Notable Passive /792
Damage with Weapons Penetrates 8% Fire Resistance
30% increased Fire Damage with Attack Skills
+8% Chance to Block Spell Damage while wielding a Staff
20% chance to gain a Power Charge when you Block
+8% Chance to Block Attack Damage while wielding a Staff
(Warstaves are considered Staves)
+4% Chance to Block Attack Damage while holding a Shield
+4% Chance to Block Spell Damage while holding a Shield
+1% to all maximum Elemental Resistances
(Maximum Resistances cannot be raised above 90%)
Staff Attacks deal 30% increased Damage with Hits and Ailments
30% increased Critical Strike Chance with Staves
10% chance to gain an Endurance Charge on Melee Critical Strike
(Warstaves are considered Staves)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
36% increased Physical Damage with Maces or Sceptres
Mace or Sceptre Attacks deal 36% increased Damage with Ailments
12% reduced Enemy Stun Threshold with Maces or Sceptres
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(The Stun Threshold determines how much Damage can Stun something)
30% increased Physical Damage with Maces or Sceptres
Mace or Sceptre Attacks deal 30% increased Damage with Ailments
15% increased Area of Effect
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
28% increased Armour
Reflects 50 Physical Damage to Melee Attackers
Axe Attacks deal 24% increased Damage with Hits and Ailments
10% increased Attack Speed with Axes
20% chance to gain Onslaught for 4 seconds on Kill
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(Onslaught grants 20% increased Attack, Cast, and Movement Speed)
25% increased Physical Damage with Axes
Axe Attacks deal 25% increased Damage with Ailments
8% increased Attack Speed with Axes
Gain 1 Rage on Hit with Axes
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(Every Rage grants 1% more Attack Damage. Maximum Rage is 30. Lose 10 Rage per second if you have not been Hit or gained Rage in the last 2 seconds)
(Only one Hit every 0.5 seconds can cause you to gain Rage)
4% increased Attack Speed
+20 to Strength
26% increased Physical Damage
+1 to Maximum Endurance Charges
+1 to Maximum Endurance Charges
+1 to Maximum Endurance Charges
12% increased Attack Speed
1.5% of Physical Attack Damage Leeched as Life
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
40% increased Critical Strike Chance with Staves
+20% to Critical Strike Multiplier with Staves
Knocks Back Enemies if you get a Critical Strike with a Staff
(Knockback pushes Enemies away when Hit)
(Warstaves are considered Staves)
15% chance to Knock Enemies Back on hit
25% increased Knockback Distance
(Knockback pushes Enemies away when Hit)
10% increased maximum Life
Enemies Cannot Leech Life From you
20% increased Global Accuracy Rating
+150 to Accuracy Rating
20% increased Critical Strike Chance
Regenerate 1.8% of Life per second
20% increased Stun Threshold
+20 to Strength
(The Stun Threshold determines how much Damage can Stun something)
Damage with Weapons Penetrates 8% Lightning Resistance
30% increased Lightning Damage with Attack Skills
15% increased Attack Speed with Wands
30% increased Accuracy Rating with Wands
30% increased Damage if you have Shocked an Enemy Recently
50% increased Duration of Lightning Ailments
30% increased Effect of Lightning Ailments
(Lightning Ailments are Shocked and Sapped)
(Recently refers to the past 4 seconds)
30% increased Damage while wielding a Wand
10% increased Attack Speed with Wands
10% increased Wand Damage per Power Charge
10% chance to gain a Power Charge on Kill
+30% to Critical Strike Multiplier with Daggers
0.6% of Attack Damage Leeched as Life
0.6% of Attack Damage Leeched as Mana
(Rune Daggers are considered Daggers)
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(Leeched Mana is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
Dagger Attacks deal 24% increased Damage with Hits and Ailments
12% increased Attack Speed with Daggers
18% increased Accuracy Rating with Daggers
(Rune Daggers are considered Daggers)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
Claw Attacks deal 25% increased Damage with Hits and Ailments
10% increased Attack Speed with Claws
25% chance to Steal Power, Frenzy, and Endurance Charges on Hit with Claws
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
15% increased Accuracy Rating with Claws
+40% to Critical Strike Multiplier with Claws
Minions have +27% to Chaos Resistance
Minions gain 20% of Maximum Life as Extra Maximum Energy Shield
+1 to Maximum number of Raised Zombies
+1 to Maximum number of Spectres
+1 to Maximum number of Skeletons
+1 to Maximum Power Charges
20% increased maximum Mana
Recover 2% of Mana on Kill
30% increased Lightning Damage
Damage Penetrates 6% Lightning Resistance
25% increased Lightning Damage
5% increased Cast Speed with Lightning Skills
+15% to Lightning Resistance
25% increased Fire Damage
5% increased Cast Speed with Fire Skills
+15% to Fire Resistance
+10% to Fire Damage over Time Multiplier
Regenerate 1.2% of Life per second
Enemies Become Chilled as they Unfreeze, causing 30% reduced Action Speed
30% chance to Freeze Enemies which are Chilled
(Chill reduces Enemy Action Speed for 2 seconds)
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
25% increased Cold Damage
5% increased Cast Speed with Cold Skills
+15% to Cold Resistance
50% increased Stun and Block Recovery
Regenerate 5% of Energy Shield over 1 second when Stunned
Regenerate 5% of Life over 1 second when Stunned
30% increased Cold Damage
Damage Penetrates 6% Cold Resistance
+12% to Fire Damage over Time Multiplier
+24% to Fire Resistance
30% increased Spell Critical Strike Chance
+30% to Critical Strike Multiplier for Spell Damage
10% increased Area of Effect
20% increased Area Damage
20% increased maximum Mana
20% increased Mana Regeneration Rate
+20 to Intelligence
8% increased Cast Speed
+15% to Critical Strike Multiplier for Spell Damage
Recover 3% of Life on Kill
12% of Damage taken Recouped as Life
(Only Damage from Hits can be Recouped, over 4 seconds following the Hit)
Damage with Weapons Penetrates 8% Cold Resistance
30% increased Cold Damage with Attack Skills
Attacks with Two Handed Melee Weapons deal 25% increased Damage with Hits and Ailments
10% increased Attack Speed with Two Handed Melee Weapons
40% increased Stun Duration with Two Handed Melee Weapons on Enemies
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
+8% to all Elemental Resistances
24% increased Critical Strike Chance for Attacks
24% increased Elemental Damage with Attack Skills
+25% to Damage over Time Multiplier for Poison from Critical Strikes
Critical Strikes with Daggers Poison the Enemy
(Poison deals Chaos Damage over time, based on the base Physical and Chaos Damage of the Skill. Multiple instances of Poison stack)
(Rune Daggers are considered Daggers)
20% increased Physical Damage with Swords
Sword Attacks deal 20% increased Damage with Ailments
8% increased Attack Speed with Swords
+200 to Accuracy Rating with Swords
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
+10% to Damage over Time Multiplier for Poison
Claw Attacks deal 25% increased Damage with Ailments
6% increased Attack Speed with Claws
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
12% increased Attack Speed with Daggers
40% increased Elusive Effect
(Elusive initially grants 15% chance to Avoid All Damage from Hits, and 30% increased Movement Speed. The buff reduces its effect over time, removing itself at 0% effect. If you already have an Elusive buff, you cannot gain Elusive)
(Rune Daggers are considered Daggers)
12% increased Attack Speed with Claws
12% increased Accuracy Rating with Claws
Gain 6 Life per Enemy Hit with Attacks
+8% chance to Suppress Spell Damage
15% increased Evasion Rating
5% increased maximum Life
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
30% increased Physical Damage with Bows
50% increased Stun Duration with Bows on Enemies
30% increased Damage Over Time with Bow Skills
+10% to Chaos Damage over Time Multiplier
10% increased Skill Effect Duration
25% increased Damage Over Time with Bow Skills
+1 to Maximum Frenzy Charges
+1 to Maximum Frenzy Charges
+1 to Maximum Frenzy Charges
100% increased Critical Strike Chance with Bows
10% increased maximum Life
30% increased Flask Recovery rate
Gain 10 Life per Enemy Hit with Attacks
12% of Damage taken Recouped as Life
(Only Damage from Hits can be Recouped, over 4 seconds following the Hit)
16% increased maximum Mana
30% increased Mana Regeneration Rate
+20 to Intelligence
8% increased maximum Life
20% chance to Avoid being Stunned
Regenerate 2% of Life per Second if you've used a Life Flask in the past 10 seconds
20% increased Global Accuracy Rating
+100 to Accuracy Rating
+10% to all Elemental Resistances
20% increased Global Accuracy Rating
+100 to Accuracy Rating
25% increased Critical Strike Chance
6% increased Attack Speed
20% increased Global Accuracy Rating
+100 to Accuracy Rating
20% increased Projectile Speed
20% increased Projectile Damage
+20 to Dexterity
60% increased Damage with Hits against Enemies that are on Low Life
15% increased Area of Effect if you've Killed Recently
(Recently refers to the past 4 seconds)
30% increased Physical Damage with Axes
Axe Attacks deal 30% increased Damage with Ailments
15% chance to Intimidate Enemies for 4 seconds on Hit with Attacks
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(Intimidated enemies take 10% increased Attack Damage)
10% increased maximum Life
Gain 10 Life per Enemy Killed
+20 to Strength
+4% Chance to Block Attack Damage while Dual Wielding or holding a Shield
8% increased Attack Speed
+0.2 metres to Melee Strike Range
(Affects Melee Strikes, including the Default Attack. Does not apply to Areas of Effect)
60% increased Attack Damage with Main Hand while Dual Wielding
30% increased Attack Speed with Off Hand while Dual Wielding
+30% to Critical Strike Multiplier
35% increased Physical Damage with Swords
Sword Attacks deal 35% increased Damage with Ailments
Hits have 35% chance to ignore Enemy Physical Damage Reduction
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
20% increased Damage with Bows
6% increased Attack Speed with Bows
10% increased Accuracy Rating with Bows
20% increased Damage Over Time with Bow Skills
25% increased Physical Damage with Two Handed Melee Weapons
Attacks with Two Handed Melee Weapons deal 25% increased Damage with Ailments
5% increased Attack Speed with Two Handed Melee Weapons
+20 to Strength
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
25% increased Physical Damage with Two Handed Melee Weapons
Attacks with Two Handed Melee Weapons deal 25% increased Damage with Ailments
5% increased Attack Speed with Two Handed Melee Weapons
25% increased Stun Duration with Two Handed Melee Weapons on Enemies
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
+6% Chance to Block Attack Damage while Dual Wielding or holding a Shield
Sword Attacks deal 24% increased Damage with Hits and Ailments
20% chance to gain a Frenzy Charge when you Block Attack Damage
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
You have Onslaught if you've changed Stance Recently
(Onslaught grants 20% increased Attack, Cast, and Movement Speed)
(Recently refers to the past 4 seconds)
Projectile Attack Skills have 50% increased Critical Strike Chance
Projectile Attack Skills have +30% to Critical Strike Multiplier
Bow Attacks fire an additional Arrow
+10% Chance to Block Attack Damage while holding a Shield
60% increased Block Recovery
Recover 30 Life when you Block
+10% Chance to Block Attack Damage while Dual Wielding
50% increased Block Recovery
Attack Skills deal 25% increased Damage while Dual Wielding
+1% to all maximum Elemental Resistances
20% chance to Avoid Elemental Ailments
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(Maximum Resistances cannot be raised above 90%)
+15% to all Elemental Resistances
20% increased maximum Energy Shield
10% faster start of Energy Shield Recharge
+10 to Intelligence
+1 to Maximum Power Charges
+1 to Maximum Power Charges
50% increased Melee Critical Strike Chance
+25% to Melee Critical Strike Multiplier
20% increased Attack Damage
30% increased Melee Critical Strike Chance
+10 to Strength and Intelligence
+30% to Critical Strike Multiplier
+30 to Strength
+30 to Strength
+30 to Strength
Regenerate 1% of Life per second
10% increased Melee Physical Damage
+0.3 metres to Melee Strike Range
+20 to Strength
(Affects Melee Strikes, including the Default Attack. Does not apply to Areas of Effect)
+20 to maximum Life
10% increased maximum Life
+10 to Strength
10% increased Attack Speed
10% increased Global Accuracy Rating
Ignore all Movement Penalties from Armour
+20 to Dexterity
+30 to Dexterity
+30 to Dexterity
10% increased Global Accuracy Rating
6% increased Attack and Cast Speed
+20 to Dexterity
+30 to Dexterity
+30 to Dexterity
+30 to Intelligence
+20 to maximum Energy Shield
+20 to maximum Mana
+20 to Intelligence
20% increased Spell Damage
5% increased Cast Speed
+20 to Intelligence
+30 to Intelligence
+30 to Intelligence
+12% to all Elemental Resistances
24% increased Elemental Damage
10% chance to Freeze, Shock and Ignite
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
10% increased Accuracy Rating with Maces or Sceptres
30% increased Elemental Damage with Maces or Sceptres
Damage with Weapons Penetrates 5% Elemental Resistances
+30 to Intelligence
10% increased Attack Speed
8% increased Cast Speed
+10 to Dexterity and Intelligence
8% increased Attack Speed
15% increased Global Accuracy Rating
+20 to Dexterity
Herald Skills have 25% increased Area of Effect
20% increased Mana Reservation Efficiency of Herald Skills
+30 to Strength
+3% Chance to Block Attack Damage while Dual Wielding
Attack Skills deal 24% increased Damage while Dual Wielding
6% increased Attack Speed while Dual Wielding
6% increased Attack Speed
+5 to Maximum Rage
(Every Rage grants 1% more Attack Damage. Maximum Rage is 30. Lose 10 Rage per second if you have not been Hit or gained Rage in the last 2 seconds)
100% increased Attack Critical Strike Chance while Dual Wielding
60% increased Spell Critical Strike Chance
+15% to Critical Strike Multiplier for Spell Damage
20% increased Damage
20% increased Critical Strike Chance
+10 to Dexterity and Intelligence
Attacks with One Handed Weapons deal 30% increased Damage with Ailments
8% increased Attack Speed with One Handed Weapons
20% increased Damage with One Handed Weapons
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
Bleeding you inflict deals Damage 15% faster
(They will deal the same total damage over a shorter duration)
10% increased maximum Life
Regenerate 1.6% of Life per second
+10% chance to Suppress Spell Damage
+100 to Evasion Rating
30% increased Evasion Rating
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
+8% Chance to Block Attack Damage while Dual Wielding
25% chance to gain a Frenzy Charge when you Block
30% increased Fire Damage
Damage Penetrates 6% Fire Resistance
18% increased Evasion Rating
10% increased maximum Life
+10% chance to Suppress Spell Damage while on Full Life
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
10% increased Area of Effect
20% increased Area Damage
Minions have 15% increased maximum Life
Minions deal 20% increased Damage
+1 to Maximum number of Raised Zombies
+1 to Maximum number of Skeletons
30% increased Minion Accuracy Rating
Minions have 6% chance to deal Double Damage
20% increased Projectile Speed
20% increased Projectile Damage
+20 to Strength
15% increased Global Accuracy Rating
5% increased Movement Speed
+20 to Dexterity and Intelligence
Minions have 20% increased maximum Life
Regenerate 1% of Life per second
Minions Regenerate 1% of Life per second
10% increased maximum Life
8% chance to Avoid Elemental Ailments
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
10% increased maximum Energy Shield
10% increased maximum Life
+10 to Strength
10% increased maximum Life
+5% to all Elemental Resistances
15% increased Armour
10% increased maximum Energy Shield
+8% to all Elemental Resistances
You can apply an additional Curse
10% increased maximum Life
25% increased Effect of Consecrated Ground you create
+30 to maximum Life
10% increased maximum Life
30% increased Area of Effect of Aura Skills
6% increased effect of Non-Curse Auras from your Skills
18% increased maximum Energy Shield
15% increased Energy Shield Recharge Rate
+1% to maximum Lightning Resistance
(Maximum Resistances cannot be raised above 90%)
8% increased maximum Energy Shield
10% increased maximum Life
+8% to Chaos Resistance
Marked Enemy has 10% reduced Accuracy Rating
Marked Enemy takes 10% increased Damage
12% increased Damage
20% increased Mana Regeneration Rate
+20 to Intelligence
20% increased Chaos Damage
5% increased Movement Speed
+20 to Dexterity
20% increased Physical Damage
25% increased Critical Strike Chance
+25% to Critical Strike Multiplier
+150 to Armour
30% increased Armour
+1% to all maximum Elemental Resistances
(Maximum Resistances cannot be raised above 90%)
15% chance to gain 200 Life on Hit with Attacks
18% increased Evasion Rating
12% increased maximum Energy Shield
+10% chance to Suppress Spell Damage while on Full Energy Shield
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
24% increased Evasion Rating and Armour
+12% to all Elemental Resistances
40% increased Global Critical Strike Chance while wielding a Staff
+30% to Global Critical Strike Multiplier while wielding a Staff
+5% Chance to Block Attack Damage if you've dealt a Critical Strike Recently
(Recently refers to the past 4 seconds)
(Warstaves are considered Staves)
20% increased maximum Mana
Gain 4 Mana per Enemy Hit with Attacks if you've used a Mana Flask in the past 10 seconds
+20 to Strength and Intelligence
25% increased Totem Damage
25% increased Totem Placement speed
40% increased Totem Life
Totems have 40% additional Physical Damage Reduction
30% increased Totem Damage
30% increased Totem Life
50% increased Totem Duration
30% increased Totem Placement speed
Spells Cast by Totems have 8% increased Cast Speed
Attacks used by Totems have 10% increased Attack Speed
30% increased Mine Duration
Can have up to 3 additional Remote Mines placed at a time
Mines have 30% increased Detonation Speed
30% increased Trap Damage
Can have up to 2 additional Traps placed at a time
15% chance to gain a Frenzy Charge when your Trap is triggered by an Enemy
60% increased Critical Strike Chance with Traps
+20% to Critical Strike Multiplier with Traps
15% chance to gain a Power Charge when your Trap is triggered by an Enemy
10% Chance for Traps to Trigger an additional time
30% increased Trap Damage
30% increased Mine Damage
Can have up to 2 additional Traps placed at a time
Can have up to 2 additional Remote Mines placed at a time
+50 to Armour
+20 to Strength
16% increased Physical Damage
16% increased Spell Damage
+20 to maximum Mana
+20 to Intelligence
+100 to Accuracy Rating
16% increased Projectile Damage
+20 to Dexterity
40% increased Mana Regeneration Rate
Regenerate 1% of Life per second
24% increased Evasion Rating and Armour
+10% to all Elemental Resistances
8% increased Attack Speed
6% increased Cast Speed
5% increased Movement Speed
15% faster start of Energy Shield Recharge
30% increased Energy Shield Recharge Rate
14% increased effect of Non-Curse Auras from your Skills
