Skill Gem /82
Channel to project an illusion which you steer. You gain stages while it moves, until it stops at a maximum total distance. Waves of area damage frequently pulse along its path, based on your attack speed. Stop channelling to teleport to the illusion, dealing a final wave of damage. Requires a Melee Weapon.
Fires an arrow which deals chaos damage in an area on impact, and spreads caustic ground. Enemies standing on the caustic ground take chaos damage over time.
Fires a poisonous arrow which deals chaos damage in an area on impact.
Infuse the player's current weapon with additional fire damage for a short time.
Attacks with your weapon, applying a charged debuff to enemies hit by your strike, and an uncharged debuff to any other enemies hit. Upon reaching 6 charges, expiring, or the enemy's death, the charged debuff is removed to damage that and other surrounding enemies. Enemies with either debuff explode when they die, damaging other surrounding enemies. Damage from this explosion cannot be reflected. Requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
Attacks with your weapon, applying a charged debuff to you the first time you hit an enemy with this skill. Upon reaching 6 charges, or charges expiring, the charged debuff is removed to damage nearby enemies. Requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
Hits enemies, converting some of your physical damage to cold damage. If a non-unique enemy is frozen and is on less than one third life, they will shatter when hit by Glacial Hammer. If striking three times in a row, the third strike will freeze enemies more easily. Requires a Mace, Sceptre or Staff.
Hits enemies, converting some of your physical damage to cold damage. If striking three times in a row, the third strike will be a critical strike. Requires a Mace, Sceptre or Staff.
Hits enemies, converting some of your physical damage to cold damage. It traps enemies with you in a circle of ice so that they can't escape. Requires a Mace, Sceptre or Staff.
Hits enemies, converting some of your physical damage to chaos damage and inflicting poison which will be affected by modifiers to skill duration. If dual wielding, will strike with both weapons. Requires a claw, dagger or sword.
Hits enemies, converting some of your physical damage to chaos damage and inflicting poison which will be affected by modifiers to skill duration. If dual wielding, deals the damage of both weapons in one strike. Requires a claw, dagger or sword.
Infuses your melee weapon with electrical energies as you swing. In addition to converting some of your physical damage to lightning damage, the stored energy is released from the weapon as projectiles as you strike, flying out to hit farther-away enemies. The projectiles cannot miss if the melee attack hit a target.
Infuses your melee weapon with electrical energies as you swing. In addition to converting some of your physical damage to lightning damage, the stored energy is released from the weapon as a projectile as you strike, flying out to hit farther-away enemies and chain between them. The projectile cannot miss if the melee attack hit a target.
Infuses your melee weapon with electrical energies as you swing. In addition to converting some of your physical damage to lightning damage, the stored energy becomes an orb attached to the enemy you hit, or the ground if you don't hit an enemy. The orb will periodically fire projectiles at other nearby enemies for a duration, which will also damage the enemy the orb is attached to.
Fires a charged arrow which damages enemies by causing them to be struck by a bolt of lightning, which also damages a number of surrounding enemies.
Fires a charged arrow which damages enemies by causing them to be struck by a bolt of lightning. It sticks into the final target, causing them to be struck and damaged multiple times.
Fires a burning arrow that deals fire damage and has a chance to ignite.
Fires a burning arrow that deals fire damage and has a chance to ignite.
Fires an arrow that explodes, dealing fire damage to its target and other nearby enemies, with an increased chance of igniting them.
Fires an arrow that converts some physical damage to cold on its target and converts all physical damage to cold in a cone behind that target.
Fires a piercing arrow that converts some physical damage to cold on its target and converts all physical damage to cold in two cones perpendicular to the target.
Summons a totem that channels to fire a stream of flame at nearby enemies, and creates an area of consecrated ground around the totem.
Summons a totem that channels to fire a stream of flame at nearby enemies, and creates an area of consecrated ground around the totem.
Unleash orbs of energy while you channel that repeatedly jump towards the targeted location until their duration expires, dealing damage in small area after each jump. When you stop channelling, all remaining orbs explode, dealing higher damage in a larger area.
Icicles emerge from the ground in a series of small bursts, each damaging enemies caught in the area and knocking them back in the direction of the next burst.
Icicles emerge from the ground in a series of small bursts, each damaging enemies caught in the area.
Infuses your melee weapon with molten energies to attack with physical and fire damage. This attack causes balls of molten magma to launch forth from the enemies you hit, divided amongst all enemies hit by the strike. These will deal area attack damage to enemies where they land.
Infuses your two-handed melee weapon with molten energies to attack with physical and fire damage. This attack causes balls of molten magma to launch forth from the enemies you hit, divided amongst all enemies hit by the strike. These will deal area attack damage to enemies where they land. Every fifth time you attack with this skill it fires more, high-damage projectiles.
The character uses their fist to slam the ground in front of them, with less attack speed, but more damage. This attack deals Lightning Damage to enemies in a large area, with a chance to Shock them. Cannot be used while wielding a Weapon. Cannot be Evaded.
Attack with a melee weapon, gaining static energy for a duration if you hit an enemy. While you have static energy, you'll frequently hit a number of nearby enemies with beams, dealing attack damage.
Slam the ground, damaging enemies in an area around the impact in three stages of increasing size. Enemies take slightly less damage on the second and third stage, and can only be hit by one stage. Works with Swords, Maces, Sceptres, Axes, Staves and Unarmed.
Slam the ground, damaging enemies in an area. Slams with main hand weapon deal more damage. Slams with off hand weapon have larger area of effect. Requires dual-wielding Swords, Maces, Sceptres, or Axes to use.
Performs a warcry, taunting nearby enemies to attack the user and exerting subsequent attacks. The user and nearby allies gain a buff that grants a portion of their physical damage as extra fire damage. In addition to being taunted, enemies are inflicted with a secondary debuff causing them to explode when they die, dealing fire damage in an area.
Attack enemies with increased range, releasing icy blades from the first enemy hit which fly at other enemies. Requires a Melee Weapon.
Attack enemies with greatly increased range, creating a chilling area that deals cold damage over time if it hits. Requires a Melee Weapon.
Your melee weapon strikes enemies, converting physical damage to a random element. Then, depending on the element chosen, it releases a fiery explosion, an arcing bolt of lightning, or an icy wave. It will avoid choosing the same element twice in a row.
Your melee weapon strikes enemies, converting physical damage to a random element. Then, depending on the element chosen, it releases a fiery explosion, an arcing bolt of lightning, or an icy wave. It will avoid choosing the same element twice in a row.
Fires arrows up in the air, to rain down in an area. Each arrow deals area damage around where it lands, and they will all overlap on the targeted location.
Fires a single arrow up in the air, to rain down at a targeted location. The arrow deals area damage around where it lands, as well as releasing a wave of fire which will apply a burning debuff to enemies. The impact of the arrow will also inflict this debuff.
Fire a trio of electrical arrows that quickly dissipate, vanishing shortly after being loosed. The arrows are fired with such force that they create a burst of lightning, damaging enemies in a cone in front of you.
Create a burst of lightning from your Bow, firing no arrows but damaging enemies in a cone in front of you.
Fire a trio of electrical arrows that quickly dissipate, vanishing shortly after being loosed. If the arrows' flight is stopped by colliding with a target, they create a burst of lightning, damaging enemies in a cone behind the target
Slam the ground, unleashing a fiery fissure in front of you, dealing area damage and randomly releasing a number of smaller fissures branching off from it. Consume an Endurance Charge every third time you slam the ground with this skill. Requires a Mace, Sceptre, Sword, Axe, Staff, or Unarmed.
Slam the ground, consuming all Endurance Charges and unleashing a fiery fissure in front of you, dealing area damage and randomly releasing a number of smaller fissures branching off from it. Requires a Mace, Sceptre, Sword, Axe, Staff, or Unarmed.
Throws a trap that creates an explosion when triggered, dealing spell damage in an area around it. A number of smaller explosions occur within a secondary area around the trap in quick succession after the first.
Throws a trap that creates an explosion when triggered, dealing spell damage in an area around it. A number of smaller explosions occur within a secondary area around the trap in quick succession after the first.
Slams the ground at a targeted location. If an enemy is near where you target, you'll teleport to it from a short distance away, slam, and create an area of consecrated ground. Can't be supported by Multistrike, and requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
Slams the ground at a targeted location. If an enemy is near where you target, you'll teleport to it from a short distance away, slam, and create an area of consecrated ground. The cooldown can be bypassed by expending an Endurance Charge. Can't be supported by Multistrike, and requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
Performs a melee attack, and causes lightning to strike a nearby enemy, dealing damage in an area. Each target can only be hit once by this skill. Hitting an enemy grants an aura for a duration. Requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
Performs a melee attack, and causes lightning to strike nearby enemies, dealing damage in an area. Each target can only be hit once by this skill. Requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
Channel to infuse an arrow with chaos, gaining stages while it is held. Release to fire it, leaving spore pods in its wake. Each spore pod blooms, firing thorn arrows, which travel for a short time before dissipating. Modifiers that cause additional projectiles to be fired will only apply to the initial arrows, and the spore pods will be divided between those arrows.
Fire an arrow that leaves a spore pod in its wake. The spore pod blooms, firing thorn arrows, which travel for a short time before dissipating. Modifiers that cause additional projectiles to be fired will only apply to the initial arrows, each of which leaves its own spore pod.
Fire arrows into the air that rain down around the targeted area, dealing damage to enemies they hit and creating spore pods where they land. Each spore pod deals chaos damage over time to nearby enemies and slows their movement speed. The pods last for a duration before bursting, dealing area damage.
Fire arrows into the air that rain down around the targeted area, dealing damage to enemies they hit and creating spore pods where they land. Each spore pod slows the movement speed of nearby enemies. The pods last for a duration before bursting, dealing area damage.
Fire arrows into the air that rain down around the targeted area, dealing damage to enemies they hit and creating spore pods where they land. Each spore pod deals chaos damage over time to nearby enemies and withers them, causing them to take increased chaos damage. The pods last for a duration before bursting, dealing area damage.
A wave of divine fire deals damage in a line, then creates Consecrated Ground and deals damage in an area around the targeted location. A larger shockwave then expands outwards, damaging enemies standing on Consecrated Ground that were not already hit.
A wave of divine fire deals damage in a line, then creates Consecrated Ground and deals damage in an area around the targeted location. A larger shockwave then expands outwards, damaging enemies standing on Consecrated Ground that were not already hit.
An expanding wave of energy surges forward, damaging enemies in a cone-shaped area over a duration. Each enemy hit is inflicted with Exposure matching the element of which they took the highest damage. Only one Wave of Conviction can be active at a time
An expanding wave of energy surges outwards from you, damaging enemies in a ring-shaped area over a duration. The ring then returns, damaging enemies again on the way back. Only one Wave of Conviction can be active at a time
Channelling draws in energy around you to repeatedly build up stages, damaging a number of nearby enemies when you do so. Release to unleash this energy in a burst around you and a beam in front of you. Modifiers to area of effect do not affect the beam. Maximum of 10 Stages.
Channelling draws in energy around you to repeatedly build up stages, damaging a number of nearby enemies when you do so. Release to unleash this energy in a powerful burst around you. Maximum of 10 Stages.
Channelling draws in energy around you to repeatedly build up stages. Release to unleash this energy in a beam in front of you. Modifiers to area of effect do not affect this skill. Maximum of 10 Stages.
Fires a poisonous projectile based on your weapon that will chain between enemies. Requires a Dagger or Claw.
[UNUSED] Attack an enemy, teleporting a short distance behind them if they're not in range. On hit, summon a serpent that replicates the attack.
Attacks with your weapon, inflicting a debuff on enemies hit by the strike. If a debuffed enemy dies while poisoned, Pestilent Strike inflicts a secondary chaos damage over time debuff on enemies around them, based on the poisons on the slain enemy. This damage is not affected by your damage modifiers. Requires a Claw or Dagger.
Fires a returning projectile that can be caught. Caught projectiles spiral outwards when you use Whirling Blades and do not return. Requires a Dagger or Claw.
Summons a ballista totem that propels a sequence of fiery arrows into the air. The arrows impact the ground in a line, each dealing area damage to enemies around it. Requires a Bow.
Summons a ballista totem that propels a sequence of fiery arrows into the air. The arrows impact the ground in two perpendicular lines, each dealing area damage to enemies around it. Requires a Bow.
Summons a ballista totem that propels a number of fiery arrows into the air, each targeting a specific enemy. Arrows deal area damage to enemies around it on landing. Requires a Bow.
Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, adding energy to the branded enemy. When the branded enemy reaches 20 energy, a large explosion occurs and the brand is removed. All energy is removed from the enemy when the brand is detached.
Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, adding energy to the branded enemy and causing a pulse that deals damage to the branded enemy and other nearby enemies. The pulse gains area of effect and damage for each energy on the branded enemy, up to 20. All energy is removed from the enemy when the brand is detached.
Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, adding energy to the branded enemy and nearby enemies who do not have energy. When the brand is detached, all enemies with energy are dealt damage.
Creates a Void Sphere which Hinders enemies in an area around it, with the debuff being stronger on enemies closer to the sphere. It also regularly releases pulses of area damage. The Void Sphere will consume the corpses of any enemies which die in its area. Can only have one Void Sphere at a time.
Creates a Void Sphere which Hinders enemies in an area around it, with the debuff being stronger on enemies closer to the sphere. It also regularly releases pulses of area damage. The Void Sphere will consume the corpses of any enemies which die in its area. Can only have one Void Sphere at a time.
Create a sphere of water, or move an existing sphere and reset its duration. The sphere continually applies a drenched debuff with a short duration to enemies in its area or those it moves through. You can hit the sphere with other skills to inflict Cold and Lightning Ailments (other than Chill). The sphere pulses when created, at regular intervals while afflicted by an Ailment, and after moving, damaging all drenched enemies in a large area.
Each cast of this spell waits for a short duration, releasing a burst of lightning and chaos spell damage in an area around you when that duration ends. Enemies killed by this damage, or shortly after, will explode. The explosions of the corpses are not affected by modifiers to spell damage, and cannot be reflected.
Fires an arrow into the air to land at a targeted location, dealing area damage. The arrow sticks in the ground where it lands, and periodically fires a beam of lightning to another arrow near it, dealing area damage between them.
Fires an arrow into the air to land at a targeted location, dealing area damage. The arrow sticks in the ground where it lands, and periodically fires a beam of lightning to you, dealing area damage between the arrow and you.
Fires an arrow into the air to land at a targeted location, dealing area damage. The arrow sticks in the ground where it lands, and periodically fires a beam of lightning to another arrow near it, dealing area damage between them.
Fires a slow-moving serpentine arrow which deals chaos damage while piercing enemies, and leaves a trail of caustic ground. Enemies standing on the caustic ground take chaos damage over time.
Infuses your melee weapon with molten energies to attack with physical and fire damage. This attack causes balls of molten magma to launch forth causing area attack damage to enemies where they land.
Support Gem /2
Supports any skill that hits enemies.
Supports any skill that hits enemies.
Item mods /179
NameLevelPre/SufDescriptionWeight
of the Elder68Suffix(10–15)% of Physical Damage Converted to Chaos Damage damage physical chaosbow_elder 1000
2h_axe_elder 1000
2h_mace_elder 1000
2h_sword_elder 1000
sword_elder 1000
axe_elder 1000
mace_elder 1000
claw_elder 1000
sceptre_elder 1000
dagger_elder 1000
rune_dagger_elder 1000
wand_elder 1000
staff_elder 1000
warstaff_elder 1000
default 0
of the Elder75Suffix(16–20)% of Physical Damage Converted to Chaos Damage damage physical chaosbow_elder 1000
2h_axe_elder 1000
2h_mace_elder 1000
2h_sword_elder 1000
sword_elder 1000
axe_elder 1000
mace_elder 1000
claw_elder 1000
sceptre_elder 1000
dagger_elder 1000
rune_dagger_elder 1000
wand_elder 1000
staff_elder 1000
warstaff_elder 1000
default 0
of the Elder85Suffix(21–25)% of Physical Damage Converted to Chaos Damage damage physical chaosbow_elder 1000
2h_axe_elder 1000
2h_mace_elder 1000
2h_sword_elder 1000
sword_elder 1000
axe_elder 1000
mace_elder 1000
claw_elder 1000
sceptre_elder 1000
dagger_elder 1000
rune_dagger_elder 1000
wand_elder 1000
staff_elder 1000
warstaff_elder 1000
default 0
Crusader's68Prefix(18–21)% of Physical Damage Converted to Fire Damage damage physical elemental firegloves_crusader 500
quiver_crusader 500
default 0
Crusader's71Prefix(22–25)% of Physical Damage Converted to Fire Damage damage physical elemental firegloves_crusader 500
quiver_crusader 500
default 0
Crusader's68Prefix(18–21)% of Physical Damage Converted to Cold Damage damage physical elemental coldgloves_crusader 500
quiver_crusader 500
default 0
Crusader's71Prefix(22–25)% of Physical Damage Converted to Cold Damage damage physical elemental coldgloves_crusader 500
quiver_crusader 500
default 0
Crusader's68Prefix(18–21)% of Physical Damage Converted to Lightning Damage damage physical elemental lightninggloves_crusader 500
quiver_crusader 500
default 0
Crusader's71Prefix(22–25)% of Physical Damage Converted to Lightning Damage damage physical elemental lightninggloves_crusader 500
quiver_crusader 500
default 0
of the Crusade68Suffix(23–26)% of Physical Damage Converted to Fire Damage damage physical elemental firesword_crusader 500
axe_crusader 500
mace_crusader 500
sceptre_crusader 500
2h_sword_crusader 500
2h_axe_crusader 500
2h_mace_crusader 500
staff_crusader 500
warstaff_crusader 500
default 0
of the Crusade71Suffix(27–30)% of Physical Damage Converted to Fire Damage damage physical elemental firesword_crusader 500
axe_crusader 500
mace_crusader 500
sceptre_crusader 500
2h_sword_crusader 500
2h_axe_crusader 500
2h_mace_crusader 500
staff_crusader 500
warstaff_crusader 500
default 0
of the Crusade68Suffix(23–26)% of Physical Damage Converted to Cold Damage damage physical elemental coldsword_crusader 500
axe_crusader 500
claw_crusader 500
dagger_crusader 500
rune_dagger_crusader 500
sceptre_crusader 500
2h_sword_crusader 500
2h_axe_crusader 500
default 0
of the Crusade71Suffix(27–30)% of Physical Damage Converted to Cold Damage damage physical elemental coldsword_crusader 500
axe_crusader 500
claw_crusader 500
dagger_crusader 500
rune_dagger_crusader 500
sceptre_crusader 500
2h_sword_crusader 500
2h_axe_crusader 500
default 0
