal Unveil |
+(15–19) to Strength and Intelligence (15–20)% increased Critical Strike Chance | 2x Chaos Orb | One Hand Melee · One Hand Ranged · Two Hand Melee · Two Hand Ranged | Betrayal Unveil |
+(20–24) to Strength and Intelligence (21–25)% increased Critical Strike Chance | 1x Exalted Orb | One Hand Melee · One Hand Ranged · Two Hand Melee · Two Hand Ranged | Betrayal Unveil |
+(15–19) to Strength and Dexterity +(161–200) to Accuracy Rating | 4x Orb of Alteration | One Hand Melee · One Hand Ranged · Two Hand Melee · Two Hand Ranged | Betrayal Unveil |
+(20–24) to Strength and Dexterity +(201–250) to Accuracy Rating | 4x Orb of Alchemy | One Hand Melee · One Hand Ranged · Two Hand Melee · Two Hand Ranged | Betrayal Unveil |
+(10–15) to Strength (21–25)% chance to Avoid being Ignited | 8x Armourer's Scrap | Body Armour · Shield | Betrayal Unveil |
+(16–20) to Strength (21–25)% chance to Avoid being Ignited | 3x Orb of Alchemy | Body Armour · Shield | Betrayal Unveil |
+(21–25) to Strength (21–25)% chance to Avoid being Ignited | 4x Chaos Orb | Body Armour · Shield | Betrayal Unveil |
Misc mods /39
Name | Level | Domain | Pre/Suf | Description | Weight |
---|---|---|---|---|---|
1 | Jewel | Unique | (4–6)% increased Strength attribute | ||
of Strength | 1 | Jewel | Suffix | +(12–16) to Strength attribute | not_str 300 default 500 |
of Athletics | 1 | Jewel | Suffix | +(8–10) to Strength and Dexterity attribute | not_int 450 default 250 |
of Spirit | 1 | Jewel | Suffix | +(8–10) to Strength and Intelligence attribute | not_dex 450 default 250 |
1 | Jewel | Unique | Strength from Passives in Radius is Transformed to Dexterity local jewel effect base radius [800] attribute | ||
1 | Jewel | Unique | Strength from Passives in Radius is Transformed to Dexterity local jewel effect base radius [1500] attribute | ||
1 | Jewel | Unique | Intelligence from Passives in Radius is Transformed to Strength local jewel effect base radius [800] attribute | ||
1 | Jewel | Unique | Intelligence from Passives in Radius is Transformed to Strength local jewel effect base radius [1500] attribute | ||
1 | Jewel | Unique | +(16–24) to Strength attribute | ||
1 | Jewel | Unique | Strength from Passives in Radius is Transformed to Intelligence local jewel effect base radius [800] attribute | ||
1 | Jewel | Unique | Strength from Passives in Radius is Transformed to Intelligence local jewel effect base radius [1500] attribute | ||
1 | Jewel | Unique | Dexterity from Passives in Radius is Transformed to Strength local jewel effect base radius [800] attribute | ||
1 | Jewel | Unique | Dexterity from Passives in Radius is Transformed to Strength local jewel effect base radius [1500] attribute | ||
1 | Jewel | Unique | 3% increased Totem Life per 10 Strength Allocated in Radius local jewel effect base radius [1500] resource life | ||
1 | Jewel | Unique | Dexterity and Intelligence from passives in Radius count towards Strength Melee Damage bonus local jewel effect base radius [1200] damage physical attack | ||
1 | Jewel | Unique | With 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 | ||
1 | Jewel | Unique | With at least 40 Strength in Radius, Heavy Strike has a 20% chance to deal Double Damage local jewel effect base radius [1200] damage attack | ||
1 | Jewel | Unique | 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 local jewel effect base radius [1200] attack | ||
1 | Jewel | Unique | With 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 | ||
1 | Jewel | Unique | 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 local jewel effect base radius [1200] attack | ||
1 | Jewel | Unique | 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 local jewel effect base radius [1200] damage physical elemental cold attack | ||
1 | Jewel | Unique | With 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 | ||
1 | Jewel | Unique | With at least 40 Strength in Radius, Ground Slam has a 50% increased angle local jewel effect base radius [1200] attack | ||
1 | Jewel | Unique | With at least 40 Strength in Radius, Ground Slam has a 35% chance to grant an Endurance Charge when you Stun an Enemy attack | ||
1 | Jewel | Unique | +7% to Critical Strike Multiplier per 10 Strength on Unallocated Passives in Radius damage critical | ||
1 | Jewel | Unique | 1% additional Physical Damage Reduction per 10 Strength on Allocated Passives in Radius physical | ||
1 | Jewel | Unique | -1 Strength per 1 Strength on Allocated Passives in Radius local jewel effect base radius [1200] attribute | ||
1 | Jewel | Unique | 2% increased Life Recovery Rate per 10 Strength on Allocated Passives in Radius resource life | ||