16% increased Mana Reservation Efficiency of Skills
6% increased effect of Non-Curse Auras from your Skills
12% increased Mana Reservation Efficiency of Skills
10% increased effect of Non-Curse Auras from your Skills
23% increased Damage over Time
10% increased Skill Effect Duration
Enemies permanently take 1% increased Damage for each second they've ever been Chilled by you, up to a maximum of 10%
5% increased Movement Speed
30% chance to Avoid being Stunned
50% increased Stun and Block Recovery
20% increased Effect of Withered
(Withered applies 6% increased Chaos Damage Taken, and can be inflicted up to 15 times)
Minions have +18% Chance to Block Attack Damage
Minions have +18% Chance to Block Spell Damage
Minions Recover 2% of their Life when they Block
25% increased Physical Damage with One Handed Melee Weapons
Attacks with One Handed Melee Weapons deal 25% increased Damage with Ailments
5% increased Attack Speed with One Handed Melee Weapons
+20 to Strength
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
50% chance to double Stun Duration
+20 to maximum Mana
18% increased maximum Mana
Gain 10 Mana per Enemy Killed
1% of Attack Damage Leeched as Life
1% of Attack Damage Leeched as Mana
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(Leeched Mana is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
10% increased maximum Life
Recover 2% of Life on Kill
8% increased maximum Life
12% increased maximum Mana
50% increased Spell Critical Strike Chance
+15% to Critical Strike Multiplier for Spell Damage
6% increased Attack Speed with Wands
24% increased Elemental Damage with Wands
Damage with Weapons Penetrates 5% Elemental Resistances
50% increased Area of Effect of Hex Skills
20% increased Mana Reservation Efficiency of Curse Aura Skills
20% reduced Mana Cost of Curse Skills
Refresh Duration of Ignite, Chill and Shock on Enemies you Curse
Remove Elemental Ailments when you Cast a Curse Spell
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
+10% to all Elemental Resistances
25% chance to Ignore Stuns while Casting
+20 to Strength and Dexterity
Projectiles Pierce 2 additional Targets
+30 to maximum Energy Shield
20% faster start of Energy Shield Recharge
24% increased Evasion Rating
+8% to all Elemental Resistances
+1% to maximum Cold Resistance
(Maximum Resistances cannot be raised above 90%)
+20 to maximum Life
10% increased maximum Life
+20 to maximum Energy Shield
14% increased maximum Energy Shield
10% increased Energy Shield Recharge Rate
20% increased maximum Mana
20% increased Flask Effect Duration
Attack Damage Penetrates 10% of Enemy Elemental Resistances
50% increased Critical Strike Chance with Swords
+25% to Critical Strike Multiplier with Swords
+25 to maximum Mana
15% increased maximum Mana
10% increased Effect of Non-Curse Auras from your Skills on Enemies
30% increased Damage with Bows
+200 to Evasion Rating
6% increased Movement Speed
30% increased Damage Over Time with Bow Skills
30% increased Elemental Damage
10% chance to Freeze, Shock and Ignite
30% increased Effect of Non-Damaging Ailments
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
10% increased Cast Speed
30% increased Mana Regeneration Rate
7% increased maximum Life
20% increased Mana Regeneration Rate
Regenerate 0.8% of Life per second
20% increased Armour
5% increased maximum Life
Regenerate 1% of Life per second
30% increased Physical Damage with Two Handed Melee Weapons
Attacks with Two Handed Melee Weapons deal 30% increased Damage with Ailments
100% increased total Recovery per second from Life Leech
Hits have 30% chance to ignore Enemy Physical Damage Reduction
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
18% increased maximum Mana
Guard Skills have 40% increased Duration
15% increased maximum Mana
10% of Damage taken Recouped as Mana
(Only Damage from Hits can be Recouped, over 4 seconds following the Hit)
25% increased Skill Effect Duration
+8% Chance to Block Attack Damage while holding a Shield
50% increased Defences from Equipped Shield
(Armour, Evasion Rating and Energy Shield are the standard Defences)
15% increased maximum Mana
30% increased Mana Recovery from Flasks
Mana Flasks gain 1 Charge every 3 seconds
7% increased maximum Life
30% increased Life Recovery from Flasks
Life Flasks gain 1 Charge every 3 seconds
Hits have 30% chance to ignore Enemy Physical Damage Reduction
+30 to Strength
30% increased Physical Damage
7% increased maximum Life
Recover 2% of Life on Kill
16% increased maximum Mana
Recover 2% of Mana on Kill
30% increased Mana Regeneration Rate
10% reduced Mana Cost of Skills
7% increased maximum Life
Gain 3% of Maximum Life as Extra Maximum Energy Shield
45% increased Critical Strike Chance
+15% to Critical Strike Multiplier
25% increased Skill Effect Duration
12% increased Area of Effect of Aura Skills
8% increased Reservation Efficiency of Skills
6% increased effect of Non-Curse Auras from your Skills
+10% chance to Suppress Spell Damage
6% increased Movement Speed
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
Mace or Sceptre Attacks deal 24% increased Damage with Hits and Ailments
6% increased Attack Speed with Maces or Sceptres
15% increased Area of Effect if you have Stunned an Enemy Recently
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
+10% to Fire Damage over Time Multiplier
30% increased Fire Damage
30% increased Lightning Damage
50% increased Effect of Lightning Ailments
(Lightning Ailments are Shocked and Sapped)
30% increased Cold Damage
50% increased Duration of Cold Ailments
(Cold Ailments are Chilled, Frozen and Brittle)
Gain 20% of Wand Physical Damage as Extra Lightning Damage
24% increased Evasion Rating and Armour
8% increased maximum Life
+3% Chance to Block Attack Damage while holding a Shield
Attack Skills deal 24% increased Damage while holding a Shield
60% increased Defences from Equipped Shield
(Armour, Evasion Rating and Energy Shield are the standard Defences)
15% increased Damage
Minions deal 15% increased Damage
5% increased Attack and Cast Speed
+10 to Strength and Intelligence
20% increased Armour
10% increased maximum Energy Shield
Regenerate 1% of Life per second
+10 to Strength and Intelligence
20% increased Spell Damage
30% increased Spell Critical Strike Chance
10% increased Light Radius
+10 to Strength and Intelligence
22% increased maximum Mana
6% reduced Mana Cost of Skills
Regenerate 10 Life per second
Regenerate 1.2% of Life per second
8% increased maximum Life
+1% to maximum Fire Resistance
+8% to Fire Resistance
(Maximum Resistances cannot be raised above 90%)
24% increased Armour
8% increased maximum Life
Attack Skills deal 20% increased Damage while holding a Shield
8% increased Attack Speed while holding a Shield
60% increased Defences from Equipped Shield
(Armour, Evasion Rating and Energy Shield are the standard Defences)
25% increased Cold Damage
25% increased Lightning Damage
Enemies Shocked or Frozen by you take 5% increased Elemental Damage
50% increased Mana Reservation Efficiency of Stance Skills
15% increased Accuracy Rating with Swords
45% increased Critical Strike Chance with Swords
+15% to Critical Strike Multiplier with Swords
10% increased maximum Life
6% reduced Cost of Skills
You take 30% reduced Extra Damage from Critical Strikes
18% increased Armour
12% increased maximum Energy Shield
+15% to Damage over Time Multiplier for Bleeding
10% chance to Aggravate Bleeding on targets you Hit with Attacks
(Bleeding which has been Aggravated always deals higher Damage as though the target was moving)
25% increased Cold Damage
15% chance to Freeze
30% increased Effect of Cold Ailments
(Cold Ailments are Chilled, Frozen and Brittle)
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
30% increased Effect of Onslaught on you
10% chance to gain Onslaught for 4 seconds on Kill
30% increased Armour and Evasion Rating during Onslaught
(Onslaught grants 20% increased Attack, Cast, and Movement Speed)
40% increased Maximum total Life Recovery per second from Leech
100% increased total Recovery per second from Life Leech
1% of Attack Damage Leeched as Mana
40% increased Maximum total Mana Recovery per second from Leech
(Leeched Mana is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
0.5% of Attack Damage Leeched as Mana
50% increased Maximum total Mana Recovery per second from Leech
100% increased total Recovery per second from Mana Leech
(Leeched Mana is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
1% of Attack Damage Leeched as Life
40% increased Maximum total Life Recovery per second from Leech
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
30% increased Armour and Evasion Rating while Fortified
Fortifying Hits against Unique Enemies grant 100% increased Fortification
(Fortifying grants an amount of Fortification based on the Damage of the Hit)
Mine Damage Penetrates 10% Elemental Resistances
60% increased Critical Strike Chance with Totem Skills
+20% to Critical Strike Multiplier with Totem Skills
30% increased Fire Damage
12% increased Area of Effect
24% increased Lightning Damage
8% increased Cast Speed
25% increased Fire Damage
25% increased Cold Damage
Enemies Ignited or Chilled by you have -5% to Elemental Resistances
100% increased Critical Strike Chance against Shocked Enemies
+10 to Maximum Rage
(Every Rage grants 1% more Attack Damage. Maximum Rage is 30. Lose 10 Rage per second if you have not been Hit or gained Rage in the last 2 seconds)
Every Rage also grants 1% increased Armour
Gain 3 Rage when Hit by an Enemy
(Every Rage grants 1% more Attack Damage. Maximum Rage is 30. Lose 10 Rage per second if you have not been Hit or gained Rage in the last 2 seconds)
(Only one Hit every 0.5 seconds can cause you to gain Rage)
20% reduced Cost of Attacks while you have at least 20 Rage
Inherent loss of Rage is 20% slower
(This only affects the inherent loss of Rage when you haven't been Hit or gained Rage Recently)
Gain 2 Rage on Melee Hit
Inherent Rage Loss starts 1 second later
(This only affects the inherent loss of Rage when you haven't been Hit or gained Rage Recently)
(Every Rage grants 1% more Attack Damage. Maximum Rage is 30. Lose 10 Rage per second if you have not been Hit or gained Rage in the last 2 seconds)
(Only one Hit every 0.5 seconds can cause you to gain Rage)
Ascendancy: Juggernaut
Character: Marauder
10% increased Movement Speed
Cannot be Stunned
Action Speed cannot be modified to below Base Value
Movement Speed cannot be modified to below Base Value
Ascendancy: Juggernaut
Character: Marauder
Armour from Equipped Body Armour is doubled
15% of Armour also applies to Chaos Damage taken from Hits
Ascendancy: Juggernaut
Character: Marauder
8% increased Damage per Endurance Charge
6% increased Area of Effect per Endurance Charge
25% chance to gain an Endurance Charge when you Stun an Enemy
10% increased Stun Duration on Enemies per Endurance Charge
Ascendancy: Juggernaut
Character: Marauder
+500 to Accuracy Rating
1% increased Attack Speed per 150 Accuracy Rating
Gain Accuracy Rating equal to twice your Strength
Ascendancy: Juggernaut
Character: Marauder
30% chance to gain an Endurance Charge when you are Hit
25% chance that if you would gain Endurance Charges, you instead gain up to maximum Endurance Charges
Gain 1 Endurance Charge every second if you've been Hit Recently
+1 to Maximum Endurance Charges
(Recently refers to the past 4 seconds)
Ascendancy: Juggernaut
Character: Marauder
1% additional Physical Damage Reduction per Endurance Charge
1% additional Elemental Damage Reduction per Endurance Charge
Ascendancy: Juggernaut
Character: Marauder
40% increased Life Regeneration rate
1.5% of Physical Damage prevented from Hits in the past
10 seconds is Regenerated as Life per second
juggernaut_phys_damage_prevented_as_life_regen
Ascendancy: Berserker
Character: Marauder
Warcries Exert twice as many Attacks
Ascendancy: Berserker
Character: Marauder
Lose 0.1% of Life per second per Rage while you are not losing Rage
50% increased Rage Effect
(Every Rage has an inherent effect of 1% more Attack Damage, and modifiers can add extra effects to Rage)
Ascendancy: Berserker
Character: Marauder
Gain Defiance for 10 seconds on losing Life to an Enemy Hit, no more than once every 0.3 seconds
25% increased Armour per Defiance
50% increased Maximum total Life Recovery per second from Leech while you have Defiance
At 10 Defiance, take Reflected Physical Damage equal to maximum Life, then lose all Defiance
Ascendancy: Berserker
Character: Marauder
Adds 20 to 30 Physical Damage if you've dealt a Critical Strike Recently
50% increased Critical Strike Chance
+25% to Critical Strike Multiplier
(Recently refers to the past 4 seconds)
Ascendancy: Berserker
Character: Marauder
Every Rage also grants 1% increased Attack Speed
Inherent Rage Loss starts 2 seconds later
(This only affects the inherent loss of Rage when you haven't been Hit or gained Rage Recently)
(Every Rage grants 1% more Attack Damage. Maximum Rage is 30. Lose 10 Rage per second if you have not been Hit or gained Rage in the last 2 seconds)
Ascendancy: Berserker
Character: Marauder
10% increased Damage taken
40% more Damage
Ascendancy: Berserker
Character: Marauder
2% more Attack Speed per Blitz Charge
8% reduced Critical Strike Chance per Blitz Charge
Gain a Blitz Charge on Critical Strike
+20 to Maximum Blitz Charges
(Blitz Charges have a base Duration of 10 seconds)
Ascendancy: Chieftain
Character: Marauder
30% increased Warcry Buff Effect
Warcries have infinite Power
(Normal Monsters have 1 Power, Magic Monsters 2, Rare Monsters 10, Unique Monsters 20, and Players 5)
Ascendancy: Chieftain
Character: Marauder
Non-Unique Jewels cause Increases and Reductions to other Damage Types in a Large Radius to be Transformed to apply to Fire Damage
Non-Unique Jewels cause Small and Notable Passive Skills in a Large Radius to
also grant +3 to Strength
(Passive Skills that are not Notable, Masteries, Keystones, or Jewel Sockets are Small)
Ascendancy: Chieftain
Character: Marauder
Enemies you or your Totems Kill have 5% chance to Explode, dealing 500% of their maximum Life as Fire Damage
Ascendancy: Chieftain
Character: Marauder
Modifiers to Fire Resistance also apply to Cold and Lightning Resistances at 50% of their Value
Unaffected by Ignite
(Debuffs you are Unaffected by can still be placed on you, but will not actually apply their effect)
Ascendancy: Chieftain
Character: Marauder
Skills from Equipped Body Armour are Supported by Level 30 Ancestral Call
Skills from Equipped Body Armour are Supported by Level 20 Fist of War
Ascendancy: Chieftain
Character: Marauder
Nearby Enemy Monsters' Fire Resistance against
Damage over Time is -20% while you are Stationary
Nearby Enemy Monsters have no Fire Resistance against
Damage over Time while you are Stationary
Ascendancy: Chieftain
Character: Marauder
Modifiers to Maximum Fire Resistance also apply to Maximum Cold and Lightning Resistances
Ascendancy: Warden
Character: Ranger
Maximum Effect of Shock is 2% increased Damage taken
You can apply up to 50 Shocks to each Enemy
Ascendancy: Warden
Character: Ranger
Enemies you Freeze remain Frozen for at least 2 seconds
Hits that fail to Freeze due to insufficient Freeze Duration inflict Hoarfrost
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(Freezes that would have a duration of 0.3 seconds or below are not inflicted)
(Hoarfrost lasts 10 seconds and can be inflicted multiple times, each refreshing the duration of existing Hoarfrost on the target. Each Hoarfost increases Freeze Duration on the target by 20%. All Hoarfrost is removed if the target is Frozen)
Ascendancy: Warden
Character: Ranger
Grants Level 20 Barkskin Skill
(Adopt the power of the forest, gradually covering your body in bark. Getting hit by enemy attacks causes bark to be removed. You take reduced damage from physical attack hits the more bark builds up, but higher chance to evade when less covered in bark)
Ascendancy: Warden
Character: Ranger
-15 Fire, Cold and Lightning Damage taken from Spell Hits per Bark
Prevent +2% of Suppressed Spell Damage per Bark below maximum
Lose 1 Bark when Hit by Enemy Spell Damage
Ascendancy: Warden
Character: Ranger
Hits that would Ignite instead Scorch
You can inflict an additional Scorch on each Enemy
(Scorched Enemies have their Elemental Resistances lowered by up to 30%, based on the Fire Damage of the Hit, for 4 seconds)
Ascendancy: Warden
Character: Ranger
Grants Level 20 Unbound Avatar Skill
Gain 1 Unbound Fury when you inflict an Elemental Ailment with a Hit on an Enemy, no more than once every 0.2 seconds for each type of Ailment
Cannot gain Unbound Fury while Unbound
Your Hits always inflict Freeze, Shock and Ignite while Unbound
80% more Elemental Damage while Unbound
(Unbound Avatar requires 100 Unbound Fury to use and causes you to become Unbound for 10 seconds, which has no effects beyond those listed here)
Ascendancy: Warden
Character: Ranger
You can have an additional Tincture active
Ascendancy: Warden
Character: Ranger
Tincture Effects Linger on you for 0.5 seconds per Mana Burn on you when the Tincture was deactivated, up to a maximum of 6 seconds
Tinctures applied to you have 30% less Mana Burn rate
(Tinctures periodically inflict Mana Burn on you while active)
Ascendancy: Deadeye
Character: Ranger
75% increased Effect of your Marks
25% less Damage taken from other Enemies near your Marked Enemy
Your Mark Transfers to another Enemy when Marked Enemy dies
Ascendancy: Deadeye
Character: Ranger
Skills Chain +1 times
Projectiles have 30% chance to be able to Chain when colliding with terrain
Ascendancy: Deadeye
Character: Ranger
Skills fire 2 additional Projectiles
Ascendancy: Deadeye
Character: Ranger
Projectiles gain Damage as they travel farther, dealing up
to 30% more Damage with Hits and Ailments
Projectile Barrages have no spread
Ascendancy: Deadeye
Character: Ranger
5% more Accuracy Rating per Frenzy Charge
Gain a Frenzy Charge each second while Moving
+1 to Maximum Frenzy Charges
Ascendancy: Deadeye
Character: Ranger
Radius: 60
Gain 1 Gale Force when you use a Skill
10% increased Effect of Tailwind on you per Gale Force
(Each instance of Gale Force lasts 4 seconds. Maximum 10 Gale Force)
You and nearby Allies have Tailwind
(Tailwind increases Action Speed by 8%)
Ascendancy: Deadeye
Character: Ranger
Mirage Archers are not attached to you
+2 to maximum number of Summoned Mirage Archers
Cannot Summon Mirage Archers while near your Mirage Archers
Ascendancy: Deadeye
Character: Ranger
4% less Damage taken per Gale Force
Lose all Gale Force when Hit
Ascendancy: Pathfinder
Character: Ranger
Flasks gain 3 Charges every 3 seconds
Ascendancy: Pathfinder
Character: Ranger
Life Flask Effects are not removed when Unreserved Life is Filled
Life Flask Effects do not Queue
50% less Life Recovery from Flasks
Ascendancy: Pathfinder
Character: Ranger
Magic Utility Flasks applied to you have 30% increased Effect
Ascendancy: Pathfinder
Character: Ranger
Removes Elemental Ailments when you use a Flask
50% chance for Flasks you use to not consume Charges
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Ascendancy: Pathfinder
Character: Ranger
Grant bonuses to Non-Channelling Skills you use by consuming 3 Charges from a Flask of
each of the following types, if possible:
If Diamond Flask Charges are consumed, 150% increased Critical Strike Chance
If Bismuth Flask Charges are consumed, Penetrate 20% Elemental Resistances