of the Crusade68Suffix(23–26)% of Physical Damage Converted to Lightning Damage damage physical elemental lightningclaw_crusader 500
dagger_crusader 500
rune_dagger_crusader 500
sceptre_crusader 500
staff_crusader 500
warstaff_crusader 500
default 0
of the Crusade71Suffix(27–30)% of Physical Damage Converted to Lightning Damage damage physical elemental lightningclaw_crusader 500
dagger_crusader 500
rune_dagger_crusader 500
sceptre_crusader 500
staff_crusader 500
warstaff_crusader 500
default 0
of the Hunt68Suffix(16–20)% of Physical Damage Converted to Chaos Damage damage physical chaossword_basilisk 350
axe_basilisk 350
claw_basilisk 350
dagger_basilisk 350
rune_dagger_basilisk 350
mace_basilisk 350
sceptre_basilisk 350
wand_basilisk 350
2h_sword_basilisk 350
2h_axe_basilisk 350
2h_mace_basilisk 350
staff_basilisk 350
warstaff_basilisk 350
bow_basilisk 350
default 0
of the Hunt71Suffix(21–25)% of Physical Damage Converted to Chaos Damage damage physical chaossword_basilisk 350
axe_basilisk 350
claw_basilisk 350
dagger_basilisk 350
rune_dagger_basilisk 350
mace_basilisk 350
sceptre_basilisk 350
wand_basilisk 350
2h_sword_basilisk 350
2h_axe_basilisk 350
2h_mace_basilisk 350
staff_basilisk 350
warstaff_basilisk 350
bow_basilisk 350
default 0
68ScourgeUpside25% of Physical Damage Converted to Cold Damage damage physical elemental coldgloves 200
default 0
68ScourgeUpside25% of Physical Damage Converted to Fire Damage damage physical elemental firegloves 200
default 0
68ScourgeUpside25% of Physical Damage Converted to Lightning Damage damage physical elemental lightninggloves 200
default 0
68ScourgeUpside25% of Physical Damage Converted to Chaos Damage damage physical chaosgloves 200
default 0
75BlueImplicit10% of Physical Damage Converted to Fire Damage damage physical elemental fireno_tier_6_eldritch_implicit 0
gloves 600
default 0
75BlueImplicit15% of Physical Damage Converted to Fire Damage damage physical elemental fireno_tier_5_eldritch_implicit 0
gloves 600
default 0
75BlueImplicit20% of Physical Damage Converted to Fire Damage damage physical elemental fireno_tier_4_eldritch_implicit 0
gloves 600
default 0
75BlueImplicit25% of Physical Damage Converted to Fire Damage damage physical elemental fireno_tier_3_eldritch_implicit 0
gloves 600
default 0
75BlueImplicit30% of Physical Damage Converted to Fire Damage damage physical elemental fireno_tier_2_eldritch_implicit 0
gloves 600
default 0
75BlueImplicit35% of Physical Damage Converted to Fire Damage damage physical elemental fireno_tier_1_eldritch_implicit 0
gloves 600
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 30% of Physical Damage Converted to Fire Damageno_tier_5_eldritch_implicit 0
gloves 300
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 35% of Physical Damage Converted to Fire Damageno_tier_4_eldritch_implicit 0
gloves 300
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 40% of Physical Damage Converted to Fire Damageno_tier_3_eldritch_implicit 0
gloves 300
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 45% of Physical Damage Converted to Fire Damageno_tier_2_eldritch_implicit 0
gloves 300
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 50% of Physical Damage Converted to Fire Damageno_tier_1_eldritch_implicit 0
gloves 300
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 50% of Physical Damage Converted to Fire Damageno_tier_4_eldritch_implicit 0
gloves 120
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 55% of Physical Damage Converted to Fire Damageno_tier_3_eldritch_implicit 0
gloves 120
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 60% of Physical Damage Converted to Fire Damageno_tier_2_eldritch_implicit 0
gloves 120
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 65% of Physical Damage Converted to Fire Damageno_tier_1_eldritch_implicit 0
gloves 120
default 0
75BlueImplicit10% of Physical Damage Converted to Cold Damage damage physical elemental coldno_tier_6_eldritch_implicit 0
gloves 600
default 0
75BlueImplicit15% of Physical Damage Converted to Cold Damage damage physical elemental coldno_tier_5_eldritch_implicit 0
gloves 600
default 0
75BlueImplicit20% of Physical Damage Converted to Cold Damage damage physical elemental coldno_tier_4_eldritch_implicit 0
gloves 600
default 0
75BlueImplicit25% of Physical Damage Converted to Cold Damage damage physical elemental coldno_tier_3_eldritch_implicit 0
gloves 600
default 0
75BlueImplicit30% of Physical Damage Converted to Cold Damage damage physical elemental coldno_tier_2_eldritch_implicit 0
gloves 600
default 0
75BlueImplicit35% of Physical Damage Converted to Cold Damage damage physical elemental coldno_tier_1_eldritch_implicit 0
gloves 600
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 30% of Physical Damage Converted to Cold Damage damage physical elemental fireno_tier_5_eldritch_implicit 0
gloves 300
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 35% of Physical Damage Converted to Cold Damage damage physical elemental fireno_tier_4_eldritch_implicit 0
gloves 300
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 40% of Physical Damage Converted to Cold Damage damage physical elemental fireno_tier_3_eldritch_implicit 0
gloves 300
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 45% of Physical Damage Converted to Cold Damage damage physical elemental fireno_tier_2_eldritch_implicit 0
gloves 300
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 50% of Physical Damage Converted to Cold Damage damage physical elemental fireno_tier_1_eldritch_implicit 0
gloves 300
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 50% of Physical Damage Converted to Cold Damage damage physical elemental fireno_tier_4_eldritch_implicit 0
gloves 120
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 55% of Physical Damage Converted to Cold Damage damage physical elemental fireno_tier_3_eldritch_implicit 0
gloves 120
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 60% of Physical Damage Converted to Cold Damage damage physical elemental fireno_tier_2_eldritch_implicit 0
gloves 120
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 65% of Physical Damage Converted to Cold Damage damage physical elemental fireno_tier_1_eldritch_implicit 0
gloves 120
default 0
75BlueImplicit10% of Physical Damage Converted to Lightning Damage damage physical elemental lightningno_tier_6_eldritch_implicit 0
gloves 600
default 0
75BlueImplicit15% of Physical Damage Converted to Lightning Damage damage physical elemental lightningno_tier_5_eldritch_implicit 0
gloves 600
default 0
75BlueImplicit20% of Physical Damage Converted to Lightning Damage damage physical elemental lightningno_tier_4_eldritch_implicit 0
gloves 600
default 0
75BlueImplicit25% of Physical Damage Converted to Lightning Damage damage physical elemental lightningno_tier_3_eldritch_implicit 0
gloves 600
default 0
75BlueImplicit30% of Physical Damage Converted to Lightning Damage damage physical elemental lightningno_tier_2_eldritch_implicit 0
gloves 600
default 0
75BlueImplicit35% of Physical Damage Converted to Lightning Damage damage physical elemental lightningno_tier_1_eldritch_implicit 0
gloves 600
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 30% of Physical Damage Converted to Lightning Damage damage physical elemental coldno_tier_5_eldritch_implicit 0
gloves 300
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 35% of Physical Damage Converted to Lightning Damage damage physical elemental coldno_tier_4_eldritch_implicit 0
gloves 300
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 40% of Physical Damage Converted to Lightning Damage damage physical elemental coldno_tier_3_eldritch_implicit 0
gloves 300
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 45% of Physical Damage Converted to Lightning Damage damage physical elemental coldno_tier_2_eldritch_implicit 0
gloves 300
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 50% of Physical Damage Converted to Lightning Damage damage physical elemental coldno_tier_1_eldritch_implicit 0
gloves 300
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 50% of Physical Damage Converted to Lightning Damage damage physical elemental coldno_tier_4_eldritch_implicit 0
gloves 120
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 55% of Physical Damage Converted to Lightning Damage damage physical elemental coldno_tier_3_eldritch_implicit 0
gloves 120
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 60% of Physical Damage Converted to Lightning Damage damage physical elemental coldno_tier_2_eldritch_implicit 0
gloves 120
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 65% of Physical Damage Converted to Lightning Damage damage physical elemental coldno_tier_1_eldritch_implicit 0
gloves 120
default 0
75BlueImplicit10% of Physical Damage Converted to Chaos Damage damage physical chaosno_tier_6_eldritch_implicit 0
gloves 600
default 0
75BlueImplicit15% of Physical Damage Converted to Chaos Damage damage physical chaosno_tier_5_eldritch_implicit 0
gloves 600
default 0
75BlueImplicit20% of Physical Damage Converted to Chaos Damage damage physical chaosno_tier_4_eldritch_implicit 0
gloves 600
default 0
75BlueImplicit25% of Physical Damage Converted to Chaos Damage damage physical chaosno_tier_3_eldritch_implicit 0
gloves 600
default 0
75BlueImplicit30% of Physical Damage Converted to Chaos Damage damage physical chaosno_tier_2_eldritch_implicit 0
gloves 600
default 0
75BlueImplicit35% of Physical Damage Converted to Chaos Damage damage physical chaosno_tier_1_eldritch_implicit 0
gloves 600
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 30% of Physical Damage Converted to Chaos Damage damage physical elemental lightningno_tier_5_eldritch_implicit 0
gloves 300
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 35% of Physical Damage Converted to Chaos Damage damage physical elemental lightningno_tier_4_eldritch_implicit 0
gloves 300
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 40% of Physical Damage Converted to Chaos Damage damage physical elemental lightningno_tier_3_eldritch_implicit 0
gloves 300
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 45% of Physical Damage Converted to Chaos Damage damage physical elemental lightningno_tier_2_eldritch_implicit 0
gloves 300
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 50% of Physical Damage Converted to Chaos Damage damage physical elemental lightningno_tier_1_eldritch_implicit 0
gloves 300
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 50% of Physical Damage Converted to Chaos Damage damage physical elemental lightningno_tier_4_eldritch_implicit 0
gloves 120
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 55% of Physical Damage Converted to Chaos Damage damage physical elemental lightningno_tier_3_eldritch_implicit 0
gloves 120
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 60% of Physical Damage Converted to Chaos Damage damage physical elemental lightningno_tier_2_eldritch_implicit 0
gloves 120
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 65% of Physical Damage Converted to Chaos Damage damage physical elemental lightningno_tier_1_eldritch_implicit 0
gloves 120
default 0
10WeaponTreeAdds 1 to 3 Physical Damage
15% of Physical Damage Converted to Fire Damage
one_hand_weapon 100
default 0
31WeaponTreeAdds 1 to 4 Physical Damage
15% of Physical Damage Converted to Fire Damage
one_hand_weapon 100
default 0
54WeaponTreeAdds 2 to 6 Physical Damage
15% of Physical Damage Converted to Fire Damage
one_hand_weapon 100
default 0
72WeaponTreeAdds 3 to 7 Physical Damage
15% of Physical Damage Converted to Fire Damage
one_hand_weapon 50
default 0
84WeaponTreeAdds 5 to 8 Physical Damage
15% of Physical Damage Converted to Fire Damage
one_hand_weapon 25
default 0
10WeaponTreeAdds 2 to 6 Physical Damage
25% of Physical Damage Converted to Fire Damage
two_hand_weapon 100
default 0
31WeaponTreeAdds 3 to 8 Physical Damage
25% of Physical Damage Converted to Fire Damage
two_hand_weapon 100
default 0
54WeaponTreeAdds 3 to 10 Physical Damage
25% of Physical Damage Converted to Fire Damage
two_hand_weapon 100
default 0
72WeaponTreeAdds 5 to 13 Physical Damage
25% of Physical Damage Converted to Fire Damage
two_hand_weapon 50
default 0
84WeaponTreeAdds 6 to 15 Physical Damage
25% of Physical Damage Converted to Fire Damage
two_hand_weapon 25
default 0
10WeaponTreeAdds 1 to 3 Physical Damage
15% of Physical Damage Converted to Cold Damage
one_hand_weapon 100
default 0
31WeaponTreeAdds 1 to 4 Physical Damage
15% of Physical Damage Converted to Cold Damage
one_hand_weapon 100
default 0
54WeaponTreeAdds 2 to 6 Physical Damage
15% of Physical Damage Converted to Cold Damage
one_hand_weapon 100
default 0
72WeaponTreeAdds 3 to 7 Physical Damage
15% of Physical Damage Converted to Cold Damage
one_hand_weapon 50
default 0
84WeaponTreeAdds 5 to 8 Physical Damage
15% of Physical Damage Converted to Cold Damage
one_hand_weapon 25
default 0
10WeaponTreeAdds 2 to 6 Physical Damage
25% of Physical Damage Converted to Cold Damage
two_hand_weapon 100
default 0
31WeaponTreeAdds 3 to 8 Physical Damage
25% of Physical Damage Converted to Cold Damage
two_hand_weapon 100
default 0
54WeaponTreeAdds 3 to 10 Physical Damage
25% of Physical Damage Converted to Cold Damage
two_hand_weapon 100
default 0
72WeaponTreeAdds 5 to 13 Physical Damage
25% of Physical Damage Converted to Cold Damage
two_hand_weapon 50
default 0
84WeaponTreeAdds 6 to 15 Physical Damage
25% of Physical Damage Converted to Cold Damage
two_hand_weapon 25
default 0
10WeaponTreeAdds 1 to 3 Physical Damage
15% of Physical Damage Converted to Lightning Damage
one_hand_weapon 100
default 0
31WeaponTreeAdds 1 to 4 Physical Damage
15% of Physical Damage Converted to Lightning Damage
one_hand_weapon 100
default 0
54WeaponTreeAdds 2 to 6 Physical Damage
15% of Physical Damage Converted to Lightning Damage
one_hand_weapon 100
default 0
72WeaponTreeAdds 3 to 7 Physical Damage
15% of Physical Damage Converted to Lightning Damage
one_hand_weapon 50
default 0
84WeaponTreeAdds 5 to 8 Physical Damage
15% of Physical Damage Converted to Lightning Damage
one_hand_weapon 25
default 0
10WeaponTreeAdds 2 to 6 Physical Damage
25% of Physical Damage Converted to Lightning Damage
two_hand_weapon 100
default 0
31WeaponTreeAdds 3 to 8 Physical Damage
25% of Physical Damage Converted to Lightning Damage
two_hand_weapon 100
default 0
54WeaponTreeAdds 3 to 10 Physical Damage
25% of Physical Damage Converted to Lightning Damage
two_hand_weapon 100
default 0
72WeaponTreeAdds 5 to 13 Physical Damage
25% of Physical Damage Converted to Lightning Damage
two_hand_weapon 50
default 0
84WeaponTreeAdds 6 to 15 Physical Damage
25% of Physical Damage Converted to Lightning Damage
two_hand_weapon 25
default 0
13WeaponTreeAdds 1 to 3 Physical Damage
15% of Physical Damage Converted to Chaos Damage
one_hand_weapon 50
default 0
27WeaponTreeAdds 1 to 4 Physical Damage
15% of Physical Damage Converted to Chaos Damage
one_hand_weapon 50
default 0
57WeaponTreeAdds 2 to 6 Physical Damage
15% of Physical Damage Converted to Chaos Damage
one_hand_weapon 50
default 0
74WeaponTreeAdds 3 to 7 Physical Damage
15% of Physical Damage Converted to Chaos Damage
one_hand_weapon 25
default 0
85WeaponTreeAdds 5 to 8 Physical Damage
15% of Physical Damage Converted to Chaos Damage
one_hand_weapon 12
default 0
13WeaponTreeAdds 2 to 6 Physical Damage
25% of Physical Damage Converted to Chaos Damage
two_hand_weapon 50
default 0
27WeaponTreeAdds 3 to 8 Physical Damage
25% of Physical Damage Converted to Chaos Damage
two_hand_weapon 50
default 0
57WeaponTreeAdds 3 to 10 Physical Damage
25% of Physical Damage Converted to Chaos Damage
two_hand_weapon 50
default 0
74WeaponTreeAdds 5 to 13 Physical Damage
25% of Physical Damage Converted to Chaos Damage
two_hand_weapon 25
default 0
85WeaponTreeAdds 6 to 15 Physical Damage
25% of Physical Damage Converted to Chaos Damage
two_hand_weapon 12
default 0
13WeaponTreeAdds 1 to 3 Physical Damage
20% of Physical Damage converted to a random Element
one_hand_weapon 50
default 0
27WeaponTreeAdds 1 to 4 Physical Damage
20% of Physical Damage converted to a random Element
one_hand_weapon 50
default 0
57WeaponTreeAdds 2 to 6 Physical Damage
20% of Physical Damage converted to a random Element
one_hand_weapon 50
default 0
74WeaponTreeAdds 3 to 7 Physical Damage
20% of Physical Damage converted to a random Element
one_hand_weapon 25
default 0
85WeaponTreeAdds 5 to 8 Physical Damage
20% of Physical Damage converted to a random Element
one_hand_weapon 12
default 0
13WeaponTreeAdds 2 to 6 Physical Damage
35% of Physical Damage converted to a random Element
two_hand_weapon 50
default 0
27WeaponTreeAdds 3 to 8 Physical Damage
35% of Physical Damage converted to a random Element
two_hand_weapon 50
default 0
57WeaponTreeAdds 3 to 10 Physical Damage
35% of Physical Damage converted to a random Element
two_hand_weapon 50
default 0
74WeaponTreeAdds 5 to 13 Physical Damage
35% of Physical Damage converted to a random Element
two_hand_weapon 25
default 0
85WeaponTreeAdds 6 to 15 Physical Damage
35% of Physical Damage converted to a random Element
two_hand_weapon 12
default 0
10WeaponTreeAdds 1 to 3 Physical Damage to Spells
15% of Physical Damage Converted to Fire Damage
two_hand_weapon 0
caster_unique_weapon 63
attack_dagger 0
wand 63
sceptre 63
dagger 63
default 0
31WeaponTreeAdds 2 to 4 Physical Damage to Spells
15% of Physical Damage Converted to Fire Damage
two_hand_weapon 0
caster_unique_weapon 63
attack_dagger 0
wand 63
sceptre 63
dagger 63
default 0
54WeaponTreeAdds 4 to 6 Physical Damage to Spells
15% of Physical Damage Converted to Fire Damage
two_hand_weapon 0
caster_unique_weapon 63
attack_dagger 0
wand 63
sceptre 63
dagger 63
default 0
72WeaponTreeAdds 6 to 10 Physical Damage to Spells
15% of Physical Damage Converted to Fire Damage
two_hand_weapon 0
caster_unique_weapon 32
attack_dagger 0
wand 32
sceptre 32
dagger 32
default 0
84WeaponTreeAdds 13 to 20 Physical Damage to Spells
15% of Physical Damage Converted to Fire Damage
two_hand_weapon 0
caster_unique_weapon 16
attack_dagger 0
wand 16
sceptre 16
dagger 16
default 0
10WeaponTreeAdds 1 to 3 Physical Damage to Spells
25% of Physical Damage Converted to Fire Damage
one_hand_weapon 0
caster_unique_weapon 63
attack_staff 0
staff 63
default 0
31WeaponTreeAdds 3 to 6 Physical Damage to Spells
25% of Physical Damage Converted to Fire Damage
one_hand_weapon 0
caster_unique_weapon 63
attack_staff 0
staff 63
default 0
54WeaponTreeAdds 7 to 10 Physical Damage to Spells
25% of Physical Damage Converted to Fire Damage
one_hand_weapon 0
caster_unique_weapon 63
attack_staff 0
staff 63
default 0
72WeaponTreeAdds 11 to 17 Physical Damage to Spells
25% of Physical Damage Converted to Fire Damage
one_hand_weapon 0
caster_unique_weapon 32
attack_staff 0
staff 32
default 0
84WeaponTreeAdds 22 to 33 Physical Damage to Spells
25% of Physical Damage Converted to Fire Damage
one_hand_weapon 0
caster_unique_weapon 16
attack_staff 0
staff 16
default 0
10WeaponTreeAdds 1 to 3 Physical Damage to Spells
15% of Physical Damage Converted to Cold Damage
two_hand_weapon 0
caster_unique_weapon 63
attack_dagger 0
wand 63
sceptre 63
dagger 63
default 0
31WeaponTreeAdds 2 to 4 Physical Damage to Spells
15% of Physical Damage Converted to Cold Damage
two_hand_weapon 0
caster_unique_weapon 63
attack_dagger 0
wand 63
sceptre 63
dagger 63
default 0
54WeaponTreeAdds 4 to 6 Physical Damage to Spells
15% of Physical Damage Converted to Cold Damage
two_hand_weapon 0
caster_unique_weapon 63
attack_dagger 0
wand 63
sceptre 63
dagger 63
default 0
72WeaponTreeAdds 6 to 10 Physical Damage to Spells
15% of Physical Damage Converted to Cold Damage
two_hand_weapon 0
caster_unique_weapon 32
attack_dagger 0
wand 32
sceptre 32
dagger 32
default 0
84WeaponTreeAdds 13 to 20 Physical Damage to Spells
15% of Physical Damage Converted to Cold Damage
two_hand_weapon 0
caster_unique_weapon 16
attack_dagger 0
wand 16
sceptre 16
dagger 16
default 0
10WeaponTreeAdds 1 to 3 Physical Damage to Spells
25% of Physical Damage Converted to Cold Damage
one_hand_weapon 0
caster_unique_weapon 63
attack_staff 0
staff 63
default 0
31WeaponTreeAdds 3 to 6 Physical Damage to Spells
25% of Physical Damage Converted to Cold Damage
one_hand_weapon 0
caster_unique_weapon 63
attack_staff 0
staff 63
default 0
54WeaponTreeAdds 7 to 10 Physical Damage to Spells
25% of Physical Damage Converted to Cold Damage
one_hand_weapon 0
caster_unique_weapon 63
attack_staff 0
staff 63
default 0
72WeaponTreeAdds 11 to 17 Physical Damage to Spells
25% of Physical Damage Converted to Cold Damage
one_hand_weapon 0
caster_unique_weapon 32
attack_staff 0
staff 32
default 0
84WeaponTreeAdds 22 to 33 Physical Damage to Spells
25% of Physical Damage Converted to Cold Damage
one_hand_weapon 0
caster_unique_weapon 16
attack_staff 0
staff 16
default 0
10WeaponTreeAdds 1 to 3 Physical Damage to Spells
15% of Physical Damage Converted to Lightning Damage
two_hand_weapon 0
caster_unique_weapon 63
attack_dagger 0
wand 63
sceptre 63
dagger 63
default 0
31WeaponTreeAdds 2 to 4 Physical Damage to Spells
15% of Physical Damage Converted to Lightning Damage
two_hand_weapon 0
caster_unique_weapon 63
attack_dagger 0
wand 63
sceptre 63
dagger 63
default 0
54WeaponTreeAdds 4 to 6 Physical Damage to Spells
15% of Physical Damage Converted to Lightning Damage
two_hand_weapon 0
caster_unique_weapon 63
attack_dagger 0
wand 63
sceptre 63
dagger 63
default 0
72WeaponTreeAdds 6 to 10 Physical Damage to Spells
15% of Physical Damage Converted to Lightning Damage
two_hand_weapon 0
caster_unique_weapon 32
attack_dagger 0
wand 32
sceptre 32
dagger 32
default 0
84WeaponTreeAdds 13 to 20 Physical Damage to Spells
15% of Physical Damage Converted to Lightning Damage
two_hand_weapon 0
caster_unique_weapon 16
attack_dagger 0
wand 16
sceptre 16
dagger 16
default 0
10WeaponTreeAdds 1 to 3 Physical Damage to Spells
25% of Physical Damage Converted to Lightning Damage
one_hand_weapon 0
caster_unique_weapon 63
attack_staff 0
staff 63
default 0
31WeaponTreeAdds 3 to 6 Physical Damage to Spells