1 | Jewel | Unique | 3% increased Life Recovery Rate per 10 Strength on Allocated Passives in Radius resource life | ||
1 | Jewel | Unique | 2% reduced Life Recovery Rate per 10 Strength on Unallocated Passives in Radius resource life | ||
1 | Jewel | Unique | 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 local jewel effect base radius [1200] damage elemental cold attack | ||
1 | Jewel | Unique | 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 local jewel effect base radius [1200] damage elemental lightning attack | ||
1 | Jewel | Unique | +5 to Strength attribute | ||
1 | Jewel | Unique | 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 local jewel effect base radius [1200] attack | ||
Forceful | 84 | SanctumSpecial | Prefix | Adds 2 to 3 Fire Damage to Attacks per 10 Strength elemental fire attack | str_special_relic 200 default 50 |
Chieftain's | 1 | Charm | Prefix | (3–5)% increased Strength | str_animal_charm 1000 default 0 |
Chieftain's | 60 | Charm | Prefix | (6–8)% increased Strength | str_animal_charm 500 default 0 |
of the Inquisitor | 1 | Charm | Suffix | +(20–30) to Strength and Intelligence | int_animal_charm 500 str_animal_charm 500 default 0 |
of the Inquisitor | 60 | Charm | Suffix | +(31–40) to Strength and Intelligence | int_animal_charm 250 str_animal_charm 250 default 0 |
Essence /5
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
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
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
+(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
to grant an Endurance Charge when you Stun an Enemy
With at least 40 Strength in Radius, Ground Slam
has a 50% increased angle
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
Rarity of Items dropped by Enemies Shattered by Glacial Hammer
(8–12)% increased Global Physical 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)
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
Cold-only Splash Damage to surrounding targets
With at least 40 Strength in Radius, 25% of Glacial
Hammer Physical Damage Converted to Cold Damage
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, Cleave has +0.1 metres to Radius per Nearby
Enemy, up to a maximum of +1 metre
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
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
Grants Summon Harbinger of Directions Skill
+(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
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
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
Grants Summon Greater Harbinger of Directions Skill
+(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)
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%
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%
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
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
+(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
Regenerate 1.8% of Life per second
20% increased Stun Threshold
+20 to Strength
(The Stun Threshold determines how much Damage can Stun something)
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)
+30 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
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
Strength's Damage bonus applies to all Spell Damage as well
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
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
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
Faction | Category | Show Full Descriptions | Code |
---|---|---|---|
Karui | Attribute | +2 to Strength | karui_attribute_strength |
Karui | Normal | +4 to Strength | karui_small_strength |
Karui | Notable | +20 to Strength | karui_notable_add_strength |
Karui | Notable | 5% increased Strength | karui_notable_add_percent_strength |
Elevated modifier List /7
Name | Lv | Mods | Elevated Mods |
---|---|---|---|
of the Elder | 68 | (5–8)% increased Strength Group: 1250 | (9–12)% increased Strength |
of the Elder | 83 | (9–12)% increased Strength Group: 1250 | +1 to Level of Socketed Strength Gems (9–12)% increased Strength |
of the Conquest | 68 | (5–8)% increased Strength Group: 1250 | (9–12)% increased Strength |
of the Conquest | 75 | (9–12)% increased Strength Group: 1250 | +1 to Level of Socketed Strength Gems (9–12)% increased Strength |
of the Conquest | 75 | Gain 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 Hunt | 68 | (6–8)% increased Strength Group: 1250 | (9–10)% increased Strength |
of the Hunt | 75 | (9–10)% increased Strength Group: 1250 | (11–12)% increased Strength |
Community Wiki
Edit
Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.
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.