If Amethyst Flask Charges are consumed, 25% of Physical Damage as Extra Chaos Damage
Ascendancy: Pathfinder
Character: Ranger
25% chance to inflict Withered for 2 seconds on Hit
50% increased Effect of Withered
(Withered applies 6% increased Chaos Damage Taken, and can be inflicted up to 15 times)
Ascendancy: Pathfinder
Character: Ranger
When you kill a Poisoned Enemy during any Flask Effect, nearby Enemies are Poisoned
Poisons you inflict during any Flask Effect have 20% chance to deal 100% more Damage
Ascendancy: Occultist
Character: Witch
Cursed Enemies you or your Minions Kill have a 50% chance to Explode, dealing a quarter of their maximum Life as Chaos Damage
Ascendancy: Occultist
Character: Witch
You can apply an additional Curse
Your Hexes can affect Hexproof Enemies
Ascendancy: Occultist
Character: Witch
Regenerate 40 Energy Shield per second
Regenerate 2% of Energy Shield per second for each
Enemy you or your Minions have Killed Recently, up to 10% per second
Cannot Be Stunned while you have Energy Shield
(Recently refers to the past 4 seconds)
Ascendancy: Occultist
Character: Witch
Radius: 60
Nearby Enemies have -20% to Cold Resistance
Nearby Enemies have -20% to Chaos Resistance
Nearby Enemies have 100% reduced Life Regeneration rate
Ascendancy: Occultist
Character: Witch
6% increased Area of Effect per Power Charge
6% increased Damage per Power Charge
Gain a Power Charge after Spending a total of 200 Mana
+1 to Maximum Power Charges
occultist_power_charge_on_mana_spent
Ascendancy: Occultist
Character: Witch
Radius: 60
+60% to Chaos Resistance
15% more Chaos Damage
Every second, inflict Withered on nearby Enemies for 15 seconds
(Withered applies 6% increased Chaos Damage Taken, and can be inflicted up to 15 times)
Nearby Hindered Enemies deal 15% reduced Damage over Time
(Withered applies 6% increased Chaos Damage Taken, and can be inflicted up to 15 times)
Ascendancy: Occultist
Character: Witch
Radius: 60
Cannot be Chilled
Cannot be Frozen
15% more Cold Damage
Every 4 seconds, 50% chance to Freeze nearby Non-Frozen Enemies for 0.4 seconds
Nearby Chilled Enemies deal 10% reduced Damage with Hits
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
Ascendancy: Elementalist
Character: Witch
100% increased Effect of Buffs granted by your Golems
Summoned Golems are Resummoned 4 seconds after being Killed
+1 to maximum number of Summoned Golems
Ascendancy: Elementalist
Character: Witch
Exposure you inflict applies an extra -25% to the affected Resistance
Regenerate 1% of Mana per second if you've inflicted Exposure Recently
(Recently refers to the past 4 seconds)
Ascendancy: Elementalist
Character: Witch
Gain Convergence when you Hit a Unique Enemy, no more than once every 8 seconds
60% increased Area of Effect while you don't have Convergence
(Convergence grants 30% more Elemental Damage and lasts 4 seconds)
Ascendancy: Elementalist
Character: Witch
Triggers Level 20 Primal Aegis when Allocated
Primal Aegis can take 75 Elemental Damage per Allocated Notable Passive Skill
Other Aegis Skills are Disabled
Cannot take Reflected Elemental Damage
(Primal Aegis calls forth a protective aegis which takes elemental damage from hits for you until depleted. The aegis will be restored to its full value after a short delay if you stop taking elemental damage from hits, or if depleted)
Ascendancy: Elementalist
Character: Witch
Summoned Golems are Immune to Elemental Damage
25% increased Effect of Buffs granted by your Golems per Summoned Golem
+1 to maximum number of Summoned Golems
Ascendancy: Elementalist
Character: Witch
Hits always Ignite
All Damage can Ignite
25% more Damage with Ignites you inflict with Hits for which the highest Damage Type is Fire
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
Ascendancy: Elementalist
Character: Witch
Hits always Shock
Shocks from your Hits always increase Damage taken by at least 15%
All Damage can Shock
25% more Effect of Lightning Ailments you inflict with Hits if the highest Damage Type is Lightning
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Lightning Ailments are Shocked and Sapped)
Ascendancy: Elementalist
Character: Witch
All Damage with Hits can Chill
Chills from your Hits always reduce Action Speed by at least 15%
50% more Effect of Cold Ailments you inflict with Hits for which the highest Damage Type is Cold
Your Chills can reduce Action Speed by up to a maximum of 40%
(Chill reduces Enemy Action Speed by up to 30%, depending on the amount of Cold Damage in the hit, for 2 seconds)
(Cold Ailments are Chilled, Frozen and Brittle)
Ascendancy: Necromancer
Character: Witch
Minions have 20% more Maximum Life
Minions deal 10% more Damage
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: Necromancer
Character: Witch
1% additional Physical Damage Reduction per Minion, up to 10%
1% of Damage Dealt by your Minions is Leeched to you as Life
Minions gain 40% of Maximum Life as Extra Maximum Energy Shield
Ascendancy: Necromancer
Character: Witch
Your Offering Skills also affect you
Your Offerings have 50% reduced Effect on you
40% increased Skill Effect Duration
Ascendancy: Necromancer
Character: Witch
For each nearby corpse, you and nearby Allies Regenerate 0.2% of Energy Shield per second, up to 2.0% per second
For each nearby corpse, you and nearby Allies Regenerate 5 Mana
per second, up to 50 per second
Regenerate 4% of Mana over 2 seconds when you Consume a corpse
Regenerate 8% of Energy Shield over 2 seconds when you Consume a corpse
Ascendancy: Necromancer
Character: Witch
Auras from your Skills grant 3% increased Attack and Cast
Speed to you and Allies
You and nearby Allies deal 30% increased Damage
You and nearby Allies have +30% to Elemental Resistances
(Auras can only grant bonuses to things they affect)
Ascendancy: Necromancer
Character: Witch
If you've Consumed a corpse Recently, you and your Minions have 30% increased Area of Effect
With at least one nearby corpse, you and nearby Allies deal 10% more Damage
With at least one nearby corpse, nearby Enemies deal 10% reduced Damage
(Recently refers to the past 4 seconds)
Ascendancy: Necromancer
Character: Witch
2% increased Attack and Cast Speed for each corpse Consumed Recently, up to a maximum of 200%
Enemies near corpses you Spawned Recently are Chilled and Shocked
(Recently refers to the past 4 seconds)
(Killing an Enemy is not Spawning a corpse)
(Shock increases Damage taken by 15%)
(Chill reduces Enemy Action Speed by 10%)
Ascendancy: Slayer
Character: Duelist
Kill Enemies that have 20% or lower Life when Hit by your Skills
Gain 10% increased Attack Speed for 20 seconds when you Kill a Rare or Unique Enemy
Gain 10% increased Movement Speed for 20 seconds when you Kill an Enemy
Ascendancy: Slayer
Character: Duelist
Radius: 60
Base Critical Strike Chance for Attacks with Weapons is 8%
+10% to Critical Strike Multiplier per Nearby Enemy, up to +100%
Nearby Enemies have -30% to Critical Strike Multiplier
Ascendancy: Slayer
Character: Duelist
10% more Damage if you've Killed Recently
Cannot take Reflected Physical Damage
20% more Damage with Hits and Ailments against Unique Enemies
(Recently refers to the past 4 seconds)
Ascendancy: Slayer
Character: Duelist
20% increased Attack Speed while Leeching
20% of Overkill Damage is Leeched as Life
Cannot be Stunned while Leeching
You are Unaffected by Bleeding while Leeching
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(Overkill Damage is any Damage from a Hit in excess of the Enemy's remaining Life)
(Debuffs you are Unaffected by can still be placed on you, but will not actually apply their effect)
Ascendancy: Slayer
Character: Duelist
100% increased Maximum Recovery per Life Leech
Life Leech effects are not removed when Unreserved Life is Filled
10% reduced Damage taken while Leeching
Ascendancy: Slayer
Character: Duelist
50% increased Global Accuracy Rating
+0.4 metres to Melee Strike Range
5% increased Area of Effect per Enemy killed recently, up to 50%
Deal up to 15% more Melee Damage to Enemies, based on proximity
(Affects Melee Strikes, including the Default Attack. Does not apply to Areas of Effect)
(Recently refers to the past 4 seconds)
Ascendancy: Slayer
Character: Duelist
Your Maximum Endurance Charges is equal to your Maximum Frenzy Charges
+1 to Maximum Frenzy Charges
Ascendancy: Gladiator
Character: Duelist
Bleeding Enemies you Kill Explode, dealing 20% of
their Maximum Life as Physical Damage
Ascendancy: Gladiator
Character: Duelist
Bleeding you inflict is Aggravated
(Bleeding which has been Aggravated always deals higher Damage as though the target was moving)
Ascendancy: Gladiator
Character: Duelist
25% more Accuracy Rating while wielding a Sword
20% more Area of Effect while wielding a Mace or Sceptre
20% more Critical Strike Chance while wielding a Dagger
20% of Leech is Instant while wielding a Claw
30% more Damage with Hits and Ailments against Enemies that are on Low Life while you are wielding an Axe
(Rune Daggers are considered Daggers)
(You are on Low Life if you have 50% of your Maximum Life or less)
Ascendancy: Gladiator
Character: Duelist
Gain 50% Chance to Block from Equipped Shield instead of the Shield's value
Inherent Bonuses from Dual Wielding are doubled
(Dual Wielding inherently grants +20% chance to Block Attack Damage and 10% more Attack Speed)
Ascendancy: Gladiator
Character: Duelist
Retaliation Skills become Usable for an additional 2 seconds
50% chance for used Retaliation Skills to remain Usable and not consume a Cooldown Use
(They will also not be put on cooldown if they remain Usable)
Ascendancy: Gladiator
Character: Duelist
Chance to Block Attack or Spell Damage is Lucky if you've Blocked Recently
(Lucky things are rolled twice and the best result used)
(Recently refers to the past 4 seconds)
Ascendancy: Gladiator
Character: Duelist
Deal 1% more Damage with Hits and Ailments to Rare and Unique Enemies for each second they've ever been in your Presence, up to a maximum of 100%
Ascendancy: Champion
Character: Duelist
You have 15 Fortification
(Take 1% less Damage from Hits per Fortification. Maximum 20 Fortification)
Players take 1% less Damage from Hits per Fortification.
Ascendancy: Champion
Character: Duelist
Nearby Allies count as having Fortification equal to yours
Ascendancy: Champion
Character: Duelist
100% chance to Taunt on Hit
10% reduced Damage taken if you've Taunted an Enemy Recently
Enemies Taunted by you deal 20% less Damage with Hits and
Ailments against other targets
(Enemies you Taunt can only target you, and deal 10% less damage to anyone else. Taunt lasts for 3 seconds)
(Recently refers to the past 4 seconds)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
Ascendancy: Champion
Character: Duelist
Enemies Taunted by you take 20% increased Damage
Enemies Taunted by you cannot Evade Attacks
Ascendancy: Champion
Character: Duelist
30% increased effect of Non-Curse Auras from your Skills
You and Allies near your Banner Regenerate 0.1% of Life per second for each Valour consumed for that Banner
When you leave your Banner's Area, recover 30% of the Valour consumed for that Banner
Ascendancy: Champion
Character: Duelist
Your Hits permanently Intimidate Enemies that are on Full Life
Gain Adrenaline for 20 seconds when you reach Low Life
Recover 25% of Life when you gain Adrenaline
Remove all Ailments and Burning when you gain Adrenaline
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
(Intimidated enemies take 10% increased Attack Damage)
(Adrenaline grants 100% increased Damage, 25% increased Attack, Cast and Movement Speed and 10% additional Physical Damage Reduction. You cannot gain Adrenaline if you already have it)
(Adrenaline grants 100% increased Damage, 25% increased Attack, Cast and Movement Speed and 10% additional Physical Damage Reduction. You cannot gain Adrenaline if you already have it)
Ascendancy: Champion
Character: Duelist
Radius: 60
Impales you inflict last 1 additional Hit
If you've Impaled an Enemy Recently, you
and nearby Allies have +1000 to Armour
You and nearby Allies deal 6 to 12 added Physical Damage for
each Impale on Enemy
Ascendancy: Inquisitor
Character: Templar
1% increased Critical Strike Chance per point of Strength or Intelligence, whichever is lower
+50 to Strength and Intelligence
Ascendancy: Inquisitor
Character: Templar
Critical Strikes ignore Enemy Monster Elemental Resistances
Non-Critical Strikes Penetrate 10% of Enemy Elemental Resistances
(Ignoring Resistances means your Damage cannot be modified in any way by any Resistance stats)
Ascendancy: Inquisitor
Character: Templar
Radius: 60
Nearby Enemies deal 8% less Elemental Damage
Nearby Enemies take 16% increased Elemental Damage
Ascendancy: Inquisitor
Character: Templar
Consecrated Ground you create applies 15% increased Damage taken to Enemies
You have Consecrated Ground around you while stationary
(Allies on your Consecrated Ground Regenerate a percentage of their Maximum Life per second, and Curses have 50% reduced effect on them)
Ascendancy: Inquisitor
Character: Templar
Consecrated Ground you create causes Life Regeneration to
also Recover Energy Shield for you and Allies
Effects of Consecrated Ground you create Linger for 4 seconds
(The effects of the ground still apply to you, allies or enemies after leaving its area)
Ascendancy: Inquisitor
Character: Templar
Gain 1 Fanatic Charge every second if you've Attacked in the past second
Gain Fanaticism for 4 seconds on reaching Maximum Fanatic Charges
Lose all Fanatic Charges on reaching Maximum Fanatic Charges
+4 to Maximum Fanatic Charges
(Fanaticism grants Spells you Cast yourself 75% more Cast Speed, 75% reduced Cost and 75% increased Area of Effect)
Ascendancy: Inquisitor
Character: Templar
10% more Attack Damage for each Non-Instant Spell you've Cast in the past 8 seconds, up to a maximum of 30%
Battlemage
(Gain Added Spell Damage equal to the Damage of your Main Hand Weapon)
Ascendancy: Hierophant
Character: Templar
30% increased maximum Mana
10% of Damage is taken from Mana before Life
Transfiguration of Mind
(Increases and Reductions to Maximum Mana also apply to Damage at 30% of their value)
Ascendancy: Hierophant
Character: Templar
Gain 20% of Maximum Mana as Extra Maximum Energy Shield
25% increased Mana Reservation Efficiency of Skills
1% increased Area of Effect per 50 Unreserved Maximum Mana, up to 100%
50% less Mana Cost of Skills
Ascendancy: Hierophant
Character: Templar
100% increased Totem Duration
+1 to maximum number of Summoned Totems
100% increased Totem Placement speed
Ascendancy: Hierophant
Character: Templar
5% more Damage per Summoned Totem
Regenerate 0.5% of Mana per second for each Summoned Totem
You and your Totems Regenerate 1% of Life per second for each Summoned Totem
Ascendancy: Hierophant
Character: Templar
+4 to Minimum Endurance Charges
+4 to Minimum Power Charges
+1 to Maximum Power Charges and Maximum Endurance Charges
Ascendancy: Hierophant
Character: Templar
Non-Damaging Ailments have 50% reduced Effect on you while you have Arcane Surge
30% increased Area of Effect while you have Arcane Surge
0.5% of Spell Damage Leeched as Life while you have Arcane Surge
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Ascendancy: Hierophant
Character: Templar
Arcane Surge grants 20% more Spell Damage to you
Gain Arcane Surge when you or your Totems Hit an Enemy with a Spell
(Arcane Surge grants 10% increased Cast Speed and 30% increased Mana Regeneration rate, for 4 seconds)
Ascendancy: Hierophant
Character: Templar
Brands have 100% more Activation Frequency if 75% of Attached Duration expired
Brand Recall has 100% increased Cooldown Recovery Rate
Ascendancy: Guardian
Character: Templar
Every 4 seconds, Regenerate 100% of Life over one second
Every 4 seconds, remove Curses and Elemental Ailments from you
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Ascendancy: Guardian
Character: Templar
Grants Armour equal to 25% of your Reserved Mana to you and nearby Allies
Grants maximum Energy Shield equal to 10% of your Reserved Mana to
you and nearby Allies
Ascendancy: Guardian
Character: Templar
If you've Attacked Recently, you and nearby Allies have +25% Chance to Block Attack Damage
If you've Cast a Spell Recently, you and nearby Allies have +25% Chance to Block Spell Damage
(Recently refers to the past 4 seconds)
Ascendancy: Guardian
Character: Templar
Linked Targets and Allies in your Link Beams have +5% to all Maximum Elemental Resistances
Enemies in your Link Beams have -20% to all Elemental Resistances
Enemies in your Link Beams cannot apply Elemental Ailments
(Maximum Resistances cannot be raised above 90%)
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Ascendancy: Guardian
Character: Templar
Auras from your Skills grant 5% increased Recovery Rate of Life,
Mana and Energy Shield to you and Allies
(Auras can only grant bonuses to things they affect)
Ascendancy: Guardian
Character: Templar
Grants Level 20 Summon Sentinel of Radiance Skill
20% of Damage from Hits is taken from your Sentinel of Radiance's Life before you
(Summons a Sentinel of Radiance which follows you and attacks enemies in melee, while burning enemies around it and taking a portion of damage from hits for you. You can only have one Sentinel of Radiance)
Ascendancy: Guardian
Character: Templar
Radius: 60
25% chance to Trigger Level 20 Summon Elemental Relic when you or a nearby Ally Kill an Enemy, or Hit a Rare or Unique Enemy
(Summons a Relic of a random element that stays near you. Depending on the element chosen, the relic minion will have an Anger, Hatred, or Wrath aura. These relics explode when they die, dealing elemental damage to enemies around them. If you already have a relic of the chosen element, its duration will be refreshed instead of summoning a new one)
Ascendancy: Assassin
Character: Shadow
10% chance to gain a Power Charge on Critical Strike
20% chance to gain a Power Charge on Non-Critical Strike
+1 to Maximum Power Charges
Ascendancy: Assassin
Character: Shadow
+5% to Critical Strike Multiplier per Power Charge
+1.5% Critical Strike Chance while at maximum Power Charges
Ascendancy: Assassin
Character: Shadow
15% more Damage with Hits and Ailments against Enemies that are on Low Life
100% more Critical Strike Chance against Enemies that are on Low Life
Critical Strikes have Culling Strike
+40% to Critical Strike Multiplier against Enemies that are on Full Life
100% more Critical Strike Chance against Enemies that are on Full Life
(Culling Strike means enemies that are on 10% or lower life after your Hit are Killed)
(You are on Low Life if you have 50% of your Maximum Life or less)
Ascendancy: Assassin
Character: Shadow
Damage from your Critical Strikes cannot be Reflected
25% more Damage while there is at most one Rare or Unique Enemy nearby
20% reduced Damage taken while there are at least two Rare or Unique Enemies nearby
Ascendancy: Assassin
Character: Shadow
Poison you inflict with Critical Strikes deals 25% more Damage
+0.5% to Critical Strike Chance per Poison affecting Enemy, up to +2.0%
Ascendancy: Assassin
Character: Shadow
40% chance to Poison on Hit
5% increased Poison Duration for each Poison you have inflicted Recently, up to a maximum of 100%
Recover 0.5% of Life per Poison affecting Enemies you Kill
(Poison deals Chaos Damage over time, based on the base Physical and Chaos Damage of the Skill. Multiple instances of Poison stack)
(Recently refers to the past 4 seconds)
Ascendancy: Assassin