25% of Physical Damage Converted to Lightning Damage
one_hand_weapon 0
caster_unique_weapon 63
attack_staff 0
staff 63
default 0
54WeaponTreeAdds 7 to 10 Physical Damage to Spells
25% of Physical Damage Converted to Lightning Damage
one_hand_weapon 0
caster_unique_weapon 63
attack_staff 0
staff 63
default 0
72WeaponTreeAdds 11 to 17 Physical Damage to Spells
25% of Physical Damage Converted to Lightning Damage
one_hand_weapon 0
caster_unique_weapon 32
attack_staff 0
staff 32
default 0
84WeaponTreeAdds 22 to 33 Physical Damage to Spells
25% of Physical Damage Converted to Lightning Damage
one_hand_weapon 0
caster_unique_weapon 16
attack_staff 0
staff 16
default 0
13WeaponTreeAdds 1 to 3 Physical Damage to Spells
15% of Physical Damage Converted to Chaos Damage
two_hand_weapon 0
caster_unique_weapon 63
attack_dagger 0
wand 63
sceptre 63
dagger 63
default 0
27WeaponTreeAdds 2 to 4 Physical Damage to Spells
15% of Physical Damage Converted to Chaos Damage
two_hand_weapon 0
caster_unique_weapon 63
attack_dagger 0
wand 63
sceptre 63
dagger 63
default 0
57WeaponTreeAdds 4 to 6 Physical Damage to Spells
15% of Physical Damage Converted to Chaos Damage
two_hand_weapon 0
caster_unique_weapon 63
attack_dagger 0
wand 63
sceptre 63
dagger 63
default 0
74WeaponTreeAdds 6 to 10 Physical Damage to Spells
15% of Physical Damage Converted to Chaos Damage
two_hand_weapon 0
caster_unique_weapon 32
attack_dagger 0
wand 32
sceptre 32
dagger 32
default 0
85WeaponTreeAdds 13 to 20 Physical Damage to Spells
15% of Physical Damage Converted to Chaos Damage
two_hand_weapon 0
caster_unique_weapon 16
attack_dagger 0
wand 16
sceptre 16
dagger 16
default 0
13WeaponTreeAdds 1 to 3 Physical Damage to Spells
25% of Physical Damage Converted to Chaos Damage
one_hand_weapon 0
caster_unique_weapon 63
attack_staff 0
staff 63
default 0
27WeaponTreeAdds 3 to 6 Physical Damage to Spells
25% of Physical Damage Converted to Chaos Damage
one_hand_weapon 0
caster_unique_weapon 63
attack_staff 0
staff 63
default 0
57WeaponTreeAdds 7 to 10 Physical Damage to Spells
25% of Physical Damage Converted to Chaos Damage
one_hand_weapon 0
caster_unique_weapon 63
attack_staff 0
staff 63
default 0
74WeaponTreeAdds 11 to 17 Physical Damage to Spells
25% of Physical Damage Converted to Chaos Damage
one_hand_weapon 0
caster_unique_weapon 32
attack_staff 0
staff 32
default 0
85WeaponTreeAdds 22 to 33 Physical Damage to Spells
25% of Physical Damage Converted to Chaos Damage
one_hand_weapon 0
caster_unique_weapon 16
attack_staff 0
staff 16
default 0
1WeaponTreeRain of Arrows and Toxic Rain deal 300% more Damage with Bleeding
-60% of Toxic Rain Physical Damage Converted to Chaos Damage
bow 1000
default 0
1WeaponTreeShield Crush and Spectral Shield Throw do not gain Added Physical Damage based on Armour or Evasion on shield
Shield Crush and Spectral Shield Throw gains 30 to 50 Added Lightning Damage per 15 Energy Shield on Shield
100% of Shield Crush and Spectral Shield Throw Physical Damage Converted to Lightning Damage
crucible_unique_helmet 0
shield 1000
default 0
1WeaponTreeShield Crush and Spectral Shield Throw do not gain Added Physical Damage based on Armour or Evasion on shield
Shield Crush and Spectral Shield Throw gains 15 to 25 Added Lightning Damage per 15 Energy Shield on Shield
100% of Shield Crush and Spectral Shield Throw Physical Damage Converted to Lightning Damage
crucible_unique_helmet 1000
default 0
1WeaponTree25% chance for Bleeding inflicted with Cobra Lash or Venom Gyre to deal 100% more Damage
Cobra Lash and Venom Gyre have -60% of Physical Damage Converted to Chaos Damage
claw 1000
dagger 1000
shield 500
default 0
1WeaponTreeConsecrated Path and Purifying Flame create Profane Ground instead of Consecrated Ground
100% of Consecrated Path and Purifying Flame Fire Damage Converted to Chaos Damage
caster_unique_weapon 1000
bow 0
claw 0
weapon_can_roll_minion_modifiers 0
attack_dagger 0
shield 500
weapon 1000
default 0
1WeaponTree100% of Exsanguinate and Reap Physical Damage Converted to Fire Damage
Exsanguinate debuffs deal Fire Damage per second instead of Physical Damage per second
Reap debuffs deal Fire Damage per second instead of Physical Damage per second
caster_unique_weapon 1000
attack_staff 0
attack_dagger 0
weapon_can_roll_minion_modifiers 0
wand 1000
staff 1000
dagger 500
sceptre 1000
shield 500
default 0
1WeaponTreeManabond and Stormbind Freeze enemies as though dealing 200% more Damage
50% of Manabond and Stormbind Lightning Damage Converted to Cold Damage
two_hand_weapon 0
caster_unique_weapon 1000
attack_staff 0
attack_dagger 0
weapon_can_roll_minion_modifiers 0
wand 1000
staff 1000
dagger 1000
sceptre 1000
shield 500
default 0
1WeaponTreeManabond and Stormbind Freeze enemies as though dealing 300% more Damage
100% of Manabond and Stormbind Lightning Damage Converted to Cold Damage
one_hand_weapon 0
caster_unique_weapon 1000
attack_staff 0
attack_dagger 0
weapon_can_roll_minion_modifiers 0
wand 1000
staff 1000
dagger 1000
sceptre 1000
default 0
Monsters mods /36
NameLevelPre/SufDescriptionWeight
1Unique50% of Physical Damage Converted to Fire Damage damage physical elemental fire
1Unique100% of Physical Damage Converted to Fire Damage damage physical elemental fire
1Unique50% of Physical Damage Converted to Cold Damage damage physical elemental cold
1Unique50% of Physical Damage Converted to Lightning Damage damage physical elemental lightning
1Unique30% of Physical Damage Converted to Chaos Damage damage physical chaos
1Unique80% of Physical Damage Converted to Cold Damage damage physical elemental cold
1Unique80% of Physical Damage Converted to Lightning Damage damage physical elemental lightning
1Unique80% of Physical Damage Converted to Fire Damage damage physical elemental fire
1Unique50% of Physical Damage Converted to Chaos Damage damage physical chaos
1Unique40% of Physical Damage Converted to Chaos Damage damage physical chaos
of Chaos6Unique+40% to Chaos Resistance
25% of Physical Damage Converted to Chaos Damage
Gain 15% of Non-Chaos Damage as extra Chaos Damage
self wither duration +% [-60]
no_common_monster_mods 0
default 3000
Frostwoven1Unique50% increased Cold Damage
+50% to Cold Resistance
Gain 50% of Physical Damage as Extra Cold Damage
25% of Physical Damage Converted to Cold Damage
Inflict Cold Exposure on Hit
cold ailment effect on self +% [-50]
no_common_monster_mods 0
default 5000
Flamewoven1Unique50% increased Fire Damage
+50% to Fire Resistance
Gain 50% of Physical Damage as Extra Fire Damage
25% of Physical Damage Converted to Fire Damage
Inflict Fire Exposure on Hit
scorch ailment effect on self +% [-50]
no_common_monster_mods 0
default 5000
Stormwoven1Unique50% increased Lightning Damage
+50% to Lightning Resistance
Gain 50% of Physical Damage as Extra Lightning Damage
25% of Physical Damage Converted to Lightning Damage
Inflict Lightning Exposure on Hit
lightning ailment effect on self +% [-50]
no_common_monster_mods 0
default 5000
of Frost-striding13Unique30% increased Cold Damage
+40% to Cold Resistance
Gain 25% of Physical Damage as Extra Cold Damage
50% of Physical Damage Converted to Cold Damage
200% increased Effect of Chill
cold ailment effect on self +% [-50]
no_common_monster_mods 0
immobile 0
no_strider_mod 0
magic 0
default 1000
Imprisoning18Unique30% increased Cold Damage
+40% to Cold Resistance
Gain 25% of Physical Damage as Extra Cold Damage
50% of Physical Damage Converted to Cold Damage
20% additional Physical Damage Reduction
cold ailment effect on self +% [-50]
no_common_monster_mods 0
magic 0
default 800
of Flame-striding13Unique30% increased Fire Damage
+40% to Fire Resistance
Hits always Ignite
Gain 25% of Physical Damage as Extra Fire Damage
50% of Physical Damage Converted to Fire Damage
ignite damage +% [200]
scorch ailment effect on self +% [-50]
no_common_monster_mods 0
immobile 0
no_strider_mod 0
magic 0
default 1000
of Magma34Unique30% increased Fire Damage
+40% to Fire Resistance
Gain 25% of Physical Damage as Extra Fire Damage
25% of Physical Damage Converted to Fire Damage
25% additional Physical Damage Reduction
dropped items have maximum sockets [1]
magic 0
default 200
of Storm-striding13Unique30% increased Lightning Damage
+40% to Lightning Resistance
Gain 25% of Physical Damage as Extra Lightning Damage
50% of Physical Damage Converted to Lightning Damage
lightning ailment effect on self +% [-50]
no_common_monster_mods 0
immobile 0
no_strider_mod 0
magic 0
default 1000
of Siphoning34Unique30% increased Lightning Damage
+40% to Lightning Resistance
Gain 25% of Physical Damage as Extra Lightning Damage
50% of Physical Damage Converted to Lightning Damage
dropped items are converted to amulets [1]
lightning ailment effect on self +% [-50]
magic 0
default 200
of Storms24Unique30% increased Lightning Damage
+40% to Lightning Resistance
Gain 25% of Physical Damage as Extra Lightning Damage
50% of Physical Damage Converted to Lightning Damage
lightning ailment effect on self +% [-50]
no_common_monster_mods 0
magic 0
default 800
of Flame-striding13Unique30% increased Fire Damage
+40% to Fire Resistance
Hits always Ignite
Gain 25% of Physical Damage as Extra Fire Damage
50% of Physical Damage Converted to Fire Damage
ignite damage +% [200]
scorch ailment effect on self +% [-50]
immobile 0
no_strider_mod 0
not_part_of_pack 0
rare 0
default 1000
of Frost-striding13Unique30% increased Cold Damage
+40% to Cold Resistance
Gain 25% of Physical Damage as Extra Cold Damage
50% of Physical Damage Converted to Cold Damage
200% increased Effect of Chill
cold ailment effect on self +% [-50]
immobile 0
no_strider_mod 0
not_part_of_pack 0
rare 0
default 1000
of Storm-striding13Unique30% increased Lightning Damage
+40% to Lightning Resistance
Gain 25% of Physical Damage as Extra Lightning Damage
50% of Physical Damage Converted to Lightning Damage
lightning ailment effect on self +% [-50]
immobile 0
no_strider_mod 0
not_part_of_pack 0
rare 0
default 1000
1Unique50% increased Cold Damage
+50% to Cold Resistance
25% of Physical Damage Converted to Cold Damage
1Unique50% increased Fire Damage
+50% to Fire Resistance
25% of Physical Damage Converted to Fire Damage
1Unique50% increased Lightning Damage
+50% to Lightning Resistance
25% of Physical Damage Converted to Lightning Damage
1Unique50% increased Fire Damage
+40% to Fire Resistance
25% of Physical Damage Converted to Fire Damage
1Unique50% increased Cold Damage
+40% to Cold Resistance
25% of Physical Damage Converted to Cold Damage
1Unique50% increased Lightning Damage
+40% to Lightning Resistance
25% of Physical Damage Converted to Lightning Damage
Alchemist's Grip1Torment+30% to Chaos Resistance
35% of Physical Damage Converted to Chaos Damage
Poison on Hit
bleed poison damage physical chaos resistance ailment
default 1000
1EssenceGain 10% of Physical Damage as Extra Cold Damage
20% of Physical Damage Converted to Cold Damage
damage physical elemental cold
1EssenceGain 10% of Physical Damage as Extra Lightning Damage
20% of Physical Damage Converted to Lightning Damage
damage physical elemental lightning
1EssenceGain 10% of Physical Damage as Extra Fire Damage
20% of Physical Damage Converted to Fire Damage
damage physical elemental fire
1UniqueDivined
60% of Physical Damage Converted to Chaos Damage
divination card drop chance +% [1000]
1UniqueDivined
Gain 10% of Physical Damage as Extra Chaos Damage
30% of Physical Damage Converted to Chaos Damage
divination card drop chance +% [1000]
Veiled mods /3
NameLevelPre/SufDescriptionWeight
Chosen60Prefix(30–35)% of Physical Damage Converted to Fire Damage damage physical elemental firegloves 2000
default 0
Chosen60Prefix(30–35)% of Physical Damage Converted to Cold Damage damage physical elemental coldgloves 2000
default 0
Chosen60Prefix(30–35)% of Physical Damage Converted to Lightning Damage damage physical elemental lightninggloves 2000
default 0
Crafting Bench /3
ModRequireItemClassesUnlock
(20–25)% of Physical Damage Converted to Fire Damage+(13–17) to Strength4x Chaos OrbGlovesIceberg Map
(20–25)% of Physical Damage Converted to Cold Damage+(13–17) to Strength4x Chaos OrbGlovesIceberg Map
(20–25)% of Physical Damage Converted to Lightning Damage+(13–17) to Strength4x Chaos OrbGlovesIceberg Map
Misc mods /6
NameLevelDomainPre/SufDescriptionWeight
1FlaskUnique50% of Physical Damage Converted to Lightning during Effect damage physical elemental lightning
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
Combusting75SanctumSpecialPrefix(20–30)% of Physical Damage Converted to Fire Damage damage physical elemental firestr_special_relic 200
default 50
Glaciating75SanctumSpecialPrefix(20–30)% of Physical Damage Converted to Cold Damage damage physical elemental colddex_special_relic 200
default 50
Electrifying75SanctumSpecialPrefix(20–30)% of Physical Damage Converted to Lightning Damage damage physical elemental lightningint_special_relic 200
default 50
Desanctifying75SanctumSpecialPrefix(20–30)% of Physical Damage Converted to Chaos Damage damage physical chaosint_special_relic 200
default 50
Unique /42
Adds (12–15) to (24–27) Fire Damage to Attacks
10% increased Attack Speed
+(80–100) to Evasion Rating
+(10–30) to maximum Mana
50% of Physical Damage Converted to Fire Damage
5 to 10 Added Fire Damage with Bow Attacks
+3 to Level of Socketed Fire Gems
100% increased Global Critical Strike Chance
(120–160)% increased Energy Shield
15% of Fire Damage Converted to Chaos Damage
100% increased Spell Damage taken when on Low Mana
(You are on Low Mana if you have 50% of your Maximum Mana or less)
(120–140)% increased Armour and Energy Shield
30% of Physical Damage Converted to Chaos Damage
Reflects 30 Chaos Damage to Melee Attackers
25% reduced Light Radius
100% chance to create Desecrated Ground when you Block
desecrate on block base chaos damage to deal per minute [15000]
desecrate on block base radius [16]
desecrate on block duration ms [8000]
(You take Chaos damage over time while standing in Desecrated Ground)
+(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 maximum Life
Adds (12–15) to (30–35) Fire Damage to Spells and Attacks
(120–150)% increased Armour
+(60–80) to maximum Life
+(35–50)% to Fire Resistance
25% of Physical Damage Converted to Fire Damage
25% chance to Curse Non-Cursed Enemies with Enfeeble on Hit
(Enfeeble is a Hex which reduces the targets' Accuracy Rating by 10% and Damage by 15%, or 9% on Rare or Unique targets. It lasts 8 seconds)
+(15–25)% to Global Critical Strike Multiplier
(60–80)% increased Physical Damage
Adds (15–20) to (25–30) Physical Damage
20% increased Attack Speed
(15–30)% increased Global Accuracy Rating
25% of Physical Damage Converted to Chaos Damage
25% of Physical Damage from Hits taken as Chaos Damage
20% chance for Poisons inflicted with this Weapon to deal 300% more Damage
(Poison deals Chaos Damage over time, based on the base Physical and Chaos Damage of the Skill. Multiple instances of Poison stack)
Adds 1 to (600–750) Lightning Damage
(10–15)% increased Attack Speed
100% of Lightning Damage Converted to Chaos Damage
Your Chaos Damage can Shock
Hits with this Weapon Shock Enemies as though dealing 300% more Damage
+40% to Maximum Effect of Shock
use unique purple shock effect [1]
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Base Maximum Effect of Shock is 50% increased Damage taken)
Grants 20 Life per Enemy Hit
(75–100)% increased Physical Damage
20% increased Attack Speed
25% increased Critical Strike Chance
+40% to Global Critical Strike Multiplier
(10–20)% of Physical Damage Converted to Chaos Damage
25% reduced Enemy Stun Threshold with this Weapon
60% chance to Poison on Hit
(The Stun Threshold determines how much Damage can Stun something)
(Poison deals Chaos Damage over time, based on the base Physical and Chaos Damage of the Skill. Multiple instances of Poison stack)
+190 to Accuracy Rating
Uses both hand slots
(250–300)% increased Physical Damage
(90–110)% increased Critical Strike Chance
+(20–30)% to Global Critical Strike Multiplier
+(40–50)% to Fire Resistance
Cannot be Ignited
100% of Physical Damage Converted to Fire Damage
Ignites you inflict deal Damage 50% faster
You can only deal Damage with this Weapon or Ignite
(They will deal the same total damage over a shorter duration)
+(20–30)% to Cold Resistance
+(25–35)% to Fire Resistance
(60–80)% increased Burning Damage
40% of Cold Damage Converted to Fire Damage
10% increased Light Radius
Ignited Enemies Killed by your Hits are destroyed
(20–30)% increased Global Critical Strike Chance
+(20–30)% to Global Critical Strike Multiplier
(100–130)% increased Evasion and Energy Shield
0.2% of Attack Damage Leeched as Mana
Creates a Smoke Cloud on Rampage
Gain Unholy Might for 3 seconds on Rampage
Rampage
(Leeched Mana is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(Enemies standing in Smoke Clouds are Blinded)
(Unholy Might grants 100% of Physical Damage converted to Chaos Damage and 25% chance to apply Withered on Hit)
(You gain Rampage bonuses for Killing multiple Enemies in quick succession)
40% increased Global Critical Strike Chance
+(20–40) to Intelligence
(40–60)% increased Fire Damage
+1 to Level of all Fire Spell Skill Gems
30% of Fire Damage Converted to Chaos Damage
Your Chaos Damage has 60% chance to Poison Enemies
(Poison deals Chaos Damage over time, based on the base Physical and Chaos Damage of the Skill. Multiple instances of Poison stack)
5% chance to Gain Unholy Might for 4 seconds on Melee Kill
(Unholy Might grants 100% of Physical Damage converted to Chaos Damage and 25% chance to apply Withered on Hit)
+(12–16)% to Cold and Lightning Resistances
+(15–25) to Intelligence
(15–25)% increased Lightning Damage
(30–40)% increased Mana Regeneration Rate
40% of Lightning Damage Converted to Cold Damage
Your spells have 100% chance to Shock against Frozen Enemies
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
26% increased Elemental Damage
Adds (35–46) to (85–128) Physical Damage
(25–50)% increased Critical Strike Chance
30% chance to gain a Power Charge when you Stun
Gain Unholy Might for 4 seconds on Critical Strike
(Unholy Might grants 100% of Physical Damage converted to Chaos Damage and 25% chance to apply Withered on Hit)
+12% to all Elemental Resistances
0.4% of Chaos Damage Leeched as Life
-10% Chance to Block
100% increased Global Armour while you have no Energy Shield
You have Unholy Might while you have no Energy Shield
Create Profane Ground instead of Consecrated Ground
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(Unholy Might grants 100% of Physical Damage converted to Chaos Damage and 25% chance to apply Withered on Hit)
(Hits against Enemies on Profane Ground have 100% increased Critical Strike Chance, and Curses have 10% increased Effect on them)
Adds (12–15) to (24–27) Fire Damage to Attacks
10% increased Attack Speed
+(80–100) to Evasion Rating
+(10–30) to maximum Mana
50% of Physical Damage Converted to Fire Damage
5 to 10 Added Fire Damage with Bow Attacks
Gain (25–35)% of Physical Attack Damage as Extra Fire Damage
+(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)
+330 to Accuracy Rating
(100–140)% increased Physical Damage
(17–25)% increased Attack Speed
0.2% of Chaos Damage Leeched as Life
25% of Physical Damage Converted to Chaos Damage
Attacks with this Weapon Maim on hit
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(Maimed enemies have 30% reduced Movement Speed)
5% chance to deal Double Damage
Adds (100–130) to (360–430) Physical Damage
50% of Physical Damage Converted to Lightning Damage
50% chance to Shock
Damage Penetrates 20% Lightning Resistance
Enemies you Shock have 20% reduced Movement Speed
Enemies you Shock have 30% reduced Cast Speed
Hits with this Weapon Shock Enemies as though dealing 300% more Damage
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
40% increased Global Accuracy Rating
Adds (90–110) to (145–170) Physical Damage
30% of Physical Damage Converted to Fire Damage
25% chance to Ignite
100% increased Burning Damage if you've Ignited an Enemy Recently
Recover 1% of Life when you Ignite an Enemy
100% increased Melee Physical Damage against Ignited Enemies
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(Recently refers to the past 4 seconds)
Socketed Gems are Supported by Level 20 Ignite Proliferation
(165–195)% increased Physical Damage
50% of Physical Damage Converted to Fire Damage
10% chance to Ignite
Recover (40–60) Life when you Ignite an Enemy
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
20% chance to Trigger Level 16 Molten Burst on Melee Hit
(170–190)% increased Physical Damage
(8–12)% increased Attack Speed
60% of Physical Damage Converted to Fire Damage
Damage Penetrates 20% Fire Resistance
+(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)
Creates a Smoke Cloud on Use
Grants Immunity to Ignite for 4 seconds if used while Ignited
Removes all Burning when used
Unholy Might during Effect
(Unholy Might grants 100% of Physical Damage converted to Chaos Damage and 25% chance to apply Withered on Hit)
(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
(125–150)% increased Charges per use
Shocks nearby Enemies during Effect, causing 10% increased Damage taken
You are Shocked during Effect, causing 50% increased Damage taken
50% of Physical Damage Converted to Lightning during Effect
20% of Lightning Damage Leeched as Life during Effect
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
40% increased Global Critical Strike Chance
Adds (85–110) to (135–150) Physical Damage
Adds (130–160) to (220–240) Fire Damage
50% chance to cause Bleeding on Hit
(70–100)% increased Fire Damage with Hits and Ailments against Bleeding Enemies
(70–100)% increased Physical Damage with Hits and Ailments against Ignited Enemies
Every 8 seconds, gain Avatar of Fire for 4 seconds
(160–200)% increased Critical Strike Chance while you have Avatar of Fire
50% of Physical Damage Converted to Fire while you have Avatar of Fire
+2000 Armour while you do not have Avatar of Fire
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is 200% higher while moving)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(50% of Physical, Cold and Lightning Damage Converted to Fire Damage.
Deal no Non-Fire Damage)
40% increased Elemental Damage
(180–220)% increased Physical Damage
(10–15)% increased Attack Speed
(80–100)% increased Critical Strike Chance
50% of Physical Damage Converted to Lightning Damage
Every 16 seconds you gain Elemental Overload for 8 seconds
You have Resolute Technique while you do not have Elemental Overload
100% increased Physical Damage while you have Resolute Technique
(Skills that have dealt a Critical Strike in the past 8 seconds deal 40% more Elemental Damage with Hits and Ailments. Your Critical Strikes do not deal extra Damage. Ailments never count as being from Critical Strikes)
(Your hits can't be Evaded. Never deal Critical Strikes)
+20% Chance to Block Spell Damage while wielding a Staff
+15% Chance to Block Attack Damage while wielding a Staff
Adds (242–260) to (268–285) Physical Damage
(20–35)% increased Critical Strike Chance
50% of Physical Damage Converted to Cold Damage
50% of Physical Damage Converted to Lightning Damage
100% chance to Avoid being Shocked while Chilled
(30–40)% chance to Chill Attackers for 4 seconds on Block
(30–40)% chance to Shock Attackers for 4 seconds on Block
(Warstaves are considered Staves)
(Chill reduces Enemy Action Speed by 10%)
(Shock increases Damage taken by 15%)
18% increased Elemental Damage
+(20–30) to all Attributes
Minions deal (30–40)% increased Damage
Summoned Skeletons Cover Enemies in Ash on Hit
Summoned Skeletons take (15–30)% of their Maximum Life per second as Fire Damage
Summoned Skeletons have Avatar of Fire
(Attributes are Strength, Dexterity, and Intelligence)
(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)
40% increased Global Accuracy Rating
(175–200)% increased Physical Damage
(14–18)% increased Attack Speed
Summoned Skeleton Warriors and Soldiers wield this Weapon while in your Main Hand
Summoned Skeleton Warriors and Soldiers deal Triple Damage with this
Weapon if you've Hit with this Weapon Recently
has unholy might [1]
(Unholy Might grants 100% of Physical Damage converted to Chaos Damage and 25% chance to apply Withered on Hit)
(Recently refers to the past 4 seconds)
+330 to Accuracy Rating
(100–140)% increased Physical Damage
0.2% of Chaos Damage Leeched as Life
50% of Physical Damage Converted to Chaos Damage
Inflict Withered for 2 seconds on Hit with this Weapon
unique insanity do weird things [1]
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(Withered applies 6% increased Chaos Damage Taken, and can be inflicted up to 15 times)
18% increased Elemental Damage
+(20–30) to all Attributes
Minions deal (30–40)% increased Damage
Raised Zombies Cover Enemies in Ash on Hit
Raised Zombies take (15–30)% of their Maximum Life per second as Fire Damage
Raised Zombies have Avatar of Fire
(Attributes are Strength, Dexterity, and Intelligence)
(50% of Physical, Cold and Lightning Damage Converted to Fire Damage.
Deal no Non-Fire Damage)
+25% Chance to Block Attack Damage while wielding a Staff
(140–180)% increased Physical Damage
(0–50)% of Physical Damage Converted to Fire Damage
(0–50)% of Physical Damage Converted to Cold Damage
(0–50)% of Physical Damage Converted to Lightning Damage
Damage Penetrates (8–10)% Elemental Resistances while you are Chilled
Elemental Damage with Hits is Lucky while you are Shocked
Elemental Ailments you inflict are Reflected to you
Gain (30–40)% of Physical Damage as Extra Damage of a random Element while you are Ignited
(60–120)% increased Armour and Energy Shield
30% of Physical Damage Converted to Chaos Damage
Reflects 5 Chaos Damage to Melee Attackers
25% reduced Light Radius
100% chance to create Desecrated Ground when you Block
desecrate on block base chaos damage to deal per minute [600]
desecrate on block base radius [16]
desecrate on block duration ms [8000]
(You take Chaos damage over time while standing in Desecrated Ground)
+(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
+(12–16)% to Cold and Lightning Resistances
+(15–25) to Intelligence
(15–25)% increased Lightning Damage
(30–40)% increased Mana Regeneration Rate
40% of Lightning Damage Converted to Cold Damage
Your spells have 100% chance to Shock against Frozen Enemies
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
+4% to all Elemental Resistances
0.4% of Chaos Damage Leeched as Life
-10% Chance to Block
50% increased Global Armour while you have no Energy Shield
You have Unholy Might while you have no Energy Shield
Create Profane Ground instead of Consecrated Ground
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(Unholy Might grants 100% of Physical Damage converted to Chaos Damage and 25% chance to apply Withered on Hit)
(Hits against Enemies on Profane Ground have 100% increased Critical Strike Chance, and Curses have 10% increased Effect on them)
12% increased Elemental Damage
(50–90)% increased Physical Damage
(10–15)% increased Attack Speed
(80–100)% increased Critical Strike Chance
50% of Physical Damage Converted to Lightning Damage
Every 16 seconds you gain Elemental Overload for 8 seconds
You have Resolute Technique while you do not have Elemental Overload
100% increased Physical Damage while you have Resolute Technique
(Skills that have dealt a Critical Strike in the past 8 seconds deal 40% more Elemental Damage with Hits and Ailments. Your Critical Strikes do not deal extra Damage. Ailments never count as being from Critical Strikes)
(Your hits can't be Evaded. Never deal Critical Strikes)
+22% Chance to Block Attack Damage while wielding a Staff
(700–800)% increased Physical Damage
+(100–150)% to Global Critical Strike Multiplier
75% of Physical Damage converted to a random Element
25% of Physical Damage Converted to Chaos Damage
Maximum Critical Strike Chance is 50%
Non-Critical Strikes deal no Damage
+(17–23)% to Chaos Resistance
All Elemental Damage Converted to Chaos Damage
Nearby Enemies' Chaos Resistance is 0
(Any Elemental Damage not Converted by other effects is Converted by this)
Passive /1
50% of Physical, Cold and Lightning Damage Converted to Fire Damage
Deal no Non-Fire Damage
Ascendancy Passive /3
Ascendancy: Necromancer
Character: Witch
Minions have Unholy Might
(Unholy Might grants 100% of Physical Damage converted to Chaos Damage and 25% chance to apply Withered on Hit)
Ascendancy: Juggernaut
Character: Marauder
Radius: 60
Nearby Enemies Convert 50% of their Physical Damage to Fire
50% of Physical Damage Converted to Fire Damage
Ascendancy: Saboteur
Character: Shadow
100% of Lightning Damage Converted to Cold Damage
Your Cold Damage can Shock
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
Cluster Jewel Passive /3
10% chance to gain Unholy Might for 4 seconds on Critical Strike
(Unholy Might grants 100% of Physical Damage converted to Chaos Damage and 25% chance to apply Withered on Hit)
Summoned Skeletons have 10% chance to Wither Enemies for 2 seconds on Hit
Summoned Skeletons have 30% of Physical Damage Converted to Chaos Damage
Gain 10% of Wand Physical Damage as Extra Lightning Damage
25% of Wand Physical Damage converted to Lightning Damage
Timeless Jewel Passive /6
Flesh to Flames
Vaal Notable
(25–35)% increased Fire Damage
10% of Physical Damage Converted to Fire Damage
Flesh to Frost
Vaal Notable
(25–35)% increased Cold Damage
10% of Physical Damage Converted to Cold Damage
Flesh to Lightning
Vaal Notable
(25–35)% increased Lightning Damage
10% of Physical Damage Converted to Lightning Damage
Heated Devotion
Templar Notable
15% of Physical Damage Converted to Fire Damage while you have at least 150 Devotion
Calming Devotion
Templar Notable
15% of Physical Damage Converted to Cold Damage while you have at least 150 Devotion
Thundrous Devotion
Templar Notable
15% of Physical Damage Converted to Lightning Damage while you have at least 150 Devotion
Elevated modifier List /6
NameLvModsElevated Mods
Crusader's68(18–21)% of Physical Damage Converted to Fire Damage
Group: 156
(22–25)% of Physical Damage Converted to Fire Damage
Crusader's71(22–25)% of Physical Damage Converted to Fire Damage
Group: 156
Gain (3–5)% of Physical Damage as Extra Fire Damage
(22–25)% of Physical Damage Converted to Fire Damage
Crusader's68(18–21)% of Physical Damage Converted to Cold Damage
Group: 197
(22–25)% of Physical Damage Converted to Cold Damage
Crusader's71(22–25)% of Physical Damage Converted to Cold Damage
Group: 197
Gain (3–5)% of Physical Damage as Extra Cold Damage
(22–25)% of Physical Damage Converted to Cold Damage
Crusader's68(18–21)% of Physical Damage Converted to Lightning Damage
Group: 1463
(22–25)% of Physical Damage Converted to Lightning Damage
Crusader's71(22–25)% of Physical Damage Converted to Lightning Damage
Group: 1463
Gain (3–5)% of Physical Damage as Extra Lightning Damage
(22–25)% of Physical Damage Converted to Lightning Damage
Skill Gem /17
Fires an arrow which deals chaos damage in an area on impact, and spreads caustic ground. Enemies standing on the caustic ground take chaos damage over time.
Fires a poisonous arrow which deals chaos damage in an area on impact.
Hits enemies, converting some of your physical damage to chaos damage and inflicting poison which will be affected by modifiers to skill duration. If dual wielding, will strike with both weapons. Requires a claw, dagger or sword.
Hits enemies, converting some of your physical damage to chaos damage and inflicting poison which will be affected by modifiers to skill duration. If dual wielding, deals the damage of both weapons in one strike. Requires a claw, dagger or sword.
Channel to infuse an arrow with chaos, gaining stages while it is held. Release to fire it, leaving spore pods in its wake. Each spore pod blooms, firing thorn arrows, which travel for a short time before dissipating. Modifiers that cause additional projectiles to be fired will only apply to the initial arrows, and the spore pods will be divided between those arrows.
Fire an arrow that leaves a spore pod in its wake. The spore pod blooms, firing thorn arrows, which travel for a short time before dissipating. Modifiers that cause additional projectiles to be fired will only apply to the initial arrows, each of which leaves its own spore pod.
Fire arrows into the air that rain down around the targeted area, dealing damage to enemies they hit and creating spore pods where they land. Each spore pod deals chaos damage over time to nearby enemies and slows their movement speed. The pods last for a duration before bursting, dealing area damage.
Fire arrows into the air that rain down around the targeted area, dealing damage to enemies they hit and creating spore pods where they land. Each spore pod slows the movement speed of nearby enemies. The pods last for a duration before bursting, dealing area damage.
Fire arrows into the air that rain down around the targeted area, dealing damage to enemies they hit and creating spore pods where they land. Each spore pod deals chaos damage over time to nearby enemies and withers them, causing them to take increased chaos damage. The pods last for a duration before bursting, dealing area damage.
Fires a poisonous projectile based on your weapon that will chain between enemies. Requires a Dagger or Claw.
[UNUSED] Attack an enemy, teleporting a short distance behind them if they're not in range. On hit, summon a serpent that replicates the attack.
Attacks with your weapon, inflicting a debuff on enemies hit by the strike. If a debuffed enemy dies while poisoned, Pestilent Strike inflicts a secondary chaos damage over time debuff on enemies around them, based on the poisons on the slain enemy. This damage is not affected by your damage modifiers. Requires a Claw or Dagger.
Fires a returning projectile that can be caught. Caught projectiles spiral outwards when you use Whirling Blades and do not return. Requires a Dagger or Claw.
Creates a Void Sphere which Hinders enemies in an area around it, with the debuff being stronger on enemies closer to the sphere. It also regularly releases pulses of area damage. The Void Sphere will consume the corpses of any enemies which die in its area. Can only have one Void Sphere at a time.
Creates a Void Sphere which Hinders enemies in an area around it, with the debuff being stronger on enemies closer to the sphere. It also regularly releases pulses of area damage. The Void Sphere will consume the corpses of any enemies which die in its area. Can only have one Void Sphere at a time.
Each cast of this spell waits for a short duration, releasing a burst of lightning and chaos spell damage in an area around you when that duration ends. Enemies killed by this damage, or shortly after, will explode. The explosions of the corpses are not affected by modifiers to spell damage, and cannot be reflected.
Fires a slow-moving serpentine arrow which deals chaos damage while piercing enemies, and leaves a trail of caustic ground. Enemies standing on the caustic ground take chaos damage over time.
Item mods /44
NameLevelPre/SufDescriptionWeight
of the Elder68Suffix(10–15)% of Physical Damage Converted to Chaos Damage damage physical chaosbow_elder 1000
2h_axe_elder 1000
2h_mace_elder 1000
2h_sword_elder 1000
sword_elder 1000
axe_elder 1000
mace_elder 1000
claw_elder 1000
sceptre_elder 1000
dagger_elder 1000
rune_dagger_elder 1000
wand_elder 1000
staff_elder 1000
warstaff_elder 1000
default 0
of the Elder75Suffix(16–20)% of Physical Damage Converted to Chaos Damage damage physical chaosbow_elder 1000
2h_axe_elder 1000
2h_mace_elder 1000
2h_sword_elder 1000
sword_elder 1000
axe_elder 1000
mace_elder 1000
claw_elder 1000
sceptre_elder 1000
dagger_elder 1000
rune_dagger_elder 1000
wand_elder 1000
staff_elder 1000
warstaff_elder 1000
default 0
of the Elder85Suffix(21–25)% of Physical Damage Converted to Chaos Damage damage physical chaosbow_elder 1000
2h_axe_elder 1000
2h_mace_elder 1000
2h_sword_elder 1000
sword_elder 1000
axe_elder 1000
mace_elder 1000
claw_elder 1000
sceptre_elder 1000
dagger_elder 1000
rune_dagger_elder 1000
wand_elder 1000
staff_elder 1000
warstaff_elder 1000
default 0
of the Hunt68Suffix(16–20)% of Physical Damage Converted to Chaos Damage damage physical chaossword_basilisk 350
axe_basilisk 350
claw_basilisk 350
dagger_basilisk 350
rune_dagger_basilisk 350
mace_basilisk 350
sceptre_basilisk 350
wand_basilisk 350
2h_sword_basilisk 350
2h_axe_basilisk 350
2h_mace_basilisk 350
staff_basilisk 350
warstaff_basilisk 350
bow_basilisk 350
default 0
of the Hunt71Suffix(21–25)% of Physical Damage Converted to Chaos Damage damage physical chaossword_basilisk 350
axe_basilisk 350
claw_basilisk 350
dagger_basilisk 350
rune_dagger_basilisk 350
mace_basilisk 350
sceptre_basilisk 350
wand_basilisk 350
2h_sword_basilisk 350
2h_axe_basilisk 350
2h_mace_basilisk 350
staff_basilisk 350
warstaff_basilisk 350
bow_basilisk 350
default 0
68ScourgeUpside25% of Physical Damage Converted to Chaos Damage damage physical chaosgloves 200
default 0
75BlueImplicit10% of Physical Damage Converted to Chaos Damage damage physical chaosno_tier_6_eldritch_implicit 0
gloves 600
default 0
75BlueImplicit15% of Physical Damage Converted to Chaos Damage damage physical chaosno_tier_5_eldritch_implicit 0
gloves 600
default 0
75BlueImplicit20% of Physical Damage Converted to Chaos Damage damage physical chaosno_tier_4_eldritch_implicit 0
gloves 600
default 0
75BlueImplicit25% of Physical Damage Converted to Chaos Damage damage physical chaosno_tier_3_eldritch_implicit 0
gloves 600
default 0
75BlueImplicit30% of Physical Damage Converted to Chaos Damage damage physical chaosno_tier_2_eldritch_implicit 0
gloves 600
default 0
75BlueImplicit35% of Physical Damage Converted to Chaos Damage damage physical chaosno_tier_1_eldritch_implicit 0
gloves 600
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 30% of Physical Damage Converted to Chaos Damage damage physical elemental lightningno_tier_5_eldritch_implicit 0
gloves 300
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 35% of Physical Damage Converted to Chaos Damage damage physical elemental lightningno_tier_4_eldritch_implicit 0
gloves 300
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 40% of Physical Damage Converted to Chaos Damage damage physical elemental lightningno_tier_3_eldritch_implicit 0
gloves 300
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 45% of Physical Damage Converted to Chaos Damage damage physical elemental lightningno_tier_2_eldritch_implicit 0
gloves 300
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 50% of Physical Damage Converted to Chaos Damage damage physical elemental lightningno_tier_1_eldritch_implicit 0
gloves 300
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 50% of Physical Damage Converted to Chaos Damage damage physical elemental lightningno_tier_4_eldritch_implicit 0
gloves 120
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 55% of Physical Damage Converted to Chaos Damage damage physical elemental lightningno_tier_3_eldritch_implicit 0
gloves 120
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 60% of Physical Damage Converted to Chaos Damage damage physical elemental lightningno_tier_2_eldritch_implicit 0
gloves 120
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 65% of Physical Damage Converted to Chaos Damage damage physical elemental lightningno_tier_1_eldritch_implicit 0
gloves 120
default 0
13WeaponTreeAdds 1 to 3 Physical Damage
15% of Physical Damage Converted to Chaos Damage
one_hand_weapon 50
default 0
27WeaponTreeAdds 1 to 4 Physical Damage
15% of Physical Damage Converted to Chaos Damage
one_hand_weapon 50
default 0
57WeaponTreeAdds 2 to 6 Physical Damage
15% of Physical Damage Converted to Chaos Damage
one_hand_weapon 50
default 0
74WeaponTreeAdds 3 to 7 Physical Damage
15% of Physical Damage Converted to Chaos Damage
one_hand_weapon 25
default 0
85WeaponTreeAdds 5 to 8 Physical Damage
15% of Physical Damage Converted to Chaos Damage
one_hand_weapon 12
default 0
13WeaponTreeAdds 2 to 6 Physical Damage
25% of Physical Damage Converted to Chaos Damage
two_hand_weapon 50
default 0
27WeaponTreeAdds 3 to 8 Physical Damage
25% of Physical Damage Converted to Chaos Damage
two_hand_weapon 50
default 0
57WeaponTreeAdds 3 to 10 Physical Damage
25% of Physical Damage Converted to Chaos Damage
two_hand_weapon 50
default 0
74WeaponTreeAdds 5 to 13 Physical Damage
25% of Physical Damage Converted to Chaos Damage
two_hand_weapon 25
default 0
85WeaponTreeAdds 6 to 15 Physical Damage
25% of Physical Damage Converted to Chaos Damage
two_hand_weapon 12
default 0
13WeaponTreeAdds 1 to 3 Physical Damage to Spells
15% of Physical Damage Converted to Chaos Damage
two_hand_weapon 0
caster_unique_weapon 63
attack_dagger 0
wand 63
sceptre 63
dagger 63
default 0
27WeaponTreeAdds 2 to 4 Physical Damage to Spells
15% of Physical Damage Converted to Chaos Damage
two_hand_weapon 0
caster_unique_weapon 63
attack_dagger 0
wand 63
sceptre 63
dagger 63
default 0
57WeaponTreeAdds 4 to 6 Physical Damage to Spells
15% of Physical Damage Converted to Chaos Damage
two_hand_weapon 0
caster_unique_weapon 63
attack_dagger 0
wand 63
sceptre 63
dagger 63
default 0
74WeaponTreeAdds 6 to 10 Physical Damage to Spells
15% of Physical Damage Converted to Chaos Damage
two_hand_weapon 0
caster_unique_weapon 32
attack_dagger 0
wand 32
sceptre 32
dagger 32
default 0
85WeaponTreeAdds 13 to 20 Physical Damage to Spells
15% of Physical Damage Converted to Chaos Damage
two_hand_weapon 0
caster_unique_weapon 16
attack_dagger 0
wand 16
sceptre 16
dagger 16
default 0
13WeaponTreeAdds 1 to 3 Physical Damage to Spells
25% of Physical Damage Converted to Chaos Damage
one_hand_weapon 0
caster_unique_weapon 63
attack_staff 0
staff 63
default 0
27WeaponTreeAdds 3 to 6 Physical Damage to Spells
25% of Physical Damage Converted to Chaos Damage
one_hand_weapon 0
caster_unique_weapon 63
attack_staff 0
staff 63
default 0
57WeaponTreeAdds 7 to 10 Physical Damage to Spells
25% of Physical Damage Converted to Chaos Damage
one_hand_weapon 0
caster_unique_weapon 63
attack_staff 0
staff 63
default 0
74WeaponTreeAdds 11 to 17 Physical Damage to Spells
25% of Physical Damage Converted to Chaos Damage
one_hand_weapon 0
caster_unique_weapon 32
attack_staff 0
staff 32
default 0
85WeaponTreeAdds 22 to 33 Physical Damage to Spells
25% of Physical Damage Converted to Chaos Damage
one_hand_weapon 0
caster_unique_weapon 16
attack_staff 0
staff 16
default 0
1WeaponTreeRain of Arrows and Toxic Rain deal 300% more Damage with Bleeding
-60% of Toxic Rain Physical Damage Converted to Chaos Damage
bow 1000
default 0
1WeaponTree25% chance for Bleeding inflicted with Cobra Lash or Venom Gyre to deal 100% more Damage
Cobra Lash and Venom Gyre have -60% of Physical Damage Converted to Chaos Damage
claw 1000
dagger 1000
shield 500
default 0
1WeaponTreeConsecrated Path and Purifying Flame create Profane Ground instead of Consecrated Ground
100% of Consecrated Path and Purifying Flame Fire Damage Converted to Chaos Damage
caster_unique_weapon 1000
bow 0
claw 0
weapon_can_roll_minion_modifiers 0
attack_dagger 0
shield 500
weapon 1000
default 0
Monsters mods /7
NameLevelPre/SufDescriptionWeight
1Unique30% of Physical Damage Converted to Chaos Damage damage physical chaos
1Unique50% of Physical Damage Converted to Chaos Damage damage physical chaos
1Unique40% of Physical Damage Converted to Chaos Damage damage physical chaos
of Chaos6Unique+40% to Chaos Resistance
25% of Physical Damage Converted to Chaos Damage
Gain 15% of Non-Chaos Damage as extra Chaos Damage
self wither duration +% [-60]
no_common_monster_mods 0
default 3000
Alchemist's Grip1Torment+30% to Chaos Resistance
35% of Physical Damage Converted to Chaos Damage
Poison on Hit
bleed poison damage physical chaos resistance ailment
default 1000
1UniqueDivined
60% of Physical Damage Converted to Chaos Damage
divination card drop chance +% [1000]
1UniqueDivined
Gain 10% of Physical Damage as Extra Chaos Damage