Character: Shadow
Gain Elusive on Critical Strike
50% increased Elusive Effect
You take no Extra Damage from Critical Strikes while Elusive
(Elusive initially grants 15% chance to Avoid All Damage from Hits, and 30% increased Movement Speed. The buff reduces its effect over time, removing itself at 0% effect. If you already have an Elusive buff, you cannot gain Elusive)
Ascendancy: Trickster
Character: Shadow
200% increased Charge Duration
+2 to Maximum Frenzy Charges
Ascendancy: Trickster
Character: Shadow
3% more Damage for each different type of Mastery you have Allocated
Recover 1% of Life on Kill for each different type of Mastery you have Allocated
Recover 1% of Energy Shield on Kill for each different type of Mastery you have Allocated
Recover 1% of Mana on Kill for each different type of Mastery you have Allocated
Ascendancy: Trickster
Character: Shadow
Every 10 seconds:
Take 40% less Damage from Hits for 5 seconds
Take 40% less Damage over Time for 5 seconds
(These are consecutive)
trickster damage over time taken +% final [-40]
trickster hit damage taken +% final [-40]
Ascendancy: Trickster
Character: Shadow
+5 to Evasion Rating per 1 Maximum Energy Shield on Equipped Helmet
+1 to maximum Energy Shield per 6 Evasion Rating on Equipped Body Armour
Ascendancy: Trickster
Character: Shadow
+20% chance to Suppress Spell Damage
Prevent +10% of Suppressed Spell Damage while on Full Energy Shield
50% chance for Energy Shield Recharge to start when you Suppress Spell Damage
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
Ascendancy: Trickster
Character: Shadow
Radius: 60
Your Action Speed is at least 108% of base value
Nearby Enemy Monsters' Action Speed is at most 92% of base value
Ascendancy: Saboteur
Character: Shadow
Immune to Ignite and Shock
Regenerate 2% of Life per second for each Mine Detonated Recently, up to 10% per second
Regenerate 2% of Life per Second for each Trap Triggered Recently, up to 10% per second
(Recently refers to the past 4 seconds)
Ascendancy: Saboteur
Character: Shadow
Radius: 35
Cannot be Blinded
15% reduced Damage taken from Blinded Enemies
Nearby Enemies are Blinded
Blind Enemies on Hit
(Being Blinded causes 20% less Accuracy Rating and Evasion Rating, for 4 seconds)
(Being Blinded causes 20% less Accuracy Rating and Evasion Rating)
generic_buff_aura
Ascendancy: Saboteur
Character: Shadow
+40% to Critical Strike Multiplier against Burning Enemies
80% increased Critical Strike Chance against Shocked Enemies
Damage Penetrates 10% Elemental Resistances against Chilled Enemies
Ascendancy: Saboteur
Character: Shadow
Radius: 60
30% increased Cooldown Recovery Rate
Nearby Enemies have 10% reduced Cooldown Recovery Rate
Ascendancy: Saboteur
Character: Shadow
Triggers Level 20 Summon Triggerbots when Allocated
35% less Damage with Triggered Spells
(Summon two Triggerbots which follow you around and run towards enemies. Your Triggered Spells Trigger twice, once from each Triggerbot's location)
Ascendancy: Saboteur
Character: Shadow
150% increased Effect of Auras from Mines
Mines Hinder Enemies near them for 2 seconds when they Land
(Hinder reduces movement speed by 30%)
Ascendancy: Saboteur
Character: Shadow
When your Traps Trigger, your nearby Traps also Trigger
Skills used by Traps have 50% increased Area of Effect
Ascendancy: Saboteur
Character: Shadow
Hits have 20% chance to deal 50% more Area Damage
20% chance to take 50% less Area Damage from Hits
40% increased Critical Strike Chance
20% increased Physical Damage
Ascendancy: Ascendant
Character: Scion
Can Allocate Passives from the Ranger's starting point
Ascendancy: Ascendant
Character: Scion
Can Allocate Passives from the Witch's starting point
Ascendancy: Ascendant
Character: Scion
Can Allocate Passives from the Marauder's starting point
Ascendancy: Ascendant
Character: Scion
Can Allocate Passives from the Duelist's starting point
Ascendancy: Ascendant
Character: Scion
Can Allocate Passives from the Shadow's starting point
Ascendancy: Ascendant
Character: Scion
Can Allocate Passives from the Templar's starting point
Ascendancy: Ascendant
Character: Scion
(Choose one of the three attached options)
Ascendancy: Ascendant
Character: Scion
(Choose one of the three attached options)
Ascendancy: Ascendant
Character: Scion
(Choose one of the three attached options)
Ascendancy: Ascendant
Character: Scion
(Choose one of the three attached options)
Ascendancy: Ascendant
Character: Scion
(Choose one of the three attached options)
Ascendancy: Ascendant
Character: Scion
(Choose one of the three attached options)
Ascendancy: Trickster
Character: Shadow
2% of Damage Leeched as Energy Shield
20% increased Attack and Cast Speed while Leeching Energy Shield
Energy Shield Leech effects are not removed when Energy Shield is Filled
(Leeched Energy Shield is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
+12% to Damage over Time Multiplier
Regenerate 1% of Life per second
27% increased Chaos Damage
12% increased Skill Effect Duration
Gain 10% of Physical Damage as Extra Chaos Damage
4% increased Attack and Cast Speed
20% increased Attack Damage
5% increased Movement Speed
20% increased Critical Strike Chance for Attacks
10% chance to create Consecrated Ground on Melee Kill, lasting 4 seconds
40% increased Melee Damage with Hits at Close Range
(Close Range is up to 2 metres)
(Allies on your Consecrated Ground Regenerate a percentage of their Maximum Life per second, and Curses have 50% reduced effect on them)
+10% to Damage over Time Multiplier for Poison
+10% to Chaos Resistance
30% increased Damage with Poison
20% increased Duration of Elemental Ailments on Enemies
20% increased Elemental Damage
20% increased Effect of Non-Damaging Ailments
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
30% increased Trap Damage
12% increased Area of Effect
50% increased Trap Trigger Area of Effect
Skills which Throw Traps have +1 Cooldown Use
50% increased Trap Trigger Area of Effect
12% increased Trap Throwing Speed
60% increased Mine Duration
12% increased Mine Throwing Speed
8% chance to gain a Power, Frenzy or Endurance Charge on Kill
Gain 10% of Physical Damage as Extra Cold Damage
25% increased Elemental Damage during any Flask Effect
25% increased Elemental Damage with Attack Skills
10% increased maximum Energy Shield
16% increased maximum Mana
10% reduced Mana Cost of Skills while on Full Energy Shield
60% increased Global Critical Strike Chance while wielding a Staff
+30% to Global Critical Strike Multiplier while wielding a Staff
(Warstaves are considered Staves)
Damaging Ailments deal damage 15% faster
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(They will deal the same total damage over a shorter duration)
+15% to Damage over Time Multiplier for Poison
15% chance to Poison on Hit
(Poison deals Chaos Damage over time, based on the base Physical and Chaos Damage of the Skill. Multiple instances of Poison stack)
Attack Skills Cost Life instead of 10% of Mana Cost
15% reduced Mana Cost of Attacks
50% increased Critical Strike Chance with Mines
+25% to Critical Strike Multiplier with Mines
10% chance to gain a Power Charge when your Mine is Detonated targeting an Enemy
Regenerate 1% of Life per second
Minions deal 20% increased Damage
Minions Regenerate 1% of Life per second
Minions have 8% increased Attack Speed
Minions have 8% increased Cast Speed
Increases and Reductions to Minion Attack Speed also affect you
Minions deal 20% increased Damage
Minions have 10% increased Attack Speed
Minions have 10% increased Cast Speed
Increases and Reductions to Minion Damage also affect you
Attacks fire an additional Projectile
50% increased Warcry Speed
15% increased Damage for each time you've Warcried Recently
(Recently refers to the past 4 seconds)
Enemies Taunted by your Warcries take 8% increased Damage
20% increased Warcry Buff Effect
(Enemies you Taunt can only target you, and deal 10% less damage to anyone else. Taunt lasts for 3 seconds)
10% increased Melee Damage for each second you've been affected by a Warcry Buff, up to a maximum of 60%
30% increased maximum Mana
Regenerate 5 Mana per second
+10 to Intelligence
12% increased Cast Speed with Brand Skills
Enemies take 5% increased Damage for each of your Brands Attached to them
+30% to Brand Critical Strike Multiplier
30% increased Brand Attachment range
(Brand Critical Strikes are any Critical Strikes dealt by Brand Skills or by Skills Triggered by a Brand)
1% of Spell Damage Leeched as Energy Shield
40% increased Maximum total Energy Shield Recovery per second from Leech
(Leeched Energy Shield is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
0.8% of Spell Damage Leeched as Energy Shield
30% increased Maximum total Energy Shield Recovery per second from Leech
24% increased Damage while on Full Energy Shield
(Leeched Energy Shield is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
10% chance for Energy Shield Recharge to start when you Link to a target
Link Skills have 20% increased Buff Effect if you have Linked to a target Recently
(Recently refers to the past 4 seconds)
+2 to Level of all Link Skill Gems
1% of Attack Damage Leeched as Life
30% increased Maximum total Life Recovery per second from Leech
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
+19% to Chaos Resistance
30% chance to Avoid being Poisoned
30% chance to Avoid Bleeding
50% increased Elemental Damage
Gain 5% of Physical Damage as Extra Fire Damage
Damage Penetrates 5% Fire Resistance
Gain 5% of Physical Damage as Extra Lightning Damage
Damage Penetrates 5% Lightning Resistance
+8% chance to Suppress Spell Damage
10% increased maximum Energy Shield
5% increased maximum Life
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
15% increased Evasion Rating
10% increased maximum Energy Shield
Recover 2% of Energy Shield on Kill
20% increased Spell Damage while Dual Wielding
6% increased Cast Speed while Dual Wielding
40% increased Mana Regeneration if you've used a Movement Skill Recently
(Recently refers to the past 4 seconds)
+8% Chance to Block Spell Damage while Dual Wielding
+8% Chance to Block Attack Damage while Dual Wielding
10% increased Attack Speed while Dual Wielding
10% increased Cast Speed while Dual Wielding
+8% Chance to Block Spell Damage while wielding a Staff
20% increased Spell Damage while wielding a Staff
+8% Chance to Block Attack Damage while wielding a Staff
(Warstaves are considered Staves)
+8% Chance to Block Spell Damage while wielding a Staff
3% increased Area of Effect per Power Charge
25% chance to gain a Power Charge when you Block Spell Damage
(Warstaves are considered Staves)
+10% Chance to Block Spell Damage while holding a Shield
60% increased Energy Shield from Equipped Shield
+8% Chance to Block Spell Damage while holding a Shield
25% increased Spell Damage while holding a Shield
25% reduced Elemental Ailment Duration on you while holding a Shield
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Spell Skills have 20% increased Area of Effect
+14% to Damage over Time Multiplier for Poison
10% increased Attack Speed
10% increased Attack Speed when on Full Life
1% of Physical Attack Damage Leeched as Life
40% increased Attack Damage while Leeching
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
Melee Skills have 20% increased Area of Effect
30% increased Evasion Rating
5% increased Movement Speed
30% increased Cooldown Recovery Rate of Movement Skills
20% increased Evasion Rating
40% increased Blind Effect
(Being Blinded causes 20% less Accuracy Rating and Evasion Rating, for 4 seconds)
40% increased Evasion Rating while Phasing
10% increased Movement Speed while Phasing
+20 to Dexterity
25% chance to gain an Endurance Charge when you are Hit
50% increased Armour while stationary
25% increased Armour
Remove Bleeding when you use a Guard Skill
Remove Corrupted Blood when you use a Guard Skill
Guard Skills have 25% increased Duration
40% increased Melee Critical Strike Chance
+20% to Melee Critical Strike Multiplier
20% chance to Maim Enemies on Critical Strike with Attacks
(Maimed enemies have 30% reduced Movement Speed)
+3 to maximum Fortification
Regenerate 0.1% of Life per second per Fortification
20% increased Effect of your Marks
+12% to Cold Damage over Time Multiplier
20% increased Effect of Chill
Prevent +3% of Suppressed Spell Damage
+15% chance to Suppress Spell Damage
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
15% chance to Impale Enemies on Hit with Attacks
12% increased Impale Effect
(When an Impaled enemy is hit, the Impale reflects 10% of the physical damage of the Impaling hit to that enemy. Impale lasts for 5 hits or 8 seconds)
15% chance to Impale Enemies on Hit with Attacks
10% increased Impale Effect
(When an Impaled enemy is hit, the Impale reflects 10% of the physical damage of the Impaling hit to that enemy. Impale lasts for 5 hits or 8 seconds)
Every 10 seconds, gain 30% of Physical Damage
as Extra Fire Damage for 4 seconds
chieftain_physical_as_fire_cycle
30% chance to Ignore Stuns while Casting
50% increased Stun and Block Recovery
30% increased Mana Regeneration Rate while stationary
Every 4 seconds, Regenerate 15% of Life over one second
50% increased Critical Strike Chance against Blinded Enemies
20% chance to Blind Enemies on Hit with Attacks
20% increased Blind Effect
(Being Blinded causes 20% less Accuracy Rating and Evasion Rating, for 4 seconds)
+1 to Minimum Frenzy Charges
8% chance to gain a Frenzy Charge on Kill
8% increased Damage per Frenzy Charge
+1 to Minimum Endurance Charges
8% chance to gain an Endurance Charge on Kill
8% increased Damage per Endurance Charge
30% increased Projectile Speed
Projectiles gain Damage as they travel farther, dealing up
to 60% increased Damage with Hits to targets
+40 to Dexterity
8% increased Dexterity
+40 to Strength
8% increased Strength
+40 to Intelligence
8% increased Intelligence
Regenerate 4% of Life per second while on Low Life
(You are on Low Life if you have 50% of your Maximum Life or less)
+2% to all maximum Elemental Resistances
(Maximum Resistances cannot be raised above 90%)
Axe Attacks deal 30% increased Damage with Hits and Ailments
+40% to Critical Strike Multiplier with Axes
+200 to Accuracy Rating with Axes
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
60% increased Critical Strike Chance with Maces or Sceptres
10% reduced Enemy Stun Threshold with Maces or Sceptres
10% chance to gain a Power Charge when you Stun with Melee Damage
(The Stun Threshold determines how much Damage can Stun something)
30% increased Armour if you have been Hit Recently
30% increased Evasion Rating if you haven't been Hit Recently
+15% chance to Suppress Spell Damage if you've Hit an Enemy Recently
(Recently refers to the past 4 seconds)
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
35% increased Physical Damage with Maces or Sceptres
Mace or Sceptre Attacks deal 35% increased Damage with Ailments
+35% to Critical Strike Multiplier with Maces or Sceptres
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
30% increased Physical Damage with Maces or Sceptres
Mace or Sceptre Attacks deal 30% increased Damage with Ailments
100% increased Stun Duration against Enemies that are on Full Life
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
+12% chance to Suppress Spell Damage
Life Flasks gain 3 Charges when you Suppress Spell Damage
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
Sword Attacks deal 30% increased Damage with Hits and Ailments
+0.3 metres to Melee Strike Range with Swords
(Affects Melee Strikes, including the Default Attack. Does not apply to Areas of Effect)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
24% increased Damage with Bows
6% increased Attack Speed with Bows
16% increased Accuracy Rating with Bows
24% increased Damage Over Time with Bow Skills
60% increased Critical Strike Chance with Claws
+20% to Critical Strike Multiplier with Claws
60% increased Freeze Duration on Enemies
30% increased Damage if you've Shattered an Enemy Recently
(Recently refers to the past 4 seconds)
30% increased Critical Strike Chance with Daggers
+30% to Critical Strike Multiplier with Daggers
100% increased Critical Strike Chance against Enemies that are on Full Life
(Rune Daggers are considered Daggers)
+10% to Chaos Damage over Time Multiplier
+17% to Chaos Resistance
60% increased Critical Strike Chance with Wands
+30% to Critical Strike Multiplier with Wands
+20 to Intelligence
+45% to Critical Strike Multiplier with Two Handed Melee Weapons
25% increased Physical Damage with Two Handed Melee Weapons
Attacks with Two Handed Melee Weapons deal 25% increased Damage with Ailments
10% chance to double Stun Duration
5% chance to deal Double Damage
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
+8% Chance to Block Attack Damage while holding a Shield
30% increased Physical Attack Damage while holding a Shield
Attack Skills deal 30% increased Damage with Ailments while holding a Shield
10% chance to gain an Endurance Charge on Kill while holding a Shield
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
+3% to maximum Chance to Block Spell Damage
Recover 50 Energy Shield when you Block Spell Damage
+10% chance to Block Spell Damage while holding a Staff or Shield
(Maximum Chance to Block Spell Damage cannot be raised above 90%)
+0.2 metres to Melee Strike Range
Melee Skills have 12% increased Area of Effect
(Affects Melee Strikes, including the Default Attack. Does not apply to Areas of Effect)
Staff Attacks deal 30% increased Damage with Hits and Ailments
+800 Armour if you've Blocked Recently
+10% Chance to Block Attack Damage while wielding a Staff
(Warstaves are considered Staves)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(Recently refers to the past 4 seconds)
30% increased Elemental Damage with Staves
Damage with Weapons Penetrates 5% Elemental Resistances
(Warstaves are considered Staves)
30% increased Damage Over Time with Bow Skills
Damaging Ailments deal damage 10% faster
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(They will deal the same total damage over a shorter duration)
15% increased maximum Mana
10% increased Effect of Arcane Surge on you per
200 Mana spent Recently, up to 50%
10% chance to gain Arcane Surge when you Kill an Enemy
(Arcane Surge grants 10% increased Cast Speed and 30% increased Mana Regeneration rate, for 4 seconds)
(Recently refers to the past 4 seconds)
Cursed Enemies you Kill are destroyed
Enemies you Curse cannot Recharge Energy Shield
Enemies Cursed by you have 50% reduced Life Regeneration Rate
+1 to Minimum Power Charges
8% chance to gain a Power Charge on Kill
8% increased Damage per Power Charge
20% increased maximum Mana
2% increased Spell Damage per 100 Maximum Mana, up to 40%
6% Chance to Block Spell Damage
1% increased Mana Regeneration Rate per 1% Chance to Block Spell Damage
25% increased Flask Charges gained
15% increased Mana Recovery Rate during Effect of any Mana Flask
Minions have 30% increased Movement Speed
Minions have 30% chance to gain Onslaught for 4 seconds on Kill
(Onslaught grants 20% increased Attack, Cast, and Movement Speed)
20% increased Skill Effect Duration
Minions deal 30% increased Damage if you've used a Minion Skill Recently
20% increased Minion Duration
(Recently refers to the past 4 seconds)
Minions have 60% increased Critical Strike Chance
Minions have +20% to Critical Strike Multiplier
Minions have 15% additional Physical Damage Reduction