30% of Physical Damage Converted to Chaos Damage
divination card drop chance +% [1000]
Misc mods /2
NameLevelDomainPre/SufDescriptionWeight
Desanctifying75SanctumSpecialPrefix(20–30)% of Physical Damage Converted to Chaos Damage damage physical chaosint_special_relic 200
default 50
Devoted to Solaris12NecropolisNecropolisDevotedDropped Weapons are converted to Chaos Orbsdefault 1714
Unique /18
+3 to Level of Socketed Fire Gems
100% increased Global Critical Strike Chance
(120–160)% increased Energy Shield
15% of Fire Damage Converted to Chaos Damage
100% increased Spell Damage taken when on Low Mana
(You are on Low Mana if you have 50% of your Maximum Mana or less)
(120–140)% increased Armour and Energy Shield
30% of Physical Damage Converted to Chaos Damage
Reflects 30 Chaos Damage to Melee Attackers
25% reduced Light Radius
100% chance to create Desecrated Ground when you Block
desecrate on block base chaos damage to deal per minute [15000]
desecrate on block base radius [16]
desecrate on block duration ms [8000]
(You take Chaos damage over time while standing in Desecrated Ground)
+(15–25)% to Global Critical Strike Multiplier
(60–80)% increased Physical Damage
Adds (15–20) to (25–30) Physical Damage
20% increased Attack Speed
(15–30)% increased Global Accuracy Rating
25% of Physical Damage Converted to Chaos Damage
25% of Physical Damage from Hits taken as Chaos Damage
20% chance for Poisons inflicted with this Weapon to deal 300% more Damage
(Poison deals Chaos Damage over time, based on the base Physical and Chaos Damage of the Skill. Multiple instances of Poison stack)
Adds 1 to (600–750) Lightning Damage
(10–15)% increased Attack Speed
100% of Lightning Damage Converted to Chaos Damage
Your Chaos Damage can Shock
Hits with this Weapon Shock Enemies as though dealing 300% more Damage
+40% to Maximum Effect of Shock
use unique purple shock effect [1]
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Base Maximum Effect of Shock is 50% increased Damage taken)
Grants 20 Life per Enemy Hit
(75–100)% increased Physical Damage
20% increased Attack Speed
25% increased Critical Strike Chance
+40% to Global Critical Strike Multiplier
(10–20)% of Physical Damage Converted to Chaos Damage
25% reduced Enemy Stun Threshold with this Weapon
60% chance to Poison on Hit
(The Stun Threshold determines how much Damage can Stun something)
(Poison deals Chaos Damage over time, based on the base Physical and Chaos Damage of the Skill. Multiple instances of Poison stack)
(20–30)% increased Global Critical Strike Chance
+(20–30)% to Global Critical Strike Multiplier
(100–130)% increased Evasion and Energy Shield
0.2% of Attack Damage Leeched as Mana
Creates a Smoke Cloud on Rampage
Gain Unholy Might for 3 seconds on Rampage
Rampage
(Leeched Mana is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(Enemies standing in Smoke Clouds are Blinded)
(Unholy Might grants 100% of Physical Damage converted to Chaos Damage and 25% chance to apply Withered on Hit)
(You gain Rampage bonuses for Killing multiple Enemies in quick succession)
40% increased Global Critical Strike Chance
+(20–40) to Intelligence
(40–60)% increased Fire Damage
+1 to Level of all Fire Spell Skill Gems
30% of Fire Damage Converted to Chaos Damage
Your Chaos Damage has 60% chance to Poison Enemies
(Poison deals Chaos Damage over time, based on the base Physical and Chaos Damage of the Skill. Multiple instances of Poison stack)
5% chance to Gain Unholy Might for 4 seconds on Melee Kill
(Unholy Might grants 100% of Physical Damage converted to Chaos Damage and 25% chance to apply Withered on Hit)
26% increased Elemental Damage
Adds (35–46) to (85–128) Physical Damage
(25–50)% increased Critical Strike Chance
30% chance to gain a Power Charge when you Stun
Gain Unholy Might for 4 seconds on Critical Strike
(Unholy Might grants 100% of Physical Damage converted to Chaos Damage and 25% chance to apply Withered on Hit)
+12% to all Elemental Resistances
0.4% of Chaos Damage Leeched as Life
-10% Chance to Block
100% increased Global Armour while you have no Energy Shield
You have Unholy Might while you have no Energy Shield
Create Profane Ground instead of Consecrated Ground
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(Unholy Might grants 100% of Physical Damage converted to Chaos Damage and 25% chance to apply Withered on Hit)
(Hits against Enemies on Profane Ground have 100% increased Critical Strike Chance, and Curses have 10% increased Effect on them)
+330 to Accuracy Rating
(100–140)% increased Physical Damage
(17–25)% increased Attack Speed
0.2% of Chaos Damage Leeched as Life
25% of Physical Damage Converted to Chaos Damage
Attacks with this Weapon Maim on hit
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(Maimed enemies have 30% reduced Movement Speed)
Creates a Smoke Cloud on Use
Grants Immunity to Ignite for 4 seconds if used while Ignited
Removes all Burning when used
Unholy Might during Effect
(Unholy Might grants 100% of Physical Damage converted to Chaos Damage and 25% chance to apply Withered on Hit)
40% increased Global Accuracy Rating
(175–200)% increased Physical Damage
(14–18)% increased Attack Speed
Summoned Skeleton Warriors and Soldiers wield this Weapon while in your Main Hand
Summoned Skeleton Warriors and Soldiers deal Triple Damage with this
Weapon if you've Hit with this Weapon Recently
has unholy might [1]
(Unholy Might grants 100% of Physical Damage converted to Chaos Damage and 25% chance to apply Withered on Hit)
(Recently refers to the past 4 seconds)
+330 to Accuracy Rating
(100–140)% increased Physical Damage
0.2% of Chaos Damage Leeched as Life
50% of Physical Damage Converted to Chaos Damage
Inflict Withered for 2 seconds on Hit with this Weapon
unique insanity do weird things [1]
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(Withered applies 6% increased Chaos Damage Taken, and can be inflicted up to 15 times)
(60–120)% increased Armour and Energy Shield
30% of Physical Damage Converted to Chaos Damage
Reflects 5 Chaos Damage to Melee Attackers
25% reduced Light Radius
100% chance to create Desecrated Ground when you Block
desecrate on block base chaos damage to deal per minute [600]
desecrate on block base radius [16]
desecrate on block duration ms [8000]
(You take Chaos damage over time while standing in Desecrated Ground)
+4% to all Elemental Resistances
0.4% of Chaos Damage Leeched as Life
-10% Chance to Block
50% increased Global Armour while you have no Energy Shield
You have Unholy Might while you have no Energy Shield
Create Profane Ground instead of Consecrated Ground
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(Unholy Might grants 100% of Physical Damage converted to Chaos Damage and 25% chance to apply Withered on Hit)
(Hits against Enemies on Profane Ground have 100% increased Critical Strike Chance, and Curses have 10% increased Effect on them)
+22% Chance to Block Attack Damage while wielding a Staff
(700–800)% increased Physical Damage
+(100–150)% to Global Critical Strike Multiplier
75% of Physical Damage converted to a random Element
25% of Physical Damage Converted to Chaos Damage
Maximum Critical Strike Chance is 50%
Non-Critical Strikes deal no Damage
+(17–23)% to Chaos Resistance
All Elemental Damage Converted to Chaos Damage
Nearby Enemies' Chaos Resistance is 0
(Any Elemental Damage not Converted by other effects is Converted by this)
Ascendancy Passive /1
Ascendancy: Necromancer
Character: Witch
Minions have Unholy Might
(Unholy Might grants 100% of Physical Damage converted to Chaos Damage and 25% chance to apply Withered on Hit)
Cluster Jewel Passive /2
10% chance to gain Unholy Might for 4 seconds on Critical Strike
(Unholy Might grants 100% of Physical Damage converted to Chaos Damage and 25% chance to apply Withered on Hit)
Summoned Skeletons have 10% chance to Wither Enemies for 2 seconds on Hit
Summoned Skeletons have 30% of Physical Damage Converted to Chaos Damage
Skill Gem /30
Infuse the player's current weapon with additional fire damage for a short time.
Attacks with your weapon, applying a charged debuff to enemies hit by your strike, and an uncharged debuff to any other enemies hit. Upon reaching 6 charges, expiring, or the enemy's death, the charged debuff is removed to damage that and other surrounding enemies. Enemies with either debuff explode when they die, damaging other surrounding enemies. Damage from this explosion cannot be reflected. Requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
Attacks with your weapon, applying a charged debuff to you the first time you hit an enemy with this skill. Upon reaching 6 charges, or charges expiring, the charged debuff is removed to damage nearby enemies. Requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
Fires a burning arrow that deals fire damage and has a chance to ignite.
Fires a burning arrow that deals fire damage and has a chance to ignite.
Fires an arrow that explodes, dealing fire damage to its target and other nearby enemies, with an increased chance of igniting them.
Summons a totem that channels to fire a stream of flame at nearby enemies, and creates an area of consecrated ground around the totem.
Summons a totem that channels to fire a stream of flame at nearby enemies, and creates an area of consecrated ground around the totem.
Infuses your melee weapon with molten energies to attack with physical and fire damage. This attack causes balls of molten magma to launch forth from the enemies you hit, divided amongst all enemies hit by the strike. These will deal area attack damage to enemies where they land.
Infuses your two-handed melee weapon with molten energies to attack with physical and fire damage. This attack causes balls of molten magma to launch forth from the enemies you hit, divided amongst all enemies hit by the strike. These will deal area attack damage to enemies where they land. Every fifth time you attack with this skill it fires more, high-damage projectiles.
Performs a warcry, taunting nearby enemies to attack the user and exerting subsequent attacks. The user and nearby allies gain a buff that grants a portion of their physical damage as extra fire damage. In addition to being taunted, enemies are inflicted with a secondary debuff causing them to explode when they die, dealing fire damage in an area.
Your melee weapon strikes enemies, converting physical damage to a random element. Then, depending on the element chosen, it releases a fiery explosion, an arcing bolt of lightning, or an icy wave. It will avoid choosing the same element twice in a row.
Your melee weapon strikes enemies, converting physical damage to a random element. Then, depending on the element chosen, it releases a fiery explosion, an arcing bolt of lightning, or an icy wave. It will avoid choosing the same element twice in a row.
Fires arrows up in the air, to rain down in an area. Each arrow deals area damage around where it lands, and they will all overlap on the targeted location.
Fires a single arrow up in the air, to rain down at a targeted location. The arrow deals area damage around where it lands, as well as releasing a wave of fire which will apply a burning debuff to enemies. The impact of the arrow will also inflict this debuff.
Slam the ground, unleashing a fiery fissure in front of you, dealing area damage and randomly releasing a number of smaller fissures branching off from it. Consume an Endurance Charge every third time you slam the ground with this skill. Requires a Mace, Sceptre, Sword, Axe, Staff, or Unarmed.
Slam the ground, consuming all Endurance Charges and unleashing a fiery fissure in front of you, dealing area damage and randomly releasing a number of smaller fissures branching off from it. Requires a Mace, Sceptre, Sword, Axe, Staff, or Unarmed.
Throws a trap that creates an explosion when triggered, dealing spell damage in an area around it. A number of smaller explosions occur within a secondary area around the trap in quick succession after the first.
Throws a trap that creates an explosion when triggered, dealing spell damage in an area around it. A number of smaller explosions occur within a secondary area around the trap in quick succession after the first.
Slams the ground at a targeted location. If an enemy is near where you target, you'll teleport to it from a short distance away, slam, and create an area of consecrated ground. Can't be supported by Multistrike, and requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
Slams the ground at a targeted location. If an enemy is near where you target, you'll teleport to it from a short distance away, slam, and create an area of consecrated ground. The cooldown can be bypassed by expending an Endurance Charge. Can't be supported by Multistrike, and requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
A wave of divine fire deals damage in a line, then creates Consecrated Ground and deals damage in an area around the targeted location. A larger shockwave then expands outwards, damaging enemies standing on Consecrated Ground that were not already hit.
A wave of divine fire deals damage in a line, then creates Consecrated Ground and deals damage in an area around the targeted location. A larger shockwave then expands outwards, damaging enemies standing on Consecrated Ground that were not already hit.
An expanding wave of energy surges forward, damaging enemies in a cone-shaped area over a duration. Each enemy hit is inflicted with Exposure matching the element of which they took the highest damage. Only one Wave of Conviction can be active at a time
An expanding wave of energy surges outwards from you, damaging enemies in a ring-shaped area over a duration. The ring then returns, damaging enemies again on the way back. Only one Wave of Conviction can be active at a time
Summons a ballista totem that propels a sequence of fiery arrows into the air. The arrows impact the ground in a line, each dealing area damage to enemies around it. Requires a Bow.
Summons a ballista totem that propels a sequence of fiery arrows into the air. The arrows impact the ground in two perpendicular lines, each dealing area damage to enemies around it. Requires a Bow.
Summons a ballista totem that propels a number of fiery arrows into the air, each targeting a specific enemy. Arrows deal area damage to enemies around it on landing. Requires a Bow.
Infuses your melee weapon with molten energies to attack with physical and fire damage. This attack causes balls of molten magma to launch forth causing area attack damage to enemies where they land.
Support Gem /1
Supports any skill that hits enemies.
Item mods /41
NameLevelPre/SufDescriptionWeight
Crusader's68Prefix(18–21)% of Physical Damage Converted to Fire Damage damage physical elemental firegloves_crusader 500
quiver_crusader 500
default 0
Crusader's71Prefix(22–25)% of Physical Damage Converted to Fire Damage damage physical elemental firegloves_crusader 500
quiver_crusader 500
default 0
of the Crusade68Suffix(23–26)% of Physical Damage Converted to Fire Damage damage physical elemental firesword_crusader 500
axe_crusader 500
mace_crusader 500
sceptre_crusader 500
2h_sword_crusader 500
2h_axe_crusader 500
2h_mace_crusader 500
staff_crusader 500
warstaff_crusader 500
default 0
of the Crusade71Suffix(27–30)% of Physical Damage Converted to Fire Damage damage physical elemental firesword_crusader 500
axe_crusader 500
mace_crusader 500
sceptre_crusader 500
2h_sword_crusader 500
2h_axe_crusader 500
2h_mace_crusader 500
staff_crusader 500
warstaff_crusader 500
default 0
68ScourgeUpside25% of Physical Damage Converted to Fire Damage damage physical elemental firegloves 200
default 0
75BlueImplicit10% of Physical Damage Converted to Fire Damage damage physical elemental fireno_tier_6_eldritch_implicit 0
gloves 600
default 0
75BlueImplicit15% of Physical Damage Converted to Fire Damage damage physical elemental fireno_tier_5_eldritch_implicit 0
gloves 600
default 0
75BlueImplicit20% of Physical Damage Converted to Fire Damage damage physical elemental fireno_tier_4_eldritch_implicit 0
gloves 600
default 0
75BlueImplicit25% of Physical Damage Converted to Fire Damage damage physical elemental fireno_tier_3_eldritch_implicit 0
gloves 600
default 0
75BlueImplicit30% of Physical Damage Converted to Fire Damage damage physical elemental fireno_tier_2_eldritch_implicit 0
gloves 600
default 0
75BlueImplicit35% of Physical Damage Converted to Fire Damage damage physical elemental fireno_tier_1_eldritch_implicit 0
gloves 600
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 30% of Physical Damage Converted to Fire Damageno_tier_5_eldritch_implicit 0
gloves 300
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 35% of Physical Damage Converted to Fire Damageno_tier_4_eldritch_implicit 0
gloves 300
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 40% of Physical Damage Converted to Fire Damageno_tier_3_eldritch_implicit 0
gloves 300
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 45% of Physical Damage Converted to Fire Damageno_tier_2_eldritch_implicit 0
gloves 300
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 50% of Physical Damage Converted to Fire Damageno_tier_1_eldritch_implicit 0
gloves 300
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 50% of Physical Damage Converted to Fire Damageno_tier_4_eldritch_implicit 0
gloves 120
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 55% of Physical Damage Converted to Fire Damageno_tier_3_eldritch_implicit 0
gloves 120
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 60% of Physical Damage Converted to Fire Damageno_tier_2_eldritch_implicit 0
gloves 120
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 65% of Physical Damage Converted to Fire Damageno_tier_1_eldritch_implicit 0
gloves 120
default 0
10WeaponTreeAdds 1 to 3 Physical Damage
15% of Physical Damage Converted to Fire Damage
one_hand_weapon 100
default 0
31WeaponTreeAdds 1 to 4 Physical Damage
15% of Physical Damage Converted to Fire Damage
one_hand_weapon 100
default 0
54WeaponTreeAdds 2 to 6 Physical Damage
15% of Physical Damage Converted to Fire Damage
one_hand_weapon 100
default 0
72WeaponTreeAdds 3 to 7 Physical Damage
15% of Physical Damage Converted to Fire Damage
one_hand_weapon 50
default 0
84WeaponTreeAdds 5 to 8 Physical Damage
15% of Physical Damage Converted to Fire Damage
one_hand_weapon 25
default 0
10WeaponTreeAdds 2 to 6 Physical Damage
25% of Physical Damage Converted to Fire Damage
two_hand_weapon 100
default 0
31WeaponTreeAdds 3 to 8 Physical Damage
25% of Physical Damage Converted to Fire Damage
two_hand_weapon 100
default 0
54WeaponTreeAdds 3 to 10 Physical Damage
25% of Physical Damage Converted to Fire Damage
two_hand_weapon 100
default 0
72WeaponTreeAdds 5 to 13 Physical Damage
25% of Physical Damage Converted to Fire Damage
two_hand_weapon 50
default 0
84WeaponTreeAdds 6 to 15 Physical Damage
25% of Physical Damage Converted to Fire Damage
two_hand_weapon 25
default 0
10WeaponTreeAdds 1 to 3 Physical Damage to Spells
15% of Physical Damage Converted to Fire Damage
two_hand_weapon 0
caster_unique_weapon 63
attack_dagger 0
wand 63
sceptre 63
dagger 63
default 0
31WeaponTreeAdds 2 to 4 Physical Damage to Spells
15% of Physical Damage Converted to Fire Damage
two_hand_weapon 0
caster_unique_weapon 63
attack_dagger 0
wand 63
sceptre 63
dagger 63
default 0
54WeaponTreeAdds 4 to 6 Physical Damage to Spells
15% of Physical Damage Converted to Fire Damage
two_hand_weapon 0
caster_unique_weapon 63
attack_dagger 0
wand 63
sceptre 63
dagger 63
default 0
72WeaponTreeAdds 6 to 10 Physical Damage to Spells
15% of Physical Damage Converted to Fire Damage
two_hand_weapon 0
caster_unique_weapon 32
attack_dagger 0
wand 32
sceptre 32
dagger 32
default 0
84WeaponTreeAdds 13 to 20 Physical Damage to Spells
15% of Physical Damage Converted to Fire Damage
two_hand_weapon 0
caster_unique_weapon 16
attack_dagger 0
wand 16
sceptre 16
dagger 16
default 0
10WeaponTreeAdds 1 to 3 Physical Damage to Spells
25% of Physical Damage Converted to Fire Damage
one_hand_weapon 0
caster_unique_weapon 63
attack_staff 0
staff 63
default 0
31WeaponTreeAdds 3 to 6 Physical Damage to Spells
25% of Physical Damage Converted to Fire Damage
one_hand_weapon 0
caster_unique_weapon 63
attack_staff 0
staff 63
default 0
54WeaponTreeAdds 7 to 10 Physical Damage to Spells
25% of Physical Damage Converted to Fire Damage
one_hand_weapon 0
caster_unique_weapon 63
attack_staff 0
staff 63
default 0
72WeaponTreeAdds 11 to 17 Physical Damage to Spells
25% of Physical Damage Converted to Fire Damage
one_hand_weapon 0
caster_unique_weapon 32
attack_staff 0
staff 32
default 0
84WeaponTreeAdds 22 to 33 Physical Damage to Spells
25% of Physical Damage Converted to Fire Damage
one_hand_weapon 0
caster_unique_weapon 16
attack_staff 0
staff 16
default 0
1WeaponTree100% of Exsanguinate and Reap Physical Damage Converted to Fire Damage
Exsanguinate debuffs deal Fire Damage per second instead of Physical Damage per second
Reap debuffs deal Fire Damage per second instead of Physical Damage per second
caster_unique_weapon 1000
attack_staff 0
attack_dagger 0
weapon_can_roll_minion_modifiers 0
wand 1000
staff 1000
dagger 500
sceptre 1000
shield 500
default 0
Monsters mods /10
NameLevelPre/SufDescriptionWeight
1Unique50% of Physical Damage Converted to Fire Damage damage physical elemental fire
1Unique100% of Physical Damage Converted to Fire Damage damage physical elemental fire
1Unique80% of Physical Damage Converted to Fire Damage damage physical elemental fire
Flamewoven1Unique50% increased Fire Damage
+50% to Fire Resistance
Gain 50% of Physical Damage as Extra Fire Damage
25% of Physical Damage Converted to Fire Damage
Inflict Fire Exposure on Hit
scorch ailment effect on self +% [-50]
no_common_monster_mods 0
default 5000
of Flame-striding13Unique30% increased Fire Damage
+40% to Fire Resistance
Hits always Ignite
Gain 25% of Physical Damage as Extra Fire Damage
50% of Physical Damage Converted to Fire Damage
ignite damage +% [200]