Minions have +15% to all Elemental Resistances
Moving while Bleeding doesn't cause Minions to take extra Damage
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is 200% higher while moving)
25% increased Defences while you have at least four Linked targets
10% increased Movement Speed while you have at least two Linked targets
(Armour, Evasion Rating and Energy Shield are the standard Defences)
40% increased Effect of Buffs granted by your Golems
+1 to maximum number of Summoned Golems
30% increased Life Recovery from Flasks
Life Flasks gain a Charge when you hit an Enemy, no more than once each second
Skills used by Mines deal 30% increased Area Damage if you Detonated a Mine Recently
Skills used by Mines have 15% increased Area of Effect if you Detonated a Mine Recently
(Recently refers to the past 4 seconds)
10% increased Critical Strike Chance for each Mine Detonated
Recently, up to 100%
+4% to Critical Strike Multiplier for each Mine Detonated
Recently, up to 40%
(Recently refers to the past 4 seconds)
30% increased Mana Reservation Efficiency of Skills that throw Mines
Mines have a 15% chance to be Detonated an Additional Time
Ignites you inflict deal Damage 15% faster
(They will deal the same total damage over a shorter duration)
+25% to Damage over Time Multiplier for Ailments from Critical Strikes
40% increased Critical Strike Chance
24% increased Totem Damage
Attack Skills have +1 to maximum number of Summoned Ballista Totems
1% increased Movement Speed per Summoned Totem
Attacks used by Totems have 8% increased Attack Speed
Attack Skills have +1 to maximum number of Summoned Ballista Totems
Each Totem applies 1% increased Damage taken to Enemies near it
0.8% of Attack Damage Leeched as Life
30% increased Maximum total Life Recovery per second from Leech
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
20% increased Buff Effect of your Links for which 50% of Link Duration has Expired
Curses are inflicted on you instead of Linked targets
+12% to Fire Damage over Time Multiplier with Attack Skills
6% increased Attack Speed
35% increased Warcry Cooldown Recovery Rate
Warcry Skills have 40% increased Area of Effect
Warcries Exert 1 additional Attack
50% increased Stun Threshold
10% of Damage taken from Stunning Hits is Recovered as Life
(The Stun Threshold determines how much Damage can Stun something)
15% increased Damage for each Herald affecting you
20% increased Effect of Herald Buffs on you
10% reduced Projectile Speed
Projectiles deal 40% increased Damage with Hits to targets at the start
of their movement, reducing to 0% as they travel farther
15% reduced Skill Effect Duration
Debuffs on you expire 15% faster
30% increased Damage if you have Consumed a corpse Recently
Desecrate and Unearth have +2 to Maximum number of corpses allowed
Regenerate 2% of Life per second if you've Consumed a corpse Recently
(Recently refers to the past 4 seconds)
Banner Buffs Linger on you for 3 seconds after you leave the Area
Banner Skills have 20% increased Duration
(The buff still applies to you after you leave the Banner's area)
+12% chance to Suppress Spell Damage
Recover 50 Energy Shield when you Suppress Spell Damage
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
24% increased Melee Damage
+0.4 metres to Melee Strike Range while at least 5 Enemies are Nearby
(Affects Melee Strikes, including the Default Attack. Does not apply to Areas of Effect)
+1% to all maximum Elemental Resistances
20% reduced Elemental Ailment Duration on you
20% reduced Effect of Chill and Shock on you
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(Maximum Resistances cannot be raised above 90%)
20% chance to Impale Enemies on Hit with Two Handed Weapons
30% increased Effect of Impales you inflict with Two Handed Weapons on Non-Impaled Enemies
50% increased Impale Duration
(When an Impaled enemy is hit, the Impale reflects 10% of the physical damage of the Impaling hit to that enemy. Impale lasts for 5 hits or 8 seconds)
Enemies Poisoned by you have -5% to Chaos Resistance
Spell Skills have +12% to Damage over Time Multiplier for Poison
30% increased maximum Mana
10% increased Mana Cost of Skills
18% of Damage taken Recouped as Life
(Only Damage from Hits can be Recouped, over 4 seconds following the Hit)
You can Cast 2 additional Brands
Brand Skills have 20% increased Duration
Brand Recall has 20% increased Cooldown Recovery Rate
30% increased Chaining range
Projectiles have 50% chance for an additional Projectile when Forking
+8% Chance to Block Attack Damage while holding a Shield
25% chance to gain an Endurance Charge when you Block
15% increased Flask Charges gained
Life Flasks gain 2 Charges every 3 seconds
Mana Flasks gain 2 Charges every 3 seconds
+15% to Damage over Time Multiplier
30% increased Physical Damage with Axes
Axe Attacks deal 30% increased Damage with Ailments
12% increased Impale Effect
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
+2 to Level of all Curse Skill Gems
Culling Strike against Marked Enemy
(Culling Strike means enemies that are on 10% or lower life after your Hit are Killed)
10% increased Attack Speed if you've cast a Mark Spell Recently
10% increased Movement Speed if you've cast a Mark Spell Recently
(Recently refers to the past 4 seconds)
15% increased Life Regeneration rate
Regenerate 1.8% of Life per second
Crush Enemies for 4 seconds when you Hit them while they are on Full Life
40% increased Physical Damage
(Crushed lowers Physical Damage Reduction by 15%)
Regenerate 1% of Life per second if you have Stunned an Enemy Recently
25% increased Physical Damage
+15% to Physical Damage over Time Multiplier
+25 to maximum Life
+18% to Chaos Resistance
18% reduced Effect of Curses on you
10% reduced Flask Charges used
Flasks applied to you have 5% increased Effect
20% increased Flask Charges gained if you've dealt a Critical Strike Recently
(Recently refers to the past 4 seconds)
20% increased Flask Effect Duration
Flasks applied to you have 10% increased Effect
Remove Maim and Hinder when you use a Flask
30% increased Attack Physical Damage
Hits have 50% chance to ignore Enemy Physical Damage Reduction
15% reduced Effect of Curses on you
10% increased Effect of your Curses
Nearby Enemies are Covered in Ash if you haven't moved in the past 2 seconds
(Being Covered in Ash applies 20% less Movement Speed and 20% increased Fire Damage Taken)
cover nearby enemies in ash if havent moved in past X seconds [2]
Hits Stun as though dealing 50% more Melee Fire Damage
Ignites from Stunning Melee Hits deal 20% more Damage
+10% to Fire Damage over Time Multiplier with Attack Skills
Recover 2% of Life when you Ignite a non-Ignited Enemy
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
Bleeding enemies cannot inflict Bleeding on you
Ignited enemies cannot Ignite you
Enemies Killed near your Banner have 20% chance to Explode, dealing a tenth of their Life as Physical Damage
Banner Skills have 20% increased Area of Effect
Banner Skills have 15% increased Aura Effect
Banners also grant +5% to all Elemental Resistances to you and Allies
Gain 3 Endurance Charges when you consume maximum Valour to place a Banner
Gain 3 Frenzy Charges when you consume maximum Valour to place a Banner
+30 to maximum Valour
(Valour is gained while you have a Banner skill and augments the power of those skills)
(By default you gain 1 Valour on Melee Kill, or on Melee Hit against Rare or Unique enemies, no more than once every 0.5 seconds, up to a maximum of 50)
30% increased Damage with Bleeding
20% increased Bleeding Duration
+12% to Damage over Time Multiplier for Bleeding
30% reduced Bleed Duration on you
Impales you inflict last 1 additional Hit
20% increased Area of Effect of Aura Skills
12% increased Reservation Efficiency of Skills
Gain 2 Mana per Enemy Hit with Attacks
15% reduced Mana Cost of Attacks
0.5% of Physical Attack Damage Leeched as Mana
15% reduced Mana Cost of Attacks
(Leeched Mana is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
25% increased Tincture Cooldown Recovery Rate
Tinctures applied to you have 15% increased Effect
Tinctures applied to you have 15% increased Effect if you've used a Life Flask Recently
(Recently refers to the past 4 seconds)
15% chance for Tinctures to not inflict Mana Burn
Tinctures applied to you have 10% reduced Mana Burn rate
(Tinctures periodically inflict Mana Burn on you while active)
(Mana Burn causes you to lose 1% of your maximum Mana per stack per second)
+10% Chance to Block Attack Damage while Dual Wielding
8% increased Movement Speed while Dual Wielding
+12% Chance to Block Attack Damage while Dual Wielding or holding a Shield
+3% to maximum Chance to Block Attack Damage
(Maximum Chance to Block Attack Damage cannot be raised above 90%)
+10% Chance to Block Attack Damage while Dual Wielding or holding a Shield
+300 Armour if you've Blocked Recently
(Recently refers to the past 4 seconds)
25% increased Warcry Duration
20% increased Warcry Buff Effect
15% increased Impale Effect
+2% to all maximum Elemental Resistances
(Maximum Resistances cannot be raised above 90%)
80% increased Critical Strike Chance against Bleeding Enemies
+30% to Critical Strike Multiplier against Bleeding Enemies
Recover 15% of Mana when you activate a Tincture
Flasks adjacent to active Tinctures gain 2 charges when you Hit an
Enemy with a Melee Weapon, no more than once every second
25% increased total Power counted by Warcries
16% increased Melee Damage
16% increased Armour
+16 to maximum Life
+30 to Strength
18% increased Evasion Rating
+12 to maximum Life
16% increased Projectile Damage
+30 to Dexterity
16% increased Spell Damage
+14 to maximum Energy Shield
25% increased Mana Regeneration Rate
+30 to Intelligence
27% increased Chaos Damage
Damage Penetrates 7% Chaos Resistance
Returning Projectiles have 150% increased Speed
Melee Strike Skills deal Splash Damage to surrounding targets
5% increased maximum Life
Transfiguration of Body
(Increases and Reductions to Maximum Life also apply to Attack Damage at 30% of their value)
5% increased maximum Energy Shield
Transfiguration of Soul
(Increases and Reductions to Maximum Energy Shield
also apply to Spell Damage at 30% of their value)
8% increased maximum Mana
Transfiguration of Mind
(Increases and Reductions to Maximum Mana also apply to Damage at 30% of their value)
-10 Physical Damage taken from Hits
-1 Physical Damage taken from Hits per Level
15% increased Life Recovery from Flasks
25% less Damage over Time taken during Effect of any Life Flask
Chaos Resistance is doubled
20% chance to Avoid Physical Damage from Hits
(No chance to avoid damage can be higher than 75%)
Inflict a Grasping Vine on Hit against Enemies with fewer than
8 Grasping Vines during Effect of any Life Flask
(Up to 10 Vines can grasp you, inflicting 8% less Movement Speed per Vine. Broken by moving)
First and Final shots of Barrage sequences fire Projectiles that Return to you
Tinctures have 40% increased effect while at or above 10 stacks of Mana Burn
Your Offering Skills do not require a Corpse
Damage Penetrates 15% Chaos Resistance
50% increased Duration of Elemental Ailments on Enemies
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
5% chance to Defend with double your Armour for each
time you've been Hit by an Enemy Recently, up to 30%
(Recently refers to the past 4 seconds)
+8 to Minimum Rage
(Every Rage grants 1% more Attack Damage. Maximum Rage is 30. Lose 10 Rage per second if you have not been Hit or gained Rage in the last 2 seconds)
Strike Skills which target additional Enemies can do so from 40% further away
Consecrated Ground you create also grants
50% reduced duration of Damaging Ailments on you
(Allies on your Consecrated Ground Regenerate a percentage of their Maximum Life per second, and Curses have 50% reduced effect on them)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
80% increased Area of Effect of Aura Skills
10% increased effect of Arcane Surge on you per Summoned Totem
(Arcane Surge grants 10% increased Cast Speed and 30% increased Mana Regeneration rate)
20% increased Maximum total Life Recovery per second from
Leech if you've dealt a Critical Strike recently
(Recently refers to the past 4 seconds)
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
20% chance for used Retaliation Skills to remain Usable and not consume a Cooldown Use
(They will also not be put on cooldown if they remain Usable)
Impales you inflict gain 50% increased Effect once 1 second of Duration has expired
(When an Impaled enemy is hit, the Impale reflects 10% of the physical damage of the Impaling hit to that enemy. Impale lasts for 5 hits or 8 seconds)
6% increased Energy Shield Recharge Rate for each different type of Mastery you have Allocated
Elusive on you reduces in effect 50% slower
Elusive is removed from you at 20% effect
(Elusive initially grants 15% chance to Avoid All Damage from Hits, and 30% increased Movement Speed. The buff reduces its effect over time, removing itself at 0% effect. If you already have an Elusive buff, you cannot gain Elusive)
5% increased Cooldown Recovery Rate for throwing Traps per Mine Detonated Recently
(Recently refers to the past 4 seconds)
Flasks adjacent to active Tinctures gain 3 charges when you Hit an
Enemy with a Melee Weapon, no more than once every second
Flasks adjacent to applied Tincture have 30% increased Effect when
used if you've Hit an enemy with a Weapon Recently
(Recently refers to the past 4 seconds)
Tinctures applied to you have 75% increased Effect per empty Flask Slot
Grants Level 20 Barkskin Skill
(Adopt the power of the forest, gradually covering your body in bark. Getting hit by enemy attacks causes bark to be removed. You take reduced damage from physical attack hits the more bark builds up, but higher chance to evade when less covered in bark)
10% chance to Avoid non-Damaging Ailments on you per Bark below maximum
10% reduced Duration of Damaging Ailments on you per Bark
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Defences from Equipped Body Armour are doubled if it has no Socketed Gems
+50% to all Elemental Resistances if you have an Equipped Helmet with no Socketed Gems
25% increased Maximum Life if you have Equipped Gloves with no Socketed Gems
30% increased Movement Speed if you have Equipped Boots with no Socketed Gems
Your Hits against Marked Enemy cannot be Blocked or Suppressed
Rare and Unique Enemies within 120 metres have Minimap Icons
Skills Cost Life instead of Mana
Skills Reserve Life instead of Mana
Removes all Mana
50% increased Life Reservation Efficiency of Skills
Removes all Energy Shield
Gain Maximum Life instead of Maximum Energy Shield from Equipped Armour Items
-6 Maximum Life per Level
(Characters inherently gain +12 Life per Level)
Spells you cast yourself gain Added Physical Damage equal to 75% of Life Cost, if Life Cost is not higher than the maximum you could spend
Grants Level 20 Summon Dark Effigy Skill
(Creates a Dark Effigy tethered to you. Damage you take from enemy hits is taken from the Effigy's life before you, and damage the Effigy takes from enemy hits is taken from your life before it, at doubled value. The Effigy is destroyed if you get too far away from it)
(Choose one of the three attached options)
Enemies Pacified by you take 20% increased Damage
Minions affected by Affliction have Onslaught
Phantasms from Penance Mark have a 50% chance to grant a Vaal Soul when Killed
Phantasms from Penance Mark grant 50% increased Flask Charges
Grants Level 20 Ravenous Skill
Enemies display their Monster Category
(Ravenous consumes a targeted corpse, granting you a buff that causes you to deal more damage to, and take less damage from, enemies of the same Monster Category as the corpse)
5% increased Character Size
Equip a Wildwood Rucksack which has 20 Inventory Slots
Your Warcries attempt to shake extra items from Corpses
Your Warcries open Chests
10% chance to Block Attack Damage if you've used a Retaliation Skill Recently
10% chance to Block Spell Damage if you've used a Retaliation Skill Recently
(Recently refers to the past 4 seconds)
25% chance when you use a Retaliation Skill for a different Retaliation Skill to become Usable
Retaliation Skills become Usable for 30% longer
Retaliation Skills deal 30% increased Damage
Gain 5 Rage on Hit with Retaliation Skills
(Every Rage grants 1% more Attack Damage. Maximum Rage is 30. Lose 10 Rage per second if you have not been Hit or gained Rage in the last 2 seconds)
(Only one Hit every 0.5 seconds can cause you to gain Rage)
Every fourth Retaliation Skill you use always Critically Strikes
Retaliation Skills have 20% increased Speed
Retaliation Skills have 30% increased Area of Effect
Retaliation Skills Fortify on Melee Hit
Retaliation Skills have 50% increased Stun Duration on Enemies
(Take 1% less Damage from Hits per Fortification. Maximum 20 Fortification. Fortification lasts 6 seconds)
Ascendancy: Warden
Character: Ranger
Tincture Effects also apply to Ranged Weapons
Ascendancy: Juggernaut
Character: Marauder
Strike Skills which target additional Enemies can do so from 50% further away
Non-Vaal Strike Skills target 1 additional nearby Enemy
Ascendancy: Juggernaut
Character: Marauder
Strike Skills also target the previous location they were Used
Ascendancy: Juggernaut
Character: Marauder
+1 to maximum number of Summoned Totems
20% of Damage from Hits is taken from your nearest Totem's Life before you
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: Juggernaut
Character: Marauder
Action Speed cannot be modified to below Base Value
Movement Speed cannot be modified to below Base Value
Armour from Equipped Body Armour is doubled
Ascendancy: Juggernaut
Character: Marauder
+3 to Maximum Endurance Charges
Ascendancy: Juggernaut
Character: Marauder
Gain 15% of Missing Unreserved Life before being Hit by an Enemy
Ascendancy: Juggernaut
Character: Marauder
30% reduced Warcry Speed
120% increased Warcry Cooldown Recovery Rate
Ascendancy: Juggernaut
Character: Marauder
Your Warcries open Chests
Nearby corpses Explode when you Warcry, dealing 12% of their Life as Physical Damage
Ascendancy: Berserker
Character: Marauder
10% increased Character Size
Spell Skills deal no Damage
Melee Hits count as Rampage Kills
Rampage
Your Spells are disabled
(You gain Rampage bonuses for Killing multiple Enemies in quick succession)
Ascendancy: Berserker
Character: Marauder
Melee Hits Fortify
Regenerate 0.2% of Life per second per Fortification
Ascendancy: Berserker
Character: Marauder
1% increased Attack Speed per Fortification
+10 to maximum Fortification
Ascendancy: Berserker
Character: Marauder
15% chance that if you would gain Rage on Hit, you instead gain up to your maximum Rage
+15 to Maximum Rage
(Every Rage grants 1% more Attack Damage. Maximum Rage is 30. Lose 10 Rage per second if you have not been Hit or gained Rage in the last 2 seconds)
Ascendancy: Berserker
Character: Marauder
+4 Mana per 4 Strength
80% of Maximum Mana is Converted to twice that much Armour
Power of Purpose
(80% of Maximum Mana is Converted to twice that much Armour)
Ascendancy: Berserker
Character: Marauder
50% increased Rage Cost of Skills
Vaal Attack Skills you Use yourself Cost Rage instead of requiring Souls
You cannot gain Rage during Soul Gain Prevention
Ascendancy: Berserker
Character: Marauder
+10% to Unarmed Melee Attack Critical Strike Chance
Your Critical Strike Chance is Lucky while on Low Life