scorch ailment effect on self +% [-50]
no_common_monster_mods 0
immobile 0
no_strider_mod 0
magic 0
default 1000
of Magma34Unique30% increased Fire Damage
+40% to Fire Resistance
Gain 25% of Physical Damage as Extra Fire Damage
25% of Physical Damage Converted to Fire Damage
25% additional Physical Damage Reduction
dropped items have maximum sockets [1]
magic 0
default 200
of Flame-striding13Unique30% increased Fire Damage
+40% to Fire Resistance
Hits always Ignite
Gain 25% of Physical Damage as Extra Fire Damage
50% of Physical Damage Converted to Fire Damage
ignite damage +% [200]
scorch ailment effect on self +% [-50]
immobile 0
no_strider_mod 0
not_part_of_pack 0
rare 0
default 1000
1Unique50% increased Fire Damage
+50% to Fire Resistance
25% of Physical Damage Converted to Fire Damage
1Unique50% increased Fire Damage
+40% to Fire Resistance
25% of Physical Damage Converted to Fire Damage
1EssenceGain 10% of Physical Damage as Extra Fire Damage
20% of Physical Damage Converted to Fire Damage
damage physical elemental fire
Map mods /1
NameLevelPre/SufDescriptionWeight
Burning1Prefix% of Monster Damage is Converted to Fire
Monsters deal 35% extra Physical Damage as Fire
12% increased Quantity of Items found in this Area
damage physical elemental fire
uber_tier_map 0
secret_area 1000
default 0
Veiled mods /1
NameLevelPre/SufDescriptionWeight
Chosen60Prefix(30–35)% of Physical Damage Converted to Fire Damage damage physical elemental firegloves 2000
default 0
Crafting Bench /1
ModRequireItemClassesUnlock
(20–25)% of Physical Damage Converted to Fire Damage+(13–17) to Strength4x Chaos OrbGlovesIceberg Map
Misc mods /1
NameLevelDomainPre/SufDescriptionWeight
Combusting75SanctumSpecialPrefix(20–30)% of Physical Damage Converted to Fire Damage damage physical elemental firestr_special_relic 200
default 50
Essence /1
Unique /14
Adds (12–15) to (24–27) Fire Damage to Attacks
10% increased Attack Speed
+(80–100) to Evasion Rating
+(10–30) to maximum Mana
50% of Physical Damage Converted to Fire Damage
5 to 10 Added Fire Damage with Bow Attacks
+(20–30) to maximum Life
Adds (12–15) to (30–35) Fire Damage to Spells and Attacks
(120–150)% increased Armour
+(60–80) to maximum Life
+(35–50)% to Fire Resistance
25% of Physical Damage Converted to Fire Damage
25% chance to Curse Non-Cursed Enemies with Enfeeble on Hit
(Enfeeble is a Hex which reduces the targets' Accuracy Rating by 10% and Damage by 15%, or 9% on Rare or Unique targets. It lasts 8 seconds)
+190 to Accuracy Rating
Uses both hand slots
(250–300)% increased Physical Damage
(90–110)% increased Critical Strike Chance
+(20–30)% to Global Critical Strike Multiplier
+(40–50)% to Fire Resistance
Cannot be Ignited
100% of Physical Damage Converted to Fire Damage
Ignites you inflict deal Damage 50% faster
You can only deal Damage with this Weapon or Ignite
(They will deal the same total damage over a shorter duration)
+(20–30)% to Cold Resistance
+(25–35)% to Fire Resistance
(60–80)% increased Burning Damage
40% of Cold Damage Converted to Fire Damage
10% increased Light Radius
Ignited Enemies Killed by your Hits are destroyed
Adds (12–15) to (24–27) Fire Damage to Attacks
10% increased Attack Speed
+(80–100) to Evasion Rating
+(10–30) to maximum Mana
50% of Physical Damage Converted to Fire Damage
5 to 10 Added Fire Damage with Bow Attacks
Gain (25–35)% of Physical Attack Damage as Extra Fire Damage
40% increased Global Accuracy Rating
Adds (90–110) to (145–170) Physical Damage
30% of Physical Damage Converted to Fire Damage
25% chance to Ignite
100% increased Burning Damage if you've Ignited an Enemy Recently
Recover 1% of Life when you Ignite an Enemy
100% increased Melee Physical Damage against Ignited Enemies
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(Recently refers to the past 4 seconds)
Socketed Gems are Supported by Level 20 Ignite Proliferation
(165–195)% increased Physical Damage
50% of Physical Damage Converted to Fire Damage
10% chance to Ignite
Recover (40–60) Life when you Ignite an Enemy
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
20% chance to Trigger Level 16 Molten Burst on Melee Hit
(170–190)% increased Physical Damage
(8–12)% increased Attack Speed
60% of Physical Damage Converted to Fire Damage
Damage Penetrates 20% Fire Resistance
+(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)
40% increased Global Critical Strike Chance
Adds (85–110) to (135–150) Physical Damage
Adds (130–160) to (220–240) Fire Damage
50% chance to cause Bleeding on Hit
(70–100)% increased Fire Damage with Hits and Ailments against Bleeding Enemies
(70–100)% increased Physical Damage with Hits and Ailments against Ignited Enemies
Every 8 seconds, gain Avatar of Fire for 4 seconds
(160–200)% increased Critical Strike Chance while you have Avatar of Fire
50% of Physical Damage Converted to Fire while you have Avatar of Fire
+2000 Armour while you do not have Avatar of Fire
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is 200% higher while moving)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(50% of Physical, Cold and Lightning Damage Converted to Fire Damage.
Deal no Non-Fire Damage)
18% increased Elemental Damage
+(20–30) to all Attributes
Minions deal (30–40)% increased Damage
Summoned Skeletons Cover Enemies in Ash on Hit
Summoned Skeletons take (15–30)% of their Maximum Life per second as Fire Damage
Summoned Skeletons have Avatar of Fire
(Attributes are Strength, Dexterity, and Intelligence)
(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)
18% increased Elemental Damage
+(20–30) to all Attributes
Minions deal (30–40)% increased Damage
Raised Zombies Cover Enemies in Ash on Hit
Raised Zombies take (15–30)% of their Maximum Life per second as Fire Damage
Raised Zombies have Avatar of Fire
(Attributes are Strength, Dexterity, and Intelligence)
(50% of Physical, Cold and Lightning Damage Converted to Fire Damage.
Deal no Non-Fire Damage)
+(25–40) to maximum Life
+(30–40) to Dexterity
+(300–500) to Evasion Rating
(10–15)% increased Duration of Elemental Ailments on Enemies
Enemies Shocked by you have (10–15)% of Physical Damage they deal converted to Lightning
Enemies Ignited by you have (10–15)% of Physical Damage they deal converted to Fire
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
+25% Chance to Block Attack Damage while wielding a Staff
(140–180)% increased Physical Damage
(0–50)% of Physical Damage Converted to Fire Damage
(0–50)% of Physical Damage Converted to Cold Damage
(0–50)% of Physical Damage Converted to Lightning Damage
Damage Penetrates (8–10)% Elemental Resistances while you are Chilled
Elemental Damage with Hits is Lucky while you are Shocked
Elemental Ailments you inflict are Reflected to you
Gain (30–40)% of Physical Damage as Extra Damage of a random Element while you are Ignited
Passive /1
50% of Physical, Cold and Lightning Damage Converted to Fire Damage
Deal no Non-Fire Damage
Ascendancy Passive /1
Ascendancy: Juggernaut
Character: Marauder
Radius: 60
Nearby Enemies Convert 50% of their Physical Damage to Fire
50% of Physical Damage Converted to Fire Damage
Timeless Jewel Passive /2
Flesh to Flames
Vaal Notable
(25–35)% increased Fire Damage
10% of Physical Damage Converted to Fire Damage
Heated Devotion
Templar Notable
15% of Physical Damage Converted to Fire Damage while you have at least 150 Devotion
Elevated modifier List /2
NameLvModsElevated Mods
Crusader's68(18–21)% of Physical Damage Converted to Fire Damage
Group: 156
(22–25)% of Physical Damage Converted to Fire Damage
Crusader's71(22–25)% of Physical Damage Converted to Fire Damage
Group: 156
Gain (3–5)% of Physical Damage as Extra Fire Damage
(22–25)% of Physical Damage Converted to Fire Damage
Skill Gem /12
Hits enemies, converting some of your physical damage to cold damage. If a non-unique enemy is frozen and is on less than one third life, they will shatter when hit by Glacial Hammer. If striking three times in a row, the third strike will freeze enemies more easily. Requires a Mace, Sceptre or Staff.
Hits enemies, converting some of your physical damage to cold damage. If striking three times in a row, the third strike will be a critical strike. Requires a Mace, Sceptre or Staff.
Hits enemies, converting some of your physical damage to cold damage. It traps enemies with you in a circle of ice so that they can't escape. Requires a Mace, Sceptre or Staff.
Fires an arrow that converts some physical damage to cold on its target and converts all physical damage to cold in a cone behind that target.
Fires a piercing arrow that converts some physical damage to cold on its target and converts all physical damage to cold in two cones perpendicular to the target.
Icicles emerge from the ground in a series of small bursts, each damaging enemies caught in the area and knocking them back in the direction of the next burst.
Icicles emerge from the ground in a series of small bursts, each damaging enemies caught in the area.
Slam the ground, damaging enemies in an area around the impact in three stages of increasing size. Enemies take slightly less damage on the second and third stage, and can only be hit by one stage. Works with Swords, Maces, Sceptres, Axes, Staves and Unarmed.
Slam the ground, damaging enemies in an area. Slams with main hand weapon deal more damage. Slams with off hand weapon have larger area of effect. Requires dual-wielding Swords, Maces, Sceptres, or Axes to use.
Attack enemies with increased range, releasing icy blades from the first enemy hit which fly at other enemies. Requires a Melee Weapon.
Attack enemies with greatly increased range, creating a chilling area that deals cold damage over time if it hits. Requires a Melee Weapon.
Create a sphere of water, or move an existing sphere and reset its duration. The sphere continually applies a drenched debuff with a short duration to enemies in its area or those it moves through. You can hit the sphere with other skills to inflict Cold and Lightning Ailments (other than Chill). The sphere pulses when created, at regular intervals while afflicted by an Ailment, and after moving, damaging all drenched enemies in a large area.
Item mods /42
NameLevelPre/SufDescriptionWeight
Crusader's68Prefix(18–21)% of Physical Damage Converted to Cold Damage damage physical elemental coldgloves_crusader 500
quiver_crusader 500
default 0
Crusader's71Prefix(22–25)% of Physical Damage Converted to Cold Damage damage physical elemental coldgloves_crusader 500
quiver_crusader 500
default 0
of the Crusade68Suffix(23–26)% of Physical Damage Converted to Cold Damage damage physical elemental coldsword_crusader 500
axe_crusader 500
claw_crusader 500
dagger_crusader 500
rune_dagger_crusader 500
sceptre_crusader 500
2h_sword_crusader 500
2h_axe_crusader 500
default 0
of the Crusade71Suffix(27–30)% of Physical Damage Converted to Cold Damage damage physical elemental coldsword_crusader 500
axe_crusader 500
claw_crusader 500
dagger_crusader 500
rune_dagger_crusader 500
sceptre_crusader 500
2h_sword_crusader 500
2h_axe_crusader 500
default 0
68ScourgeUpside25% of Physical Damage Converted to Cold Damage damage physical elemental coldgloves 200
default 0
75BlueImplicit10% of Physical Damage Converted to Cold Damage damage physical elemental coldno_tier_6_eldritch_implicit 0
gloves 600
default 0
75BlueImplicit15% of Physical Damage Converted to Cold Damage damage physical elemental coldno_tier_5_eldritch_implicit 0
gloves 600
default 0
75BlueImplicit20% of Physical Damage Converted to Cold Damage damage physical elemental coldno_tier_4_eldritch_implicit 0
gloves 600
default 0
75BlueImplicit25% of Physical Damage Converted to Cold Damage damage physical elemental coldno_tier_3_eldritch_implicit 0
gloves 600
default 0
75BlueImplicit30% of Physical Damage Converted to Cold Damage damage physical elemental coldno_tier_2_eldritch_implicit 0
gloves 600
default 0
75BlueImplicit35% of Physical Damage Converted to Cold Damage damage physical elemental coldno_tier_1_eldritch_implicit 0
gloves 600
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 30% of Physical Damage Converted to Cold Damage damage physical elemental fireno_tier_5_eldritch_implicit 0
gloves 300
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 35% of Physical Damage Converted to Cold Damage damage physical elemental fireno_tier_4_eldritch_implicit 0
gloves 300
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 40% of Physical Damage Converted to Cold Damage damage physical elemental fireno_tier_3_eldritch_implicit 0
gloves 300
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 45% of Physical Damage Converted to Cold Damage damage physical elemental fireno_tier_2_eldritch_implicit 0
gloves 300
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 50% of Physical Damage Converted to Cold Damage damage physical elemental fireno_tier_1_eldritch_implicit 0
gloves 300
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 50% of Physical Damage Converted to Cold Damage damage physical elemental fireno_tier_4_eldritch_implicit 0
gloves 120
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 55% of Physical Damage Converted to Cold Damage damage physical elemental fireno_tier_3_eldritch_implicit 0
gloves 120
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 60% of Physical Damage Converted to Cold Damage damage physical elemental fireno_tier_2_eldritch_implicit 0
gloves 120
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 65% of Physical Damage Converted to Cold Damage damage physical elemental fireno_tier_1_eldritch_implicit 0
gloves 120
default 0
10WeaponTreeAdds 1 to 3 Physical Damage
15% of Physical Damage Converted to Cold Damage
one_hand_weapon 100
default 0
31WeaponTreeAdds 1 to 4 Physical Damage
15% of Physical Damage Converted to Cold Damage
one_hand_weapon 100
default 0
54WeaponTreeAdds 2 to 6 Physical Damage
15% of Physical Damage Converted to Cold Damage
one_hand_weapon 100
default 0
72WeaponTreeAdds 3 to 7 Physical Damage
15% of Physical Damage Converted to Cold Damage
one_hand_weapon 50
default 0
84WeaponTreeAdds 5 to 8 Physical Damage
15% of Physical Damage Converted to Cold Damage
one_hand_weapon 25
default 0
10WeaponTreeAdds 2 to 6 Physical Damage
25% of Physical Damage Converted to Cold Damage
two_hand_weapon 100
default 0
31WeaponTreeAdds 3 to 8 Physical Damage
25% of Physical Damage Converted to Cold Damage
two_hand_weapon 100
default 0
54WeaponTreeAdds 3 to 10 Physical Damage
25% of Physical Damage Converted to Cold Damage
two_hand_weapon 100
default 0
72WeaponTreeAdds 5 to 13 Physical Damage
25% of Physical Damage Converted to Cold Damage
two_hand_weapon 50
default 0
84WeaponTreeAdds 6 to 15 Physical Damage
25% of Physical Damage Converted to Cold Damage
two_hand_weapon 25
default 0
10WeaponTreeAdds 1 to 3 Physical Damage to Spells
15% of Physical Damage Converted to Cold Damage
two_hand_weapon 0
caster_unique_weapon 63
attack_dagger 0
wand 63
sceptre 63
dagger 63
default 0
31WeaponTreeAdds 2 to 4 Physical Damage to Spells
15% of Physical Damage Converted to Cold Damage
two_hand_weapon 0
caster_unique_weapon 63
attack_dagger 0
wand 63
sceptre 63
dagger 63
default 0
54WeaponTreeAdds 4 to 6 Physical Damage to Spells
15% of Physical Damage Converted to Cold Damage
two_hand_weapon 0
caster_unique_weapon 63
attack_dagger 0
wand 63
sceptre 63
dagger 63
default 0
72WeaponTreeAdds 6 to 10 Physical Damage to Spells
15% of Physical Damage Converted to Cold Damage
two_hand_weapon 0
caster_unique_weapon 32
attack_dagger 0
wand 32
sceptre 32
dagger 32
default 0
84WeaponTreeAdds 13 to 20 Physical Damage to Spells
15% of Physical Damage Converted to Cold Damage
two_hand_weapon 0
caster_unique_weapon 16
attack_dagger 0
wand 16
sceptre 16
dagger 16
default 0
10WeaponTreeAdds 1 to 3 Physical Damage to Spells
25% of Physical Damage Converted to Cold Damage
one_hand_weapon 0
caster_unique_weapon 63
attack_staff 0
staff 63
default 0
31WeaponTreeAdds 3 to 6 Physical Damage to Spells
25% of Physical Damage Converted to Cold Damage
one_hand_weapon 0
caster_unique_weapon 63
attack_staff 0
staff 63
default 0
54WeaponTreeAdds 7 to 10 Physical Damage to Spells
25% of Physical Damage Converted to Cold Damage
one_hand_weapon 0
caster_unique_weapon 63
attack_staff 0
staff 63
default 0
72WeaponTreeAdds 11 to 17 Physical Damage to Spells
25% of Physical Damage Converted to Cold Damage
one_hand_weapon 0
caster_unique_weapon 32
attack_staff 0
staff 32
default 0
84WeaponTreeAdds 22 to 33 Physical Damage to Spells
25% of Physical Damage Converted to Cold Damage
one_hand_weapon 0
caster_unique_weapon 16
attack_staff 0
staff 16
default 0
1WeaponTreeManabond and Stormbind Freeze enemies as though dealing 200% more Damage
50% of Manabond and Stormbind Lightning Damage Converted to Cold Damage
two_hand_weapon 0
caster_unique_weapon 1000
attack_staff 0
attack_dagger 0
weapon_can_roll_minion_modifiers 0
wand 1000
staff 1000
dagger 1000
sceptre 1000
shield 500
default 0
1WeaponTreeManabond and Stormbind Freeze enemies as though dealing 300% more Damage
100% of Manabond and Stormbind Lightning Damage Converted to Cold Damage
one_hand_weapon 0
caster_unique_weapon 1000
attack_staff 0
attack_dagger 0
weapon_can_roll_minion_modifiers 0
wand 1000
staff 1000
dagger 1000
sceptre 1000
default 0
Monsters mods /9
NameLevelPre/SufDescriptionWeight
1Unique50% of Physical Damage Converted to Cold Damage damage physical elemental cold
1Unique80% of Physical Damage Converted to Cold Damage damage physical elemental cold
Frostwoven1Unique50% increased Cold Damage
+50% to Cold Resistance
Gain 50% of Physical Damage as Extra Cold Damage
25% of Physical Damage Converted to Cold Damage
Inflict Cold Exposure on Hit
cold ailment effect on self +% [-50]
no_common_monster_mods 0
default 5000
of Frost-striding13Unique30% increased Cold Damage
+40% to Cold Resistance
Gain 25% of Physical Damage as Extra Cold Damage
50% of Physical Damage Converted to Cold Damage
200% increased Effect of Chill
cold ailment effect on self +% [-50]
no_common_monster_mods 0
immobile 0
no_strider_mod 0
magic 0
default 1000
Imprisoning18Unique30% increased Cold Damage
+40% to Cold Resistance
Gain 25% of Physical Damage as Extra Cold Damage
50% of Physical Damage Converted to Cold Damage
20% additional Physical Damage Reduction
cold ailment effect on self +% [-50]
no_common_monster_mods 0
magic 0
default 800
of Frost-striding13Unique30% increased Cold Damage
+40% to Cold Resistance
Gain 25% of Physical Damage as Extra Cold Damage
50% of Physical Damage Converted to Cold Damage
200% increased Effect of Chill
cold ailment effect on self +% [-50]
immobile 0
no_strider_mod 0
not_part_of_pack 0
rare 0
default 1000
1Unique50% increased Cold Damage
+50% to Cold Resistance
25% of Physical Damage Converted to Cold Damage
1Unique50% increased Cold Damage
+40% to Cold Resistance
25% of Physical Damage Converted to Cold Damage
1EssenceGain 10% of Physical Damage as Extra Cold Damage
20% of Physical Damage Converted to Cold Damage
damage physical elemental cold
Map mods /1
NameLevelPre/SufDescriptionWeight
Freezing1Prefix% of Monster Damage is Converted to Cold
Monsters deal 35% extra Physical Damage as Cold
12% increased Quantity of Items found in this Area
damage physical elemental cold
uber_tier_map 0
secret_area 1000
default 0
Veiled mods /1
NameLevelPre/SufDescriptionWeight
Chosen60Prefix(30–35)% of Physical Damage Converted to Cold Damage damage physical elemental coldgloves 2000
default 0
Crafting Bench /1
ModRequireItemClassesUnlock
(20–25)% of Physical Damage Converted to Cold Damage+(13–17) to Strength4x Chaos OrbGlovesIceberg Map
Misc mods /3
NameLevelDomainPre/SufDescriptionWeight
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 40 Intelligence in Radius, Glacial Cascade has an additional Burst
With 40 Intelligence in Radius, 20% of Glacial Cascade Physical Damage
Converted to Cold Damage
local jewel effect base radius [1200]
caster
Glaciating75SanctumSpecialPrefix(20–30)% of Physical Damage Converted to Cold Damage damage physical elemental colddex_special_relic 200
default 50
Unique /9
+(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
+(12–16)% to Cold and Lightning Resistances
+(15–25) to Intelligence
(15–25)% increased Lightning Damage
(30–40)% increased Mana Regeneration Rate
40% of Lightning Damage Converted to Cold Damage
Your spells have 100% chance to Shock against Frozen Enemies
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 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)
(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 Cold Damage
With 40 Intelligence in Radius, Glacial Cascade has an additional Burst
With 40 Intelligence in Radius, 20% of Glacial Cascade Physical Damage
Converted to Cold Damage
+20% Chance to Block Spell Damage while wielding a Staff
+15% Chance to Block Attack Damage while wielding a Staff
Adds (242–260) to (268–285) Physical Damage
(20–35)% increased Critical Strike Chance
50% of Physical Damage Converted to Cold Damage
50% of Physical Damage Converted to Lightning Damage
100% chance to Avoid being Shocked while Chilled
(30–40)% chance to Chill Attackers for 4 seconds on Block
(30–40)% chance to Shock Attackers for 4 seconds on Block
(Warstaves are considered Staves)
(Chill reduces Enemy Action Speed by 10%)
(Shock increases Damage taken by 15%)
+25% Chance to Block Attack Damage while wielding a Staff
(140–180)% increased Physical Damage
(0–50)% of Physical Damage Converted to Fire Damage
(0–50)% of Physical Damage Converted to Cold Damage
(0–50)% of Physical Damage Converted to Lightning Damage
Damage Penetrates (8–10)% Elemental Resistances while you are Chilled
Elemental Damage with Hits is Lucky while you are Shocked
Elemental Ailments you inflict are Reflected to you
Gain (30–40)% of Physical Damage as Extra Damage of a random Element while you are Ignited
+(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
+(12–16)% to Cold and Lightning Resistances
+(15–25) to Intelligence
(15–25)% increased Lightning Damage
(30–40)% increased Mana Regeneration Rate
40% of Lightning Damage Converted to Cold Damage
Your spells have 100% chance to Shock against Frozen Enemies
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
Ascendancy Passive /1
Ascendancy: Saboteur
Character: Shadow
100% of Lightning Damage Converted to Cold Damage
Your Cold Damage can Shock
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
Timeless Jewel Passive /2
Flesh to Frost
Vaal Notable
(25–35)% increased Cold Damage
10% of Physical Damage Converted to Cold Damage
Calming Devotion
Templar Notable
15% of Physical Damage Converted to Cold Damage while you have at least 150 Devotion
Elevated modifier List /2
NameLvModsElevated Mods
Crusader's68(18–21)% of Physical Damage Converted to Cold Damage
Group: 197
(22–25)% of Physical Damage Converted to Cold Damage
Crusader's71(22–25)% of Physical Damage Converted to Cold Damage
Group: 197
Gain (3–5)% of Physical Damage as Extra Cold Damage
(22–25)% of Physical Damage Converted to Cold Damage
Skill Gem /25
Channel to project an illusion which you steer. You gain stages while it moves, until it stops at a maximum total distance. Waves of area damage frequently pulse along its path, based on your attack speed. Stop channelling to teleport to the illusion, dealing a final wave of damage. Requires a Melee Weapon.
Infuses your melee weapon with electrical energies as you swing. In addition to converting some of your physical damage to lightning damage, the stored energy is released from the weapon as projectiles as you strike, flying out to hit farther-away enemies. The projectiles cannot miss if the melee attack hit a target.
Infuses your melee weapon with electrical energies as you swing. In addition to converting some of your physical damage to lightning damage, the stored energy is released from the weapon as a projectile as you strike, flying out to hit farther-away enemies and chain between them. The projectile cannot miss if the melee attack hit a target.
Infuses your melee weapon with electrical energies as you swing. In addition to converting some of your physical damage to lightning damage, the stored energy becomes an orb attached to the enemy you hit, or the ground if you don't hit an enemy. The orb will periodically fire projectiles at other nearby enemies for a duration, which will also damage the enemy the orb is attached to.
Fires a charged arrow which damages enemies by causing them to be struck by a bolt of lightning, which also damages a number of surrounding enemies.
Fires a charged arrow which damages enemies by causing them to be struck by a bolt of lightning. It sticks into the final target, causing them to be struck and damaged multiple times.
Unleash orbs of energy while you channel that repeatedly jump towards the targeted location until their duration expires, dealing damage in small area after each jump. When you stop channelling, all remaining orbs explode, dealing higher damage in a larger area.
The character uses their fist to slam the ground in front of them, with less attack speed, but more damage. This attack deals Lightning Damage to enemies in a large area, with a chance to Shock them. Cannot be used while wielding a Weapon. Cannot be Evaded.
Attack with a melee weapon, gaining static energy for a duration if you hit an enemy. While you have static energy, you'll frequently hit a number of nearby enemies with beams, dealing attack damage.
Fire a trio of electrical arrows that quickly dissipate, vanishing shortly after being loosed. The arrows are fired with such force that they create a burst of lightning, damaging enemies in a cone in front of you.
Create a burst of lightning from your Bow, firing no arrows but damaging enemies in a cone in front of you.
Fire a trio of electrical arrows that quickly dissipate, vanishing shortly after being loosed. If the arrows' flight is stopped by colliding with a target, they create a burst of lightning, damaging enemies in a cone behind the target
Performs a melee attack, and causes lightning to strike a nearby enemy, dealing damage in an area. Each target can only be hit once by this skill. Hitting an enemy grants an aura for a duration. Requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
Performs a melee attack, and causes lightning to strike nearby enemies, dealing damage in an area. Each target can only be hit once by this skill. Requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
An expanding wave of energy surges forward, damaging enemies in a cone-shaped area over a duration. Each enemy hit is inflicted with Exposure matching the element of which they took the highest damage. Only one Wave of Conviction can be active at a time
Channelling draws in energy around you to repeatedly build up stages, damaging a number of nearby enemies when you do so. Release to unleash this energy in a burst around you and a beam in front of you. Modifiers to area of effect do not affect the beam. Maximum of 10 Stages.
Channelling draws in energy around you to repeatedly build up stages, damaging a number of nearby enemies when you do so. Release to unleash this energy in a powerful burst around you. Maximum of 10 Stages.
Channelling draws in energy around you to repeatedly build up stages. Release to unleash this energy in a beam in front of you. Modifiers to area of effect do not affect this skill. Maximum of 10 Stages.
Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, adding energy to the branded enemy. When the branded enemy reaches 20 energy, a large explosion occurs and the brand is removed. All energy is removed from the enemy when the brand is detached.
Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, adding energy to the branded enemy and causing a pulse that deals damage to the branded enemy and other nearby enemies. The pulse gains area of effect and damage for each energy on the branded enemy, up to 20. All energy is removed from the enemy when the brand is detached.
Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, adding energy to the branded enemy and nearby enemies who do not have energy. When the brand is detached, all enemies with energy are dealt damage.
Create a sphere of water, or move an existing sphere and reset its duration. The sphere continually applies a drenched debuff with a short duration to enemies in its area or those it moves through. You can hit the sphere with other skills to inflict Cold and Lightning Ailments (other than Chill). The sphere pulses when created, at regular intervals while afflicted by an Ailment, and after moving, damaging all drenched enemies in a large area.
Fires an arrow into the air to land at a targeted location, dealing area damage. The arrow sticks in the ground where it lands, and periodically fires a beam of lightning to another arrow near it, dealing area damage between them.
Fires an arrow into the air to land at a targeted location, dealing area damage. The arrow sticks in the ground where it lands, and periodically fires a beam of lightning to you, dealing area damage between the arrow and you.
Fires an arrow into the air to land at a targeted location, dealing area damage. The arrow sticks in the ground where it lands, and periodically fires a beam of lightning to another arrow near it, dealing area damage between them.
Support Gem /1
Supports any skill that hits enemies.
Item mods /42
NameLevelPre/SufDescriptionWeight
Crusader's68Prefix(18–21)% of Physical Damage Converted to Lightning Damage damage physical elemental lightninggloves_crusader 500
quiver_crusader 500
default 0
Crusader's71Prefix(22–25)% of Physical Damage Converted to Lightning Damage damage physical elemental lightninggloves_crusader 500
quiver_crusader 500
default 0
of the Crusade68Suffix(23–26)% of Physical Damage Converted to Lightning Damage damage physical elemental lightningclaw_crusader 500
dagger_crusader 500
rune_dagger_crusader 500
sceptre_crusader 500
staff_crusader 500
warstaff_crusader 500
default 0
of the Crusade71Suffix(27–30)% of Physical Damage Converted to Lightning Damage damage physical elemental lightningclaw_crusader 500
dagger_crusader 500
rune_dagger_crusader 500
sceptre_crusader 500
staff_crusader 500
warstaff_crusader 500
default 0
68ScourgeUpside25% of Physical Damage Converted to Lightning Damage damage physical elemental lightninggloves 200
default 0
75BlueImplicit10% of Physical Damage Converted to Lightning Damage damage physical elemental lightningno_tier_6_eldritch_implicit 0
gloves 600
default 0
75BlueImplicit15% of Physical Damage Converted to Lightning Damage damage physical elemental lightningno_tier_5_eldritch_implicit 0
gloves 600
default 0
75BlueImplicit20% of Physical Damage Converted to Lightning Damage damage physical elemental lightningno_tier_4_eldritch_implicit 0
gloves 600
default 0
75BlueImplicit25% of Physical Damage Converted to Lightning Damage damage physical elemental lightningno_tier_3_eldritch_implicit 0
gloves 600
default 0
75BlueImplicit30% of Physical Damage Converted to Lightning Damage damage physical elemental lightningno_tier_2_eldritch_implicit 0
gloves 600
default 0
75BlueImplicit35% of Physical Damage Converted to Lightning Damage damage physical elemental lightningno_tier_1_eldritch_implicit 0
gloves 600
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 30% of Physical Damage Converted to Lightning Damage damage physical elemental coldno_tier_5_eldritch_implicit 0
gloves 300
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 35% of Physical Damage Converted to Lightning Damage damage physical elemental coldno_tier_4_eldritch_implicit 0
gloves 300
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 40% of Physical Damage Converted to Lightning Damage damage physical elemental coldno_tier_3_eldritch_implicit 0
gloves 300
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 45% of Physical Damage Converted to Lightning Damage damage physical elemental coldno_tier_2_eldritch_implicit 0
gloves 300
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 50% of Physical Damage Converted to Lightning Damage damage physical elemental coldno_tier_1_eldritch_implicit 0
gloves 300
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 50% of Physical Damage Converted to Lightning Damage damage physical elemental coldno_tier_4_eldritch_implicit 0
gloves 120
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 55% of Physical Damage Converted to Lightning Damage damage physical elemental coldno_tier_3_eldritch_implicit 0
gloves 120
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 60% of Physical Damage Converted to Lightning Damage damage physical elemental coldno_tier_2_eldritch_implicit 0
gloves 120
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 65% of Physical Damage Converted to Lightning Damage damage physical elemental coldno_tier_1_eldritch_implicit 0
gloves 120
default 0
10WeaponTreeAdds 1 to 3 Physical Damage
15% of Physical Damage Converted to Lightning Damage
one_hand_weapon 100
default 0
31WeaponTreeAdds 1 to 4 Physical Damage
15% of Physical Damage Converted to Lightning Damage
one_hand_weapon 100
default 0
54WeaponTreeAdds 2 to 6 Physical Damage
15% of Physical Damage Converted to Lightning Damage
one_hand_weapon 100
default 0
72WeaponTreeAdds 3 to 7 Physical Damage
15% of Physical Damage Converted to Lightning Damage
one_hand_weapon 50
default 0
84WeaponTreeAdds 5 to 8 Physical Damage
15% of Physical Damage Converted to Lightning Damage
one_hand_weapon 25
default 0
10WeaponTreeAdds 2 to 6 Physical Damage
25% of Physical Damage Converted to Lightning Damage
two_hand_weapon 100
default 0
31WeaponTreeAdds 3 to 8 Physical Damage
25% of Physical Damage Converted to Lightning Damage
two_hand_weapon 100
default 0
54WeaponTreeAdds 3 to 10 Physical Damage
25% of Physical Damage Converted to Lightning Damage
two_hand_weapon 100
default 0
72WeaponTreeAdds 5 to 13 Physical Damage
25% of Physical Damage Converted to Lightning Damage
two_hand_weapon 50
default 0
84WeaponTreeAdds 6 to 15 Physical Damage
25% of Physical Damage Converted to Lightning Damage
two_hand_weapon 25
default 0
10WeaponTreeAdds 1 to 3 Physical Damage to Spells
15% of Physical Damage Converted to Lightning Damage
two_hand_weapon 0
caster_unique_weapon 63
attack_dagger 0
wand 63
sceptre 63
dagger 63
default 0
31WeaponTreeAdds 2 to 4 Physical Damage to Spells
15% of Physical Damage Converted to Lightning Damage
two_hand_weapon 0
caster_unique_weapon 63
attack_dagger 0
wand 63
sceptre 63
dagger 63
default 0
54WeaponTreeAdds 4 to 6 Physical Damage to Spells
15% of Physical Damage Converted to Lightning Damage
two_hand_weapon 0
caster_unique_weapon 63
attack_dagger 0
wand 63
sceptre 63
dagger 63
default 0
72WeaponTreeAdds 6 to 10 Physical Damage to Spells
15% of Physical Damage Converted to Lightning Damage
two_hand_weapon 0
caster_unique_weapon 32
attack_dagger 0
wand 32
sceptre 32
dagger 32
default 0
84WeaponTreeAdds 13 to 20 Physical Damage to Spells
15% of Physical Damage Converted to Lightning Damage
two_hand_weapon 0
caster_unique_weapon 16
attack_dagger 0
wand 16
sceptre 16
dagger 16
default 0
10WeaponTreeAdds 1 to 3 Physical Damage to Spells
25% of Physical Damage Converted to Lightning Damage
one_hand_weapon 0
caster_unique_weapon 63
attack_staff 0
staff 63
default 0
31WeaponTreeAdds 3 to 6 Physical Damage to Spells
25% of Physical Damage Converted to Lightning Damage
one_hand_weapon 0
caster_unique_weapon 63
attack_staff 0
staff 63
default 0
54WeaponTreeAdds 7 to 10 Physical Damage to Spells
25% of Physical Damage Converted to Lightning Damage
one_hand_weapon 0
caster_unique_weapon 63
attack_staff 0
staff 63
default 0
72WeaponTreeAdds 11 to 17 Physical Damage to Spells
25% of Physical Damage Converted to Lightning Damage
one_hand_weapon 0
caster_unique_weapon 32
attack_staff 0
staff 32
default 0
84WeaponTreeAdds 22 to 33 Physical Damage to Spells
25% of Physical Damage Converted to Lightning Damage
one_hand_weapon 0
caster_unique_weapon 16
attack_staff 0
staff 16
default 0
1WeaponTreeShield Crush and Spectral Shield Throw do not gain Added Physical Damage based on Armour or Evasion on shield
Shield Crush and Spectral Shield Throw gains 30 to 50 Added Lightning Damage per 15 Energy Shield on Shield
100% of Shield Crush and Spectral Shield Throw Physical Damage Converted to Lightning Damage
crucible_unique_helmet 0
shield 1000
default 0
1WeaponTreeShield Crush and Spectral Shield Throw do not gain Added Physical Damage based on Armour or Evasion on shield
Shield Crush and Spectral Shield Throw gains 15 to 25 Added Lightning Damage per 15 Energy Shield on Shield
100% of Shield Crush and Spectral Shield Throw Physical Damage Converted to Lightning Damage
crucible_unique_helmet 1000
default 0
Monsters mods /10
NameLevelPre/SufDescriptionWeight
1Unique50% of Physical Damage Converted to Lightning Damage damage physical elemental lightning
1Unique80% of Physical Damage Converted to Lightning Damage damage physical elemental lightning
Stormwoven1Unique50% increased Lightning Damage
+50% to Lightning Resistance
Gain 50% of Physical Damage as Extra Lightning Damage
25% of Physical Damage Converted to Lightning Damage
Inflict Lightning Exposure on Hit
lightning ailment effect on self +% [-50]
no_common_monster_mods 0
default 5000
of Storm-striding13Unique30% increased Lightning Damage
+40% to Lightning Resistance
Gain 25% of Physical Damage as Extra Lightning Damage
50% of Physical Damage Converted to Lightning Damage
lightning ailment effect on self +% [-50]
no_common_monster_mods 0
immobile 0
no_strider_mod 0
magic 0
default 1000
of Siphoning34Unique30% increased Lightning Damage
+40% to Lightning Resistance
Gain 25% of Physical Damage as Extra Lightning Damage
50% of Physical Damage Converted to Lightning Damage
dropped items are converted to amulets [1]
lightning ailment effect on self +% [-50]
magic 0
default 200
of Storms24Unique30% increased Lightning Damage
+40% to Lightning Resistance
Gain 25% of Physical Damage as Extra Lightning Damage
50% of Physical Damage Converted to Lightning Damage
lightning ailment effect on self +% [-50]
no_common_monster_mods 0
magic 0
default 800
of Storm-striding13Unique30% increased Lightning Damage
+40% to Lightning Resistance
Gain 25% of Physical Damage as Extra Lightning Damage
50% of Physical Damage Converted to Lightning Damage
lightning ailment effect on self +% [-50]
immobile 0
no_strider_mod 0
not_part_of_pack 0
rare 0
default 1000
1Unique50% increased Lightning Damage
+50% to Lightning Resistance
25% of Physical Damage Converted to Lightning Damage
1Unique50% increased Lightning Damage
+40% to Lightning Resistance
25% of Physical Damage Converted to Lightning Damage
1EssenceGain 10% of Physical Damage as Extra Lightning Damage
20% of Physical Damage Converted to Lightning Damage
damage physical elemental lightning
Map mods /1
NameLevelPre/SufDescriptionWeight
Shocking1Prefix% of Monster Damage is Converted to Lightning
Monsters deal 35% extra Physical Damage as Lightning
12% increased Quantity of Items found in this Area
damage physical elemental lightning
uber_tier_map 0
secret_area 1000
default 0
Veiled mods /1
NameLevelPre/SufDescriptionWeight
Chosen60Prefix(30–35)% of Physical Damage Converted to Lightning Damage damage physical elemental lightninggloves 2000
default 0
Crafting Bench /1
ModRequireItemClassesUnlock
(20–25)% of Physical Damage Converted to Lightning Damage+(13–17) to Strength4x Chaos OrbGlovesIceberg Map
Misc mods /2
NameLevelDomainPre/SufDescriptionWeight
1FlaskUnique50% of Physical Damage Converted to Lightning during Effect damage physical elemental lightning
Electrifying75SanctumSpecialPrefix(20–30)% of Physical Damage Converted to Lightning Damage damage physical elemental lightningint_special_relic 200
default 50
Unique /7
5% chance to deal Double Damage
Adds (100–130) to (360–430) Physical Damage
50% of Physical Damage Converted to Lightning Damage
50% chance to Shock
Damage Penetrates 20% Lightning Resistance
Enemies you Shock have 20% reduced Movement Speed
Enemies you Shock have 30% reduced Cast Speed
Hits with this Weapon Shock Enemies as though dealing 300% more Damage
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(125–150)% increased Charges per use
Shocks nearby Enemies during Effect, causing 10% increased Damage taken
You are Shocked during Effect, causing 50% increased Damage taken
50% of Physical Damage Converted to Lightning during Effect
20% of Lightning Damage Leeched as Life during Effect
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
40% increased Elemental Damage
(180–220)% increased Physical Damage
(10–15)% increased Attack Speed
(80–100)% increased Critical Strike Chance
50% of Physical Damage Converted to Lightning Damage
Every 16 seconds you gain Elemental Overload for 8 seconds
You have Resolute Technique while you do not have Elemental Overload
100% increased Physical Damage while you have Resolute Technique
(Skills that have dealt a Critical Strike in the past 8 seconds deal 40% more Elemental Damage with Hits and Ailments. Your Critical Strikes do not deal extra Damage. Ailments never count as being from Critical Strikes)
(Your hits can't be Evaded. Never deal Critical Strikes)
+20% Chance to Block Spell Damage while wielding a Staff
+15% Chance to Block Attack Damage while wielding a Staff
Adds (242–260) to (268–285) Physical Damage
(20–35)% increased Critical Strike Chance
50% of Physical Damage Converted to Cold Damage
50% of Physical Damage Converted to Lightning Damage
100% chance to Avoid being Shocked while Chilled
(30–40)% chance to Chill Attackers for 4 seconds on Block
(30–40)% chance to Shock Attackers for 4 seconds on Block
(Warstaves are considered Staves)
(Chill reduces Enemy Action Speed by 10%)
(Shock increases Damage taken by 15%)
+(25–40) to maximum Life
+(30–40) to Dexterity
+(300–500) to Evasion Rating
(10–15)% increased Duration of Elemental Ailments on Enemies
Enemies Shocked by you have (10–15)% of Physical Damage they deal converted to Lightning
Enemies Ignited by you have (10–15)% of Physical Damage they deal converted to Fire
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
+25% Chance to Block Attack Damage while wielding a Staff
(140–180)% increased Physical Damage
(0–50)% of Physical Damage Converted to Fire Damage
(0–50)% of Physical Damage Converted to Cold Damage
(0–50)% of Physical Damage Converted to Lightning Damage
Damage Penetrates (8–10)% Elemental Resistances while you are Chilled
Elemental Damage with Hits is Lucky while you are Shocked
Elemental Ailments you inflict are Reflected to you
Gain (30–40)% of Physical Damage as Extra Damage of a random Element while you are Ignited
12% increased Elemental Damage
(50–90)% increased Physical Damage
(10–15)% increased Attack Speed
(80–100)% increased Critical Strike Chance
50% of Physical Damage Converted to Lightning Damage
Every 16 seconds you gain Elemental Overload for 8 seconds
You have Resolute Technique while you do not have Elemental Overload
100% increased Physical Damage while you have Resolute Technique
(Skills that have dealt a Critical Strike in the past 8 seconds deal 40% more Elemental Damage with Hits and Ailments. Your Critical Strikes do not deal extra Damage. Ailments never count as being from Critical Strikes)
(Your hits can't be Evaded. Never deal Critical Strikes)
Cluster Jewel Passive /1
Gain 10% of Wand Physical Damage as Extra Lightning Damage
25% of Wand Physical Damage converted to Lightning Damage
Timeless Jewel Passive /2
Flesh to Lightning
Vaal Notable
(25–35)% increased Lightning Damage
10% of Physical Damage Converted to Lightning Damage
Thundrous Devotion
Templar Notable
15% of Physical Damage Converted to Lightning Damage while you have at least 150 Devotion
Elevated modifier List /2
NameLvModsElevated Mods
Crusader's68(18–21)% of Physical Damage Converted to Lightning Damage
Group: 1463
(22–25)% of Physical Damage Converted to Lightning Damage
Crusader's71(22–25)% of Physical Damage Converted to Lightning Damage
Group: 1463
Gain (3–5)% of Physical Damage as Extra Lightning Damage
(22–25)% of Physical Damage Converted to Lightning Damage