(Lucky things are rolled twice and the best result used)
(You are on Low Life if you have 50% of your Maximum Life or less)
(Unarmed Attacks are any Attacks performed with a hand that is not holding any Item)
Ascendancy: Berserker
Character: Marauder
2% increased Attack Damage per 450 Armour
10% chance to Defend with double your Armour for each
time you've been Hit by an Enemy Recently, up to 30%
(Recently refers to the past 4 seconds)
Ascendancy: Berserker
Character: Marauder
Armour also applies to Chaos Damage taken from Hits
Ascendancy: Chieftain
Character: Marauder
Gain Ward instead of 50% of Armour and Evasion Rating from Equipped Body Armour
Ascendancy: Chieftain
Character: Marauder
100% faster Restoration of Ward
100% increased Global Defences
(Armour, Evasion Rating and Energy Shield are the standard Defences)
Ascendancy: Chieftain
Character: Marauder
Gain Adrenaline for 10 seconds when Ward Breaks
(Adrenaline grants 100% increased Damage, 25% increased Attack, Cast and Movement Speed and 10% additional Physical Damage Reduction. You cannot gain Adrenaline if you already have it)
Ascendancy: Chieftain
Character: Marauder
You have no Intelligence
+150 to Strength
Ascendancy: Chieftain
Character: Marauder
1% increased Skill Effect Duration per 10 Strength
Ascendancy: Chieftain
Character: Marauder
1000% increased Stun and Block Recovery
Ascendancy: Chieftain
Character: Marauder
Your hits can't be Evaded
50% reduced Dexterity
Ascendancy: Chieftain
Character: Marauder
Far Shot
(Projectile Attack Hits deal 20% less Damage to targets at the start of their movement, dealing up to 60% more Damage to targets as the projectile travels farther)
Ascendancy: Chieftain
Character: Marauder
-100 Physical Damage taken from Projectile Attacks
Gain 50% Chance to Block from Equipped Shield instead of the Shield's value
Ascendancy: Warden
Character: Ranger
Grants Level 30 Aspect of the Avian Skill
Aspect of the Avian has no Reservation
(While active, grants the Avian's Might and Avian's Flight buffs in sequence. Avian's Might grants you and your minions a chance to deal Double Damage with hits for a duration. Avian's Flight grants you and your minions increased Movement Speed for a secondary duration. You can only have one Aspect active at a time)
Ascendancy: Warden
Character: Ranger
200% increased Aspect of the Avian Buff Effect
Aspect of the Avian also grants Avian's Might and Avian's Flight to nearby Allies
Ascendancy: Warden
Character: Ranger
Grants Level 30 Aspect of the Cat Skill
Aspect of the Cat has no Reservation
(While active, grants the Cat's Stealth and Cat's Agility buffs in sequence. Cat's Stealth increases your critical strike chance, makes you harder to see, and gives you a chance to avoid damage for a short duration. Cat's Agility increases your attack and cast speed for a longer secondary duration. You can only have one Aspect active at a time)
Ascendancy: Warden
Character: Ranger
Gain up to your maximum number of Frenzy and Power Charges when you gain Cat's Stealth
+1 to Maximum Frenzy Charges
+1 to Maximum Power Charges
Ascendancy: Warden
Character: Ranger
Trigger Level 20 Summon Spectral Wolf on Critical Strike
(Summons a spectral wolf companion that attacks nearby enemies and dies after a duration. Each spectral wolf grants you a buff that adds damage to your attacks. If you have the maximum number of them, refreshes the duration and life of an existing one instead)
Ascendancy: Warden
Character: Ranger
-15% to amount of Suppressed Spell Damage Prevented
+100% chance to Suppress Spell Damage
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
Ascendancy: Warden
Character: Ranger
Radius: 60
You and nearby Party Members Share Power, Frenzy and Endurance Charges with each other
You and nearby Allies have Tailwind
(Tailwind increases Action Speed by 8%)
Ascendancy: Warden
Character: Ranger
Minions deal 1% increased Damage per 5 Dexterity
Increases and Reductions to Minion Damage also affect you at 150% of their value
Ascendancy: Deadeye
Character: Ranger
50% increased Mana Cost of Skills
Attack Skills have Added Lightning Damage equal to 4% of maximum Mana
Ascendancy: Deadeye
Character: Ranger
Increases and Reductions to Spell Damage also apply to Attacks at 150% of their value
Ascendancy: Deadeye
Character: Ranger
100% of Physical Damage is taken from Mana before Life
Ascendancy: Deadeye
Character: Ranger
50% increased Mana Recovery from Flasks
Non-instant Mana Recovery from Flasks is also Recovered as Life
Ascendancy: Deadeye
Character: Ranger
+4 to Minimum Frenzy Charges
+4 to Minimum Power Charges
+1 to Maximum Frenzy Charges and Maximum Power Charges
Ascendancy: Deadeye
Character: Ranger
Gain 10 Rage after Spending a total of 200 Mana
(Every Rage grants 1% more Attack Damage. Maximum Rage is 30. Lose 10 Rage per second if you have not been Hit or gained Rage in the last 2 seconds)
Ascendancy: Deadeye
Character: Ranger
Intelligence provides no inherent bonus to Maximum Mana
+1 to Maximum Mana per Dexterity
Ascendancy: Deadeye
Character: Ranger
Projectiles from Attacks Fork
Projectiles from Attacks can Fork 1 additional time
Ascendancy: Deadeye
Character: Ranger
50% increased Blind Effect
100% increased Stealth
Blind Enemies on Hit
(Being Blinded causes 20% less Accuracy Rating and Evasion Rating, for 4 seconds)
Ascendancy: Pathfinder
Character: Ranger
+2 to maximum number of Sacred Wisps
+2 to number of Sacred Wisps Summoned
Ascendancy: Pathfinder
Character: Ranger
Skills Supported by Spellslinger have 50% increased Cooldown Recovery Rate
Skills Supported by Spellslinger have 50% reduced Mana Reservation
Ascendancy: Pathfinder
Character: Ranger
Defences from Equipped Body Armour are doubled if it has no Socketed Gems
+60% to all Elemental Resistances if you have an Equipped Helmet with no Socketed Gems
30% increased Maximum Life if you have Equipped Gloves with no Socketed Gems
30% increased Movement Speed if you have Equipped Boots with no Socketed Gems
Ascendancy: Pathfinder
Character: Ranger
All Damage inflicts Poison against Enemies affected by at least 5 Grasping Vines
Inflict 1 Grasping Vine on Hit
(Up to 10 Vines can grasp you, inflicting 8% less Movement Speed per Vine. Broken by moving)
(Poison deals Chaos Damage over time, based on the base Physical and Chaos Damage of the Skill. Multiple instances of Poison stack)
Ascendancy: Pathfinder
Character: Ranger
2% increased Attack Damage per 450 Evasion Rating
Rare and Unique Enemies within 120 metres have Minimap Icons
Ascendancy: Pathfinder
Character: Ranger
Trigger Level 20 Create Lesser Shrine when you Kill an Enemy
(Create Lesser Shrine has an initial Cooldown before it can Trigger)
(Creates a Lesser Shrine, which will grant a bonus when touched. The Lesser Shrine will disappear after a short duration, or when used)
Ascendancy: Pathfinder
Character: Ranger
Gain a random shrine buff every 10 seconds
Ascendancy: Occultist
Character: Witch
30% increased Energy Shield Recovery rate
30% increased Mana Recovery rate
Ascendancy: Occultist
Character: Witch
Grants Summon Visiting Harbinger of Arcane Skill
(Summons an immortal Harbinger minion. The minion has two buff spells it will cast on you: Arcane Surge, granting increased Cast Speed and Mana Regeneration, and a buff that grants Chance to Shock and Lightning Penetration)
Ascendancy: Occultist
Character: Witch
Buffs on you expire 30% slower
Debuffs on you expire 30% faster
(Effects cannot be slowed below 25% of their normal expiry rate)
Ascendancy: Occultist
Character: Witch
Grants Summon Visiting Harbinger of Focus Skill
(Summons an immortal Harbinger minion. While you are channelling, the minion will occasionally cast a buff on you that reduces the Damage you take, makes you avoid all Stuns and Elemental Ailments, and prevents Curses affecting you)
Ascendancy: Occultist
Character: Witch
40% increased Cooldown Recovery Rate
Ascendancy: Occultist
Character: Witch
Grants Summon Visiting Harbinger of Time Skill
(Summons an immortal Harbinger minion. The minion will occasionally create an aura on you that increases the Action Speed of you and all allies near you)
Ascendancy: Occultist
Character: Witch
100% increased Area of Effect of Hex Skills
Temporal Chains has no Reservation if Cast as an Aura
Ascendancy: Occultist
Character: Witch
Gain 20% of Maximum Mana as Extra Maximum Energy Shield
30% of Non-Chaos Damage taken bypasses Energy Shield
Gain 10% of Maximum Life as Extra Maximum Energy Shield
Ascendancy: Elementalist
Character: Witch
Your Aura Skills are Disabled
200% increased Mana Reservation Efficiency of Herald Skills
Ascendancy: Elementalist
Character: Witch
+5% to Critical Strike Chance of Herald Skills
Herald Skills have 50% increased Area of Effect
Ascendancy: Elementalist
Character: Witch
+3 to Level of all Herald Skill Gems
Ascendancy: Elementalist
Character: Witch
20% Chance to gain Elemental Conflux for 4 seconds when you Kill an Enemy
(While you have Elemental Conflux, all Damage from Hits will cause Chill, Shock, and Ignite)
Ascendancy: Elementalist
Character: Witch
+2 to maximum number of Sentinels of Purity
+25 to Maximum Virulence
Minions deal 66% increased Damage while you are affected by a Herald
Ascendancy: Elementalist
Character: Witch
For each Element you've been hit by Damage of Recently, 20% reduced Damage taken of that Element
20% of Cold Damage taken Recouped as Life
20% of Fire Damage taken Recouped as Life
20% of Lightning Damage taken Recouped as Life
(Only Damage from Hits can be Recouped, over 4 seconds following the Hit)
(Recently refers to the past 4 seconds)
Ascendancy: Elementalist
Character: Witch
Ascendancy: Necromancer
Character: Witch
Removes all Energy Shield
Gain Maximum Life instead of Maximum Energy Shield from Equipped Armour Items
-3 Maximum Life per Level
Ascendancy: Necromancer
Character: Witch
Grants Level 20 Pacify Skill
Enemies Pacified by you take 30% increased Damage
(Pacify curses all targets in an area, having no effect at first, but causing them to deal no damage once 60% of the curse's duration has expired)
Ascendancy: Necromancer
Character: Witch
Skills gain a Base Life Cost equal to 25% of Base Mana Cost
Spells you cast yourself gain Added Physical Damage equal to 80% of Life Cost, if Life Cost is not higher than the maximum you could spend
Ascendancy: Necromancer
Character: Witch
+100% chance to be Poisoned
+5% to all maximum Resistances while Poisoned
You cannot be Poisoned while there are at least 5 Poisons on you
(Maximum Resistances cannot be raised above 90%)
Ascendancy: Necromancer
Character: Witch
Your Skills deal you 100% of Mana Spent on Upfront Skill Mana Costs as Physical Damage
Skills gain Added Chaos Damage equal to 40% of Mana Cost, if Mana Cost is not higher than the maximum you could spend
(Upfront Costs are all Costs that are not paid per-second)
Ascendancy: Necromancer
Character: Witch
Radius: 60
Nearby Enemies' Chaos Resistance is 0
Chaos Resistance is Zero
Ascendancy: Necromancer
Character: Witch
Radius: 60
Nearby Enemies have Malediction
30% increased Reservation Efficiency of Curse Aura Skills
(Malediction causes 10% reduced damage dealt and 10% increased damage taken)
generic_buff_aura
Ascendancy: Necromancer
Character: Witch
-20% to all Elemental Resistances
50% increased Projectile Speed
50% increased Area of Effect
50% increased Skill Effect Duration
Ascendancy: Necromancer
Character: Witch
Lose 5% of Life per second if you have been Hit Recently
40% more Damage over Time
(Recently refers to the past 4 seconds)
Ascendancy: Slayer
Character: Duelist
+1 to Level of all Skill Gems
Ascendancy: Slayer
Character: Duelist
Ascendancy: Slayer
Character: Duelist
+3 to Level of all non-Exceptional Support Gems
Ascendancy: Slayer
Character: Duelist
+15% to Quality of all Skill Gems
Ascendancy: Slayer
Character: Duelist
Cannot be Shocked if Intelligence is higher than Strength
30% increased Intelligence
Ascendancy: Slayer
Character: Duelist
Cannot be Frozen if Dexterity is higher than Intelligence
30% increased Dexterity
Ascendancy: Slayer
Character: Duelist
Cannot be Ignited if Strength is higher than Dexterity
30% increased Strength
Ascendancy: Slayer
Character: Duelist
Items and Gems have 25% reduced Attribute Requirements
5% increased Damage per 5 of your lowest Attribute
(Attributes are Strength, Dexterity, and Intelligence)
Ascendancy: Gladiator
Character: Duelist
-25% to all Elemental Resistances
50% chance for Elemental Resistances to count as being 90% against Enemy Hits
Ascendancy: Gladiator
Character: Duelist
Hits have 50% chance to treat Enemy Monster Elemental Resistance values as inverted
Ascendancy: Gladiator
Character: Duelist
15% chance to deal Triple Damage
30% chance to deal Double Damage
Deal 25% less Damage
Ascendancy: Gladiator
Character: Duelist
Your Critical Strike Chance is Lucky
Damage with Hits is Unlucky
(Lucky things are rolled twice and the best result used)
Ascendancy: Gladiator
Character: Duelist
50% chance to Avoid Elemental Ailments
50% chance to Avoid being Stunned
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Ascendancy: Gladiator
Character: Duelist
Damage of Enemies Hitting you is Unlucky while you are on Low Life
(You are on Low Life if you have 50% of your Maximum Life or less)
(Unlucky things are rolled twice and the worst result used)
Ascendancy: Gladiator
Character: Duelist
Ascendancy: Champion
Character: Duelist
Radius: 60
Nearby Enemies take 25% increased Elemental Damage
Ascendancy: Champion
Character: Duelist
Radius: 60
25% chance to Trigger Level 20 Summon Elemental Relic when you or a nearby Ally Kill an Enemy, or Hit a Rare or Unique Enemy
(Summons a Relic of a random element that stays near you. Depending on the element chosen, the relic minion will have an Anger, Hatred, or Wrath aura. These relics explode when they die, dealing elemental damage to enemies around them. If you already have a relic of the chosen element, its duration will be refreshed instead of summoning a new one)
Ascendancy: Champion
Character: Duelist
Enemies Taunted by you take 20% increased Damage
Enemies Taunted by you deal 20% less Damage with Hits and
Ailments against other targets
Warcries have infinite Power
(Normal Monsters have 1 Power, Magic Monsters 2, Rare Monsters 10, Unique Monsters 20, and Players 5)
(Enemies you Taunt can only target you, and deal 10% less damage to anyone else. Taunt lasts for 3 seconds)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
Ascendancy: Champion
Character: Duelist
You have Consecrated Ground around you while stationary
Effects of Consecrated Ground you create Linger for 4 seconds
(Allies on your Consecrated Ground Regenerate a percentage of their Maximum Life per second, and Curses have 50% reduced effect on them)
(The effects of the ground still apply to you, allies or enemies after leaving its area)
Ascendancy: Champion
Character: Duelist
Magic Utility Flasks applied to you have 40% increased Effect
Non-Unique Utility Flasks you Use apply to Linked Targets
Ascendancy: Champion
Character: Duelist
Curses are inflicted on you instead of Linked targets
40% increased Effect of Non-Curse Auras from your Skills while you have a Linked Target
Ascendancy: Champion
Character: Duelist
+5 to Level of all Link Skill Gems
Lose no Experience when you die because a Linked target died
Ascendancy: Champion
Character: Duelist
Ascendancy: Inquisitor
Character: Templar
Shepherd of Souls
Everlasting Sacrifice
(Vaal Non-Aura Skills have 80% less Soul Cost. Vaal Non-Aura Skills have 100% increased Soul Cost per Vaal Skill used in the past 8 seconds)
(When you reach full Energy Shield, Sacrifice all Energy Shield to gain +5% to all Maximum Resistances for 4 seconds)
Ascendancy: Inquisitor
Character: Templar
Skills Reserve Life instead of Mana
100% increased Life Reservation Efficiency of Skills
Ascendancy: Inquisitor
Character: Templar
Skills Cost Life instead of Mana
immune to corrupted blood [1]
Ascendancy: Inquisitor
Character: Templar
Removes all Energy Shield
Life that would be lost by taking Damage is instead Reserved
until you take no Damage to Life for 1 second
Ascendancy: Inquisitor
Character: Templar
50% reduced Soul Gain Prevention Duration
286% increased Vaal Skill Critical Strike Chance
Ascendancy: Inquisitor
Character: Templar
+3 to Level of all Vaal Skill Gems
Ascendancy: Inquisitor
Character: Templar
50% increased Vaal Skill Effect Duration
Vaal Skills require 50% reduced Souls per Use
Ascendancy: Inquisitor
Character: Templar
8% increased Maximum Life for each Corrupted Item Equipped
12% increased Maximum Energy Shield for each Corrupted Item Equipped
-2% to all Resistances for each Corrupted Item Equipped
Ascendancy: Hierophant
Character: Templar
Your Minions spread Caustic Ground on Death, dealing 30% of their maximum Life as Chaos Damage per second
Ascendancy: Hierophant
Character: Templar
+4 to Level of all Raise Zombie Gems
25% increased Raised Zombie Size
Ascendancy: Hierophant
Character: Templar
For each nearby corpse, 1% increased Movement Speed
Raise Zombie does not require a corpse
Your Raised Zombies count as corpses
Ascendancy: Hierophant
Character: Templar
Half of your Strength is added to your Minions
25% increased Strength
Ascendancy: Hierophant
Character: Templar
Radius: 60
Nearby Enemy Monsters have at least 20% of Life Reserved
Reserves 20% of Life
Ascendancy: Hierophant
Character: Templar
Weapons you Animate create an additional copy
Animated Guardian deals 25% increased Damage per Animated Weapon
Animated Minions' Melee Attacks deal Splash Damage to surrounding targets
Defences of Items attached to Animated Guardian also apply to Animated Weapons
(Armour, Evasion Rating and Energy Shield are the standard Defences)
Ascendancy: Hierophant
Character: Templar
Minions' Base Attack Critical Strike Chance is equal to the Critical
Strike Chance of your Main Hand Weapon
Minions are Aggressive
(Aggressive minions have their targeting range raised to a minimum value)
Ascendancy: Hierophant
Character: Templar
You can apply an additional Curse
Hexes Transfer to all Enemies within 3 metres when Hexed Enemy dies
(Hexes from Auras or Cursed Ground cannot be Transferred)
Ascendancy: Hierophant
Character: Templar
Gain 20% of Maximum Life as Extra Maximum Energy Shield
Minions gain 20% of Maximum Life as Extra Maximum Energy Shield
Ascendancy: Guardian
Character: Templar
Radius: 35
Nearby Enemies are Blinded
100% increased Critical Strike Chance against Blinded Enemies
Enemies Blinded by you have 100% reduced Critical Strike Chance
(Being Blinded causes 20% less Accuracy Rating and Evasion Rating)
generic_buff_aura
Ascendancy: Guardian
Character: Templar
Spells fire 2 additional Projectiles
Nova Spells Cast at the targeted location instead of around you
Ascendancy: Guardian
Character: Templar
+10% to maximum Cold Resistance
Cannot be Frozen
(Maximum Resistances cannot be raised above 90%)
Ascendancy: Guardian
Character: Templar
Hex Reflection
Your Hexes can affect Hexproof Enemies
Immune to Reflected Damage
Ascendancy: Guardian
Character: Templar
100% increased Evasion Rating while moving
Immune to Burning Ground, Shocked Ground and Chilled Ground
Regenerate 4% of Life per second while moving
100% increased Mana Regeneration Rate while moving
Ascendancy: Guardian
Character: Templar
+3 to Minimum Endurance Charges
+3 to Minimum Frenzy Charges
+3 to Minimum Power Charges
Ascendancy: Guardian
Character: Templar