Community Wiki

Edit

Damage conversion

Damage conversion is a mechanic that changes the damage type from a hit into another damage type. Damage conversions do not apply to damage over time.

Mechanics

Damage conversion is done before any increases, or multipliers are applied to damage guaranteeing that they are only applied once. However, converted damage is affected by modifiers that apply to both the original damage type it was converted from, and the new damage type that it was converted to.[1]

Damage conversion is used by modifiers on skills, passive skills, equipment, and monsters. It comes in two main forms:

  • #% of [Damage Type] Converted to [Damage Type]
  • #% of [Damage Type] Added as [Damage Type] or Gain #% of [Damage Type] as Extra [Damage Type]

The difference between these forms is the effect they have on the original damage. Converted to modifiers replace the original damage with the new damage, while added as preserves the original damage, adding the new damage to the total. These two modifiers do not interfere with one another in any way.

Conversion is applied on your character to your damage stats, which have minimum and maximum values. You can see that this happens because you can see that the min and max values of each type are already calculated on your skill, accounting for conversion.[2] For example, assuming that you convert Physical skill 50% to Cold and 50% to Lightning, there will be enough variance in damage ranges to alternate which damage type is higher, enabling the use of Trinity Support.

Converted to

For this type of modifier, the original damage is replaced with the converted damage. The amount of any given damage type that can be converted in this way cannot exceed 100%. If the combined value of all converted to modifiers for a given damage type is greater than 100%, the values are scaled so that the total is 100%. Conversion from skill gems (both active and support skill gems) take priority over conversion from other sources (such as equipment), and is not scaled. The game does not distinguish between damage converted by passives and by gear; this may be of some importance when dealing with Avatar of Fire.

Damage conversion only flows in one direction between types, possibly skipping types, but never going in reverse:

Physical → Lightning → Cold → Fire → Chaos

The reason is that conversion is an iterative process from one damage type to the next, so if it goes backwards there'll be an infinite loop. Converted damage can be converted further itself.

Example:

Added as

  • This modifier does not replace the original damage, instead it takes a portion of the damage and adds it to the total as a different damage type.[7] Damage added in this way can exceed 100% of the source damage type, and does not need to be scaled.

Example:

  • A player is wielding a bow that deals 100 Physical Damage, and using a Blackgleam quiver, Hrimsorrow gloves, and Lightning Arrow, as in the above example.

  • The Lightning Arrow skill is supported by a level 1 Added Fire Damage Support gem, which has 25% of Physical Damage Added as Fire Damage.

The result of the Converted to modifiers is the same as in the above example, the amounts are scaled to a total of 100% as normal. The Added Fire Damage Support gem adds an additional 25% of the original Physical Damage as Fire Damage

In summary, the resulting converted damage would be 50 Lightning Damage, 50 Fire Damage, and 25 Cold Damage, and 0 Physical Damage, a total of 125 Damage.


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