Enemies you've Hit Recently have 100% reduced Life Regeneration rate
30% more Maximum Attack Damage
(Recently refers to the past 4 seconds)
Ascendancy: Guardian
Character: Templar
Burning Hoofprints
Triggers Level 20 Abberath's Fury
(While you run, this skill creates a small explosion with each step, dealing fire damage in an area around you)
Ascendancy: Guardian
Character: Templar
+300 to maximum Life
Regenerate 8% of Life per second
Spell Skills deal no Damage
Your Spells are disabled
Ascendancy: Assassin
Character: Shadow
Trigger Level 20 Raise Spiders on Kill
(Raise two spectral spiders from each nearby corpse that will attack your enemies with Viper Strike. Each raised spider grants you increased Attack Speed and increased Damage with Poison. Enemies will not engage the spiders directly, and they are immune to damage)
Ascendancy: Assassin
Character: Shadow
Grants Level 30 Aspect of the Spider Skill
Aspect of the Spider has no Reservation
(While active, periodically applies a Spider's Web debuff to nearby Enemies, and Hinders them. Each Spider's Web on an Enemy increases the Damage they take. Hinder reduces their movement speed. You can only have one Aspect active at a time)
Ascendancy: Assassin
Character: Shadow
Enemies affected by your Spider's Webs deal 15% reduced Damage
Enemies affected by your Spider's Webs have -15% to All Resistances
Ascendancy: Assassin
Character: Shadow
Gain 30% of Physical Damage as Extra Chaos Damage while at maximum Power Charges
20% chance to gain a Power Charge on hitting an Enemy affected by a Spider's Web
Ascendancy: Assassin
Character: Shadow
Grants Level 15 Envy Skill
Envy has no Reservation
(Casts an aura that adds chaos damage to the attacks and spells of you and your allies)
Ascendancy: Assassin
Character: Shadow
Grants level 20 Penance Mark
(Penance Mark curses a single enemy, causing them to spawn multiple phantasms when hit. The phantasms will be allies of the marked enemy with the same monster level. They cast a projectile spell which deals physical damage, and are immune to curses. You can only have one Mark at a time)
Ascendancy: Assassin
Character: Shadow
Minions have 50% chance to Poison Enemies on Hit
Minions have 10% chance to inflict Withered on Hit
(Poison deals Chaos Damage over time, based on the base Physical and Chaos Damage of the Skill. Multiple instances of Poison stack)
(Withered applies 6% increased Chaos Damage Taken, and can be inflicted up to 15 times)
Ascendancy: Assassin
Character: Shadow
Minions' Base Attack Critical Strike Chance is equal to the Critical
Strike Chance of your Main Hand Weapon
Minions have +5% to Critical Strike Multiplier per Withered Debuff on Enemy
Ascendancy: Trickster
Character: Shadow
Base Critical Strike Chance for Attacks with Weapons is 12%
You are Blind
(Being Blinded causes 20% less Accuracy Rating and Evasion Rating)
Ascendancy: Trickster
Character: Shadow
Projectiles have 50% chance to Return to you
Projectiles are fired in random directions
Ascendancy: Trickster
Character: Shadow
Skills fire 2 additional Projectiles
Ascendancy: Trickster
Character: Shadow
50% chance to gain Elusive on Critical Strike
Elusive is removed from you at 50% effect
(Elusive initially grants 15% chance to Avoid All Damage from Hits, and 30% increased Movement Speed. The buff reduces its effect over time, removing itself at 0% effect. If you already have an Elusive buff, you cannot gain Elusive)
Ascendancy: Trickster
Character: Shadow
Your Curse Limit is equal to your maximum Power Charges
Ascendancy: Trickster
Character: Shadow
Non-Aura Curses you inflict are not removed from Dying Enemies
Enemies near corpses affected by your Curses are Blinded
Enemies Killed near corpses affected by your Curses explode, dealing
5% of their Life as Physical Damage
Ascendancy: Trickster
Character: Shadow
5% increased Maximum Life per Abyss Jewel affecting you
5% increased Maximum Mana per Abyss Jewel affecting you
Ascendancy: Trickster
Character: Shadow
Trigger Level 30 Shade Form when Hit
30% increased Skill Effect Duration
(Makes you immune to physical damage, and harder for enemies to detect, for a duration)
Ascendancy: Saboteur
Character: Shadow
All hits are Critical Strikes while holding a Fishing Rod
Ascendancy: Saboteur
Character: Shadow
50% more Cast Speed while holding a Fishing Rod
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)
Ascendancy: Saboteur
Character: Shadow
Enemies Chilled by your Hits lessen their Damage dealt by half of Chill Effect
Enemies Chilled by your Hits have Damage taken increased by Chill Effect
Ascendancy: Saboteur
Character: Shadow
All Damage Taken from Hits can Chill you
The Effect of Chill on you is reversed
(Chill reduces Enemy Action Speed by up to 30%, depending on the amount of Cold Damage in the hit, for 2 seconds)
Ascendancy: Saboteur
Character: Shadow
You are Touched by a Tormented Illegal Fisherman granting:
30% increased Attack Speed
30% increased Cast Speed
Nearby Allies deal 20% increased Damage
You and nearby Allies have 30% increased Movement Speed
Ascendancy: Saboteur
Character: Shadow
50% chance to Freeze Enemies for 1 second when they Hit you
Enemies you Freeze remain Frozen for at least 1 second
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
Ascendancy: Saboteur
Character: Shadow
+30% to Cold and Lightning Resistances
Critical Strike Chance is increased by Overcapped Lightning Resistance
Evasion Rating is increased by Overcapped Cold Resistance
(Overcapped Resistance is the amount by whch Uncapped Resistance is higher than Maximum Resistance)
(Uncapped Resistance is the value Resistance would have if ignoring Maximum Resistance)
Ascendancy: Saboteur
Character: Shadow
Enemies you kill are Shocked
Shocks you inflict spread to other Enemies within 1.5 metres
(Shock increases Damage taken by 15%, for 2 seconds)
Ascendancy: Ascendant
Character: Scion
Ascendancy: Ascendant
Character: Scion
Ascendancy: Warden
Character: Ranger
Radius: 60
On Killing a Rare Monster gain 1 of its Modifiers for 20 seconds
Nearby Enemies Killed by anyone count as being Killed by you instead
deathgrip
Cluster Jewel Notable /299
4% Chance to Block Spell Damage
30% increased Attack Damage while holding a Shield
+4% Chance to Block Attack Damage
Attack Skills deal 30% increased Damage while holding a Shield
Ignore all Movement Penalties from Armour
5% increased Movement Speed while holding a Shield
2% increased Attack Damage per 75 Armour or Evasion Rating on Shield
+1% to Critical Strike Multiplier per 10 Maximum Energy Shield on Shield
Attack Skills deal 30% increased Damage while holding a Shield
+4% Chance to Block Attack Damage
+0.2 metres to Melee Strike Range while Holding a Shield
(Affects Melee Strikes, including the Default Attack. Does not apply to Areas of Effect)
20% chance to gain a Power Charge when you Block
+10% Chance to Block Spell Damage while at Maximum Power Charges
20% chance to gain an Endurance Charge when you Block
+10% Chance to Block Attack Damage while at Maximum Endurance Charges
Attack Skills deal 25% increased Damage while holding a Shield
5% increased maximum Life
60% increased Critical Strike Chance if you haven't Blocked Recently
+30% to Critical Strike Multiplier if you have Blocked Recently
(Recently refers to the past 4 seconds)
+15 to all Attributes
+15% Elemental Resistances while holding a Shield
60% increased Defences from Equipped Shield
(Armour, Evasion Rating and Energy Shield are the standard Defences)
(Attributes are Strength, Dexterity, and Intelligence)
Hits have 50% chance to ignore Enemy Physical Damage Reduction
30% increased Physical Damage
15% chance to Impale Enemies on Hit with Attacks
Impales you inflict last 1 additional Hit
(When an Impaled enemy is hit, the Impale reflects 10% of the physical damage of the Impaling hit to that enemy. Impale lasts for 5 hits or 8 seconds)
+10% to all Elemental Resistances
35% reduced Elemental Damage
35% increased Physical Damage
5% chance to deal Double Damage
25% increased Physical Damage
8% increased Attack and Cast Speed
25% increased Physical Damage
Attacks have 10% chance to cause Bleeding
10% chance to Impale Enemies on Hit with Attacks
15% increased Effect of Impales inflicted by Hits that also inflict Bleeding
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is 200% higher while moving)
(When an Impaled enemy is hit, the Impale reflects 10% of the physical damage of the Impaling hit to that enemy. Impale lasts for 5 hits or 8 seconds)
Gain 10% of Physical Damage as Extra Chaos Damage
30% increased Evasion Rating and Armour
35% increased Physical Damage
Radius: 60
Non-Curse Aura Skills have 20% increased Duration
You and nearby Allies Regenerate 1% of Life per second
Banner Skills have 10% increased Aura Effect
Banner Skills have 20% increased Area of Effect
20% increased Effect of Cold Ailments
Hatred has 50% increased Mana Reservation Efficiency
(Cold Ailments are Chilled, Frozen and Brittle)
Auras from your Skills have 8% increased Effect on you for
each Herald affecting you, up to 40%
12% increased Area of Effect of Aura Skills
Pride has 50% increased Mana Reservation Efficiency
20% increased Effect of Lightning Ailments
Wrath has 50% increased Mana Reservation Efficiency
(Lightning Ailments are Shocked and Sapped)
Anger has 50% increased Mana Reservation Efficiency
20% increased Duration of Fire Ailments
(Fire Ailments are Ignited and Scorched)
10% increased Effect of Consecrated Ground you create
Zealotry has 50% increased Mana Reservation Efficiency
+11% to Chaos Resistance
Malevolence has 50% increased Mana Reservation Efficiency
Debuffs on you expire 10% faster
Haste has 50% increased Mana Reservation Efficiency
Auras from your Skills have 10% increased Effect on you
8% reduced Enemy Stun Threshold
+15% to Critical Strike Multiplier
(The Stun Threshold determines how much Damage can Stun something)
Your Critical Strikes have a 5% chance to deal Double Damage
30% increased Critical Strike Chance
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)
10% increased Area of Effect
+10% to Critical Strike Multiplier
+30% to Critical Strike Multiplier if you've taken a Savage Hit Recently
30% increased Critical Strike Chance
(Recently refers to the past 4 seconds)
+10% to Damage over Time Multiplier for Ignite from Critical Strikes
20% increased Effect of non-Damaging Ailments you inflict with Critical Strikes
40% increased Critical Strike Chance
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
20% increased Damage
30% increased Critical Strike Chance
5% increased Attack and Cast Speed
5% increased Movement Speed if you've dealt a Critical Strike Recently
25% increased Critical Strike Chance
(Recently refers to the past 4 seconds)
25% increased Area of Effect if you've Killed at least 5 Enemies Recently
(Recently refers to the past 4 seconds)
20% increased Area Damage
3% increased Area of Effect per Power Charge, up to a maximum of 50%
20% increased Area Damage
Area Skills have 10% chance to Knock Enemies Back on Hit
(Knockback pushes Enemies away when Hit)
10% increased Area Damage
Spells which can gain Intensity have +1 to maximum Intensity
20% increased Area Damage while wielding a Two Handed Melee Weapon
15% increased Area of Effect while wielding a Two Handed Melee Weapon
8% increased maximum Life
10% increased Area of Effect
20% increased Totem Placement speed
10% increased Attack and Cast Speed if you've summoned a Totem Recently
(Recently refers to the past 4 seconds)
25% increased Totem Damage
25% increased Totem Placement speed
25% increased Totem Placement range
15% increased Totem Life
30% increased Totem Duration
30% increased Totem Damage if you haven't Summoned a Totem in the past 2 seconds
Totems gain +20% to all Elemental Resistances
Totems have 15% additional Physical Damage Reduction
Totems gain +25% to Chaos Resistance
30% increased Totem Damage
Totems Hinder Enemies near them when Summoned
(Hinder reduces movement speed by 30% for 4 seconds)
20% increased Totem Duration
You have Onslaught if you've Summoned a Totem Recently
(Recently refers to the past 4 seconds)
Totems' Action Speed cannot be modified to below Base Value
Totems Regenerate 2% of Life per second
Gain Arcane Surge when you Summon a Totem
Spells cast by Totems deal 25% increased Damage
(Arcane Surge grants 10% increased Cast Speed and 30% increased Mana Regeneration rate, for 4 seconds)
Channelling Skills deal 30% increased Damage
Regenerate 1.5% of Life per second while Channelling
Channelling Skills have 8% increased Attack and Cast Speed
Unaffected by Chill while Channelling
50% chance to Avoid being Stunned while Channelling
Channelling Skills deal 30% increased Damage
Channelling Skills deal 25% increased Damage
25% chance to gain an Endurance Charge each second while Channelling
30% increased Critical Strike Chance while Channelling
+20% to Critical Strike Multiplier if you've been Channelling for at least 1 second
+5% Chance to Block Attack Damage while Channelling
+5% Chance to Block Spell Damage while Channelling
Channelling Skills deal 25% increased Damage
8% increased Attack and Cast Speed while Channelling
Remove a Curse after Channelling for 2 seconds
5% increased Attack and Cast Speed while Channelling
Channelling Skills deal 20% increased Damage
Gain Arcane Surge after Channelling for 1 second
(Arcane Surge grants 10% increased Cast Speed and 30% increased Mana Regeneration rate, for 4 seconds)
25% increased Life Recovery from Flasks
25% increased Mana Recovery from Flasks
10% increased Flask Effect Duration
5% increased Attack and Cast Speed during any Flask Effect
Gain Alchemist's Genius when you use a Flask
(Alchemist's Genius increases Flask Charges gained by 20% and effect of Flasks by 10%, for 4 seconds)
20% increased Flask Charges gained
10% increased Movement Speed while under no Flask Effects
25% increased Life Recovery from Flasks
Life Flasks gain 1 Charge every 3 seconds
Remove Bleeding when you use a Life Flask
20% increased Damage during any Flask Effect
Regenerate 2% of Life per second during any Flask Effect
40% reduced Effect of Curses on you during Effect of any Mana Flask
40% reduced Effect of Non-Damaging Ailments on you during Effect of any Life Flask
Exerted Attacks deal 25% increased Damage
Warcries have 5% Chance to grant an Endurance, Frenzy or Power Charge per Power
(Normal Monsters have 1 Power, Magic Monsters 2, Rare Monsters 10, Unique Monsters 20, and Players 5)
Exerted Attacks deal 30% increased Damage
20% increased total Power counted by Warcries
Enemies Taunted by your Warcries are Intimidated
(Intimidated enemies take 10% increased Attack Damage)
When you Warcry, you and nearby Allies gain Onslaught for 4 seconds
+10 to Strength and Dexterity
(Onslaught grants 20% increased Attack, Cast, and Movement Speed)
40% increased Critical Strike Chance against Taunted Enemies
+10% to Critical Strike Multiplier against Taunted Enemies
Gain 25% increased Armour per 5 Power for 8 seconds when you Warcry, up to a maximum of 100%
(Normal Monsters have 1 Power, Magic Monsters 2, Rare Monsters 10, Unique Monsters 20, and Players 5)
Exerted Attacks have 8% chance to deal Double Damage
+20 to Strength
Gain 2 Rage on Hit with Axes or Swords
(Every Rage grants 1% more Attack Damage. Maximum Rage is 30. Lose 10 Rage per second if you have not been Hit or gained Rage in the last 2 seconds)
(Only one Hit every 0.5 seconds can cause you to gain Rage)
Axe or Sword Attacks deal 15% increased Damage with Ailments
10% increased Impale Effect
10% chance to Impale Enemies on Hit with Axes or Swords
15% increased Physical Damage with Axes or Swords
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
Axe or Sword Attacks deal 20% increased Damage with Ailments
20% increased Physical Damage with Axes or Swords
+5% to Physical Damage over Time Multiplier while wielding an Axe or Sword
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
30% increased Damage with Maces, Sceptres or Staves
Melee Hits with Maces, Sceptres or Staves Fortify for 6 seconds
(Warstaves are considered Staves)
Mace, Sceptre or Staff Attacks deal 20% increased Damage with Hits and Ailments
10% increased Area of Effect per second you've been stationary, up to a maximum of 50%
(Warstaves are considered Staves)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
Mace, Sceptre or Staff Attacks deal 30% increased Damage with Hits and Ailments
4% chance to deal Double Damage while wielding a Mace, Sceptre or Staff
+20 to Strength
(Warstaves are considered Staves)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
+15% to Critical Strike Multiplier with Claws or Daggers
10% chance to gain a Power Charge on Non-Critical Strike with a Claw or Dagger
Attack Skills fire an additional Projectile while wielding a Claw or Dagger
20% increased Projectile Attack Damage with Claws or Daggers
Enemies Poisoned by you cannot Regenerate Life
+6% to Damage over Time Multiplier for Poison while wielding a Claw or Dagger
Arrows gain Critical Strike Chance as they travel farther, up to 100% increased Critical Strike Chance
Arrows gain Damage as they travel farther, dealing up to 50% increased Damage with Hits to targets
Bow Skills have +6% to Damage over Time Multiplier
Bow Skills have 10% increased Skill Effect Duration
10% increased Duration of Ailments inflicted while wielding a Bow
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
Bow Skills have 25% increased Area of Effect
Enemies Killed with Wand Hits have a 10% chance to Explode, dealing a quarter of their Life as Chaos Damage
Gain 10% of Wand Physical Damage as Extra Chaos Damage
50% increased Critical Strike Chance with Wands
35% increased Damage with Wands if you've dealt a Critical Strike Recently
(Recently refers to the past 4 seconds)
Gain 10% of Wand Physical Damage as Extra Lightning Damage
25% of Wand Physical Damage converted to Lightning Damage
Attacks with Two Handed Weapons deal 25% increased Damage with Hits and Ailments
10% reduced Enemy Stun Threshold
15% increased Area of Effect if you've Stunned an Enemy with a Two Handed Melee Weapon Recently
(The Stun Threshold determines how much Damage can Stun something)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(Recently refers to the past 4 seconds)
10% increased Attack Speed with Two Handed Melee Weapons
10% increased Attack Speed if you have at least 600 Strength
+20 to Strength
40% increased Critical Strike Chance with Two Handed Melee Weapons
5% chance to deal Double Damage if you've dealt a Critical Strike with a Two Handed Melee Weapon Recently
(Recently refers to the past 4 seconds)
5% increased Attack Speed with Two Handed Melee Weapons
15% increased Accuracy Rating with Two Handed Melee Weapons
25% increased Critical Strike Chance with Two Handed Melee Weapons
+15 to Dexterity and Intelligence
Attacks with Two Handed Melee Weapons deal 20% increased Damage with Hits and Ailments
40% increased Damage with Hits and Ailments against Unique Enemies
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
Attacks with Two Handed Melee Weapons deal 25% increased Damage with Hits and Ailments
8% increased Area of Effect
25% chance to Intimidate nearby Enemies for 4 seconds on Melee Kill
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(Intimidated enemies take 10% increased Attack Damage)
10% increased Attack Speed if you've Hit with your Main Hand Weapon Recently
10% increased Movement Speed if you've Hit with your Off Hand Weapon Recently
(Recently refers to the past 4 seconds)
Attack Skills deal 25% increased Damage while Dual Wielding
+10% chance to Suppress Spell Damage if you've Hit an Enemy Recently
(Recently refers to the past 4 seconds)
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
Attack Skills deal 20% increased Damage while Dual Wielding
5% increased Attack Speed while Dual Wielding
5% chance to gain a Frenzy Charge on Kill while Dual Wielding
+6% Chance to Block Spell Damage while Dual Wielding
Attack Skills deal 20% increased Damage while Dual Wielding
20% chance to gain a Power Charge when you Block
8% increased Attack Speed while Dual Wielding
16% increased Accuracy Rating while Dual Wielding
32% increased Damage if you've used a Travel Skill Recently
(Recently refers to the past 4 seconds)
+6% Chance to Block Attack Damage while Dual Wielding
Attack Skills deal 25% increased Damage while Dual Wielding
30% increased Attack Critical Strike Chance while Dual Wielding
60% increased Main Hand Attack Damage while wielding two different Weapon Types
30% increased Off Hand Attack Speed while wielding two different Weapon Types
40% increased Attack Damage against Maimed Enemies
Attacks have 10% chance to Maim on Hit
(Maimed enemies have 30% reduced Movement Speed)
30% increased Attack Damage
10% reduced Enemy Stun Threshold
20% chance to double Stun Duration
30% increased Damage with Ailments from Attack Skills
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(The Stun Threshold determines how much Damage can Stun something)
20% increased Attack Damage
6% increased Attack Speed
15% increased Global Accuracy Rating
20% increased Damage with Ailments from Attack Skills
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
10% chance to Freeze, Shock and Ignite
30% increased Elemental Damage with Attack Skills
15% increased Effect of Non-Damaging Ailments
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
20% increased Attack Damage
20% increased Damage with Ailments from Attack Skills
Enemies Killed with Attack Hits have a 15% chance to Explode, dealing a tenth of their Life as Physical Damage
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
8% increased Attack Speed
0.4% of Attack Damage Leeched as Mana
20% increased Damage while Leeching
(Leeched Mana is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
0.8% of Attack Damage Leeched as Life
25% increased Attack Damage when on Full Life
Attacks have 10% chance to Maim on Hit
(Maimed enemies have 30% reduced Movement Speed)
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
0.4% of Attack Damage Leeched as Life
30% increased Damage while Leeching
15% increased Attack Speed while Leeching
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
30% increased Fortification Duration
20% increased Damage with Attack Skills while Fortified
Fortifying Hits grant 60% increased Fortification
(Fortifying grants an amount of Fortification based on the Damage of the Hit)
Skills Supported by Unleash have 30% increased Seal gain frequency
25% increased Spell Damage
+8% Chance to Block Spell Damage if you've Cast a Spell Recently
(Recently refers to the past 4 seconds)
30% increased Effect of Arcane Surge on you
10% chance to gain Arcane Surge when you Hit a Unique enemy
(Arcane Surge grants 10% increased Cast Speed and 30% increased Mana Regeneration rate, for 4 seconds)
20% increased Spell Damage
5% increased Cast Speed
35% chance to Ignore Stuns while Casting
30% increased Spell Damage
8% chance to Knock Enemies Back on Hit with Spell Damage
0.6% of Spell Damage Leeched as Energy Shield
25% increased Spell Damage while on Full Energy Shield
10% chance to Hinder Enemies on Hit with Spells
(Hinder reduces movement speed by 30% for 4 seconds)
(Leeched Energy Shield is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
40% increased Damage while Leeching Energy Shield
0.3% of Spell Damage Leeched as Energy Shield
5% increased Attack and Cast Speed while Leeching Energy Shield
(Leeched Energy Shield is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
20% increased Spell Damage
30% increased Mana Regeneration Rate
Regenerate 1% of Energy Shield per second if you've Cursed an Enemy Recently
(Recently refers to the past 4 seconds)
15% increased Elemental Damage if you've Chilled an Enemy Recently
20% increased Elemental Damage if you've Ignited an Enemy Recently
25% increased Elemental Damage if you've Shocked an Enemy Recently
(Recently refers to the past 4 seconds)
15% increased Elemental Damage
Cold Skills have a 25% chance to apply Cold Exposure on Hit
Fire Skills have a 25% chance to apply Fire Exposure on Hit
Lightning Skills have a 25% chance to apply Lightning Exposure on Hit
(Cold Exposure applies -10% to Cold Resistance for 4 seconds)
(Fire Exposure applies -10% to Fire Resistance for 4 seconds)
(Lightning Exposure applies -10% to Lightning Resistance for 4 seconds)
0.2% of Elemental Damage Leeched as Life
25% increased Elemental Damage
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
25% increased Elemental Damage
10% chance to Blind nearby Enemies when you use an Elemental Skill
(Being Blinded causes 20% less Accuracy Rating and Evasion Rating, for 4 seconds)
+10% to all Elemental Resistances
30% increased Elemental Damage
6% increased Area of Effect
20% increased Elemental Damage
Radius: 30
Nearby Enemies have Fire Exposure
(Fire Exposure applies -10% to Fire Resistance for 4 seconds)
generic_buff_aura
35% increased Fire Damage
10% chance to create a Smoke Cloud on Kill
30% increased Fire Damage
Ignited Enemies Killed by your Hits are destroyed
Gain 8% of Lightning Damage as Extra Cold Damage against Chilled Enemies
Damage Penetrates 8% Lightning Resistance
0.5% of Lightning Damage Leeched as Energy Shield
(Leeched Energy Shield is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
30% increased Lightning Damage
10% chance to double Stun Duration
Lightning Skills have 10% reduced Enemy Stun Threshold
(The Stun Threshold determines how much Damage can Stun something)
Lightning Damage with Non-Critical Strikes is Lucky
Damage Penetrates 10% Cold Resistance against Chilled Enemies
1% increased Cold Damage per 25 Dexterity
1% increased Cold Damage per 25 Intelligence
1% increased Cold Damage per 25 Strength
+5% to Cold Damage over Time Multiplier
Recover 2% of Life on Killing a Chilled Enemy
Chaos Spells have 10% chance to Hinder Enemies on Hit
Enemies Hindered by you take 10% increased Chaos Damage
(Hinder reduces movement speed by 30% for 4 seconds)
30% increased Chaos Damage
Chaos Skills ignore interruption from Stuns
Enemies you Kill have a 10% chance to Explode, dealing a quarter of their maximum Life as Chaos Damage
2% increased Chaos Damage per 100 maximum Mana, up to a maximum of 80%
30% increased Chaos Damage
10% increased Attack and Cast Speed
30% increased Chaos Damage
5% increased Skill Effect Duration
Minions Regenerate 1% of Life per second
Minions have 5% chance to deal Double Damage while they are on Full Life
Minions have 20% chance to Ignite
Minions deal 20% increased Damage with Hits and Ailments against Ignited Enemies
Minions gain 6% of Physical Damage as Extra Fire Damage
Minions have a 12% chance to Impale on Hit with Attacks
Minions deal 15% increased Damage
Minions created Recently have 10% increased Attack and Cast Speed
Minions created Recently have 30% increased Movement Speed
Summoned Skeletons have 10% chance to Wither Enemies for 2 seconds on Hit
Summoned Skeletons have 30% of Physical Damage Converted to Chaos Damage
Minions have 25% increased maximum Life
Raised Zombies have 5% chance to Taunt Enemies on Hit
Minions have 30% increased Critical Strike Chance
Minions have +15% to Critical Strike Multiplier
10% increased Damage per Summoned Golem
Golems have 25% increased Maximum Life
40% increased Effect of Buffs granted by your Golems
10% chance to Ignite
Ignites you inflict deal Damage 8% faster
(They will deal the same total damage over a shorter duration)
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
Ignites you inflict spread to other Enemies within a Radius of 1.5 metres
15% chance to Ignite
Enemies Ignited by you have -5% to Fire Resistance
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
25% increased Burning Damage
8% increased Area of Effect
20% increased Fire Damage
Cannot be Chilled while Burning
5% chance to Cover Enemies in Ash on Hit while you are Burning
(Being Covered in Ash applies 20% less Movement Speed and 20% increased Fire Damage Taken, for 4 seconds)
2% of Attack Damage Leeched as Life against Bleeding Enemies
20% increased total Recovery per second from Life Leech
20% increased Damage with Bleeding
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
+5% to Physical Damage over Time Multiplier
20% increased Bleeding Duration
25% increased Damage with Bleeding
25% chance to Blind with Hits against Bleeding Enemies
(Being Blinded causes 20% less Accuracy Rating and Evasion Rating, for 4 seconds)
35% increased Damage with Bleeding you inflict on Maimed Enemies
+6% to Physical Damage over Time Multiplier if you've Spent Life Recently
+20 to Strength
(Recently refers to the past 4 seconds)
+6% to Physical Damage over Time Multiplier if you've dealt a Critical Strike Recently
20% increased Critical Strike Chance
(Recently refers to the past 4 seconds)
5% increased Cast Speed
Spell Skills have +5% to Damage over Time Multiplier for Poison
20% chance to Poison on Hit with Spell Damage
(Poison deals Chaos Damage over time, based on the base Physical and Chaos Damage of the Skill. Multiple instances of Poison stack)
Poisons you inflict on non-Poisoned Enemies deal 300% increased Damage
15% increased Poison Duration
15% increased Bleeding Duration
+6% to Damage over Time Multiplier for Bleeding you inflict on Poisoned Enemies
+6% to Damage over Time Multiplier for Poison you inflict on Bleeding Enemies
25% increased Chaos Damage
50% chance to inflict Withered for two seconds on Hit if there are 5 or fewer Withered Debuffs on Enemy
(Withered applies 6% increased Chaos Damage Taken, and can be inflicted up to 15 times)
20% increased Chaos Damage
16% increased maximum Mana
20% increased Mana Regeneration Rate
20% increased Damage with Ailments
Damaging Ailments deal damage 5% faster
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(They will deal the same total damage over a shorter duration)
+10% to Damage over Time Multiplier for Ailments from Critical Strikes
30% increased Critical Strike Chance
24% increased Damage over Time
4% increased maximum Life
Regenerate 0.6% of Life per second
+5% to Damage over Time Multiplier
+30% Chaos Resistance against Damage Over Time
+5% to Damage over Time Multiplier
Recover 1% of Life on Kill
Recover 1% of Energy Shield on Kill
24% increased Damage over Time
6% increased maximum Energy Shield
Regenerate 2% of Energy Shield per second if you've Killed an Enemy Recently
(Recently refers to the past 4 seconds)
25% increased Damage over Time
15% increased Duration of Ailments on Enemies
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
24% increased Damage over Time
10% increased Flask Charges gained
20% increased Life and Mana Recovery from Flasks
20% increased Duration of Elemental Ailments on Enemies
20% increased Damage with Hits and Ailments against Enemies affected by Ailments
20% increased Effect of Non-Damaging Ailments
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
25% increased Effect of Cold Ailments you inflict on Shocked Enemies
25% increased Effect of Lightning Ailments you inflict on Chilled Enemies
(Cold Ailments are Chilled, Frozen and Brittle)
(Lightning Ailments are Shocked and Sapped)
20% increased Elemental Damage
30% increased Mana Regeneration Rate if you have Frozen an Enemy Recently
30% increased Mana Regeneration Rate if you have Shocked an Enemy Recently
10% increased Effect of Non-Damaging Ailments
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(Recently refers to the past 4 seconds)
Radius: 30
Nearby Enemies are Chilled
(Chill reduces Enemy Action Speed by 10%)
generic_buff_aura
+5% to Cold Damage over Time Multiplier
30% increased Effect of Cold Ailments
(Cold Ailments are Chilled, Frozen and Brittle)
20% increased Cold Damage
Freezes you inflict spread to other Enemies within 1.2 metres
20% increased Lightning Damage
Your Critical Strikes Knock Back Shocked Enemies
30% increased Critical Strike Chance
10% chance to gain a Power Charge when you Shock a Chilled Enemy
25% increased Cold Damage with Hits against Shocked Enemies
25% increased Lightning Damage with Hits against Chilled Enemies
30% increased Lightning Damage
40% increased Effect of Lightning Ailments
(Lightning Ailments are Shocked and Sapped)
Enemies you Curse take 6% increased Damage
Enemies you Curse take 6% increased Damage
25% increased Area of Effect of Curse Aura Skills
15% increased Mana Reservation Efficiency of Curse Aura Skills
Enfeeble can affect Hexproof Enemies
35% increased Critical Strike Chance against Cursed Enemies
Curse Skills have 8% increased Cast Speed
Enemies Cursed by you have Malediction if 33% of Curse Duration expired
(Malediction causes 10% reduced damage dealt and 10% increased damage taken)
Enemies you Curse are Unnerved
(Unnerved enemies take 10% increased Spell Damage)
You have Culling Strike against Cursed Enemies
(Culling Strike means enemies that are on 10% or lower life after your Hit are Killed)
Flammability can affect Hexproof Enemies
30% increased Damage with Ignites inflicted on Cursed Enemies
Frostbite can affect Hexproof Enemies
30% increased Duration of Freezes you inflict on Cursed Enemies
Conductivity can affect Hexproof Enemies
30% increased Effect of Shocks you inflict on Cursed Enemies
Despair can affect Hexproof Enemies
Recover 2% of Energy Shield when you Kill a Cursed Enemy
Vulnerability can affect Hexproof Enemies
Recover 2% of Life when you Kill a Cursed Enemy
20% increased Effect of your Marks
20% increased Damage with Hits and Ailments against Marked Enemy
Punishment can affect Hexproof Enemies
You have Culling Strike against Cursed Enemies
(Culling Strike means enemies that are on 10% or lower life after your Hit are Killed)
Temporal Chains can affect Hexproof Enemies
Enemies you Curse are Unnerved
(Unnerved enemies take 10% increased Spell Damage)
Elemental Weakness can affect Hexproof Enemies
+1% to all maximum Elemental Resistances if you have Killed a Cursed Enemy Recently
(Maximum Resistances cannot be raised above 90%)
Nearby Enemies have Cold Exposure while you are affected by Herald of Ice
Nearby Enemies have Fire Exposure while you are affected by Herald of Ash
Nearby Enemies have Lightning Exposure while you are affected by Herald of Thunder
(Cold Exposure applies -10% to Cold Resistance for 4 seconds)
(Fire Exposure applies -10% to Fire Resistance for 4 seconds)
(Lightning Exposure applies -10% to Lightning Resistance for 4 seconds)
5% increased Damage for each Herald affecting you
20% increased Damage while affected by a Herald
Minions deal 35% increased Damage while you are affected by a Herald
Herald Skills deal 40% increased Damage
20% increased Effect of Herald Buffs on you
Herald Skills have 25% increased Area of Effect
Herald Skills deal 20% increased Damage
10% chance to Freeze, Shock and Ignite while affected by a Herald
25% increased Elemental Damage while affected by a Herald
30% increased Damage over Time while affected by a Herald
Herald Skills deal 50% increased Damage over Time
+1% to Critical Strike Chance of Herald Skills
+15% to Critical Strike Multiplier if you dealt a Critical Strike with a Herald Skill Recently
(Recently refers to the past 4 seconds)
Minions deal 20% increased Damage while you are affected by a Herald
Minions have 10% increased Movement Speed for each Herald affecting you
+5 to Maximum Virulence
Minions deal 20% increased Damage while you are affected by a Herald
Minions deal 20% increased Damage while you are affected by a Herald
Summoned Sentinels have 25% increased Cooldown Recovery Rate
Minions have 10% increased maximum Life
Minions have 10% increased Movement Speed
Minions have 10% additional Physical Damage Reduction
Minions have +10% to Chaos Resistance
Minions have 20% increased maximum Life
Minions created Recently cannot be Damaged
(Recently refers to the past 4 seconds)
Minions have 15% increased maximum Life
Regenerate 2% of Life per second if a Minion has Died Recently
Minions Recover 4% of Life on Minion Death
(Recently refers to the past 4 seconds)
Minions have 10% increased maximum Life
Minions deal 10% increased Damage
Minions Leech 0.4% of Damage as Life
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
Minions have 10% increased maximum Life
Minions have 10% chance to Knock Enemies Back on Hit with Attacks
Projectiles deal 15% increased Damage with Hits and Ailments for each remaining Chain
20% increased Projectile Speed
20% increased Projectile Damage
35% increased Projectile Damage
10% chance to Taunt Enemies on Projectile Hit
(Enemies you Taunt can only target you, and deal 10% less damage to anyone else. Taunt lasts for 3 seconds)
25% increased Projectile Damage
Projectiles deal 35% increased Damage with Hits against nearby Enemies
30% increased Projectile Damage
8% increased Attack and Cast Speed
Projectiles Pierce an additional Target
10% increased Projectile Speed
10% increased Projectile Damage
Brand Recall grants 20% increased Brand Attachment range to recalled Brands
Brand Recall has 4% increased Cooldown Recovery Rate per Brand, up to a maximum of 40%
25% increased Brand Damage
Unattached Brands gain 20% increased Brand Attachment Range per second, up to 100%
(Brand Damage is any Damage dealt by Brand Skills or by Skills Triggered by a Brand)
8% increased Cast Speed with Brand Skills
Skills which create Brands have 35% chance to create an additional Brand
Enemies take 3% increased Damage for each of your Brands Attached to them
Brands have 25% increased Area of Effect if 50% of Attached Duration expired
25% increased Brand Damage
(Brand Damage is any Damage dealt by Brand Skills or by Skills Triggered by a Brand)
20% increased Brand Damage
Brand Skills have 10% increased Duration
10% increased Brand Attachment range
(Brand Damage is any Damage dealt by Brand Skills or by Skills Triggered by a Brand)
25% increased Trap Damage
40% increased Trap Trigger Area of Effect
Skills used by Traps have 15% increased Area of Effect
Mines have 20% increased Detonation Speed
Mines have a 10% chance to be Detonated an Additional Time
20% increased Trap Damage
20% increased Mine Damage
10% increased Trap Throwing Speed
10% increased Mine Throwing Speed
5% increased Movement Speed if you've thrown a Trap or Mine Recently
(Recently refers to the past 4 seconds)
10% chance to throw up to 1 additional Trap or Mine
(Throwing Mines takes 10% more time for each additional Mine thrown)
20% increased Trap Damage
20% increased Mine Damage
Gain Arcane Surge when your Mine is Detonated targeting an Enemy
Gain Arcane Surge when your Trap is Triggered by an Enemy
(Arcane Surge grants 10% increased Cast Speed and 30% increased Mana Regeneration rate, for 4 seconds)
+8% to Critical Strike Multiplier with Traps
+8% to Critical Strike Multiplier with Mines
Trap Damage Penetrates 4% Elemental Resistances
Mine Damage Penetrates 4% Elemental Resistances
15% increased Trap Damage
15% increased Mine Damage
4% increased maximum Life
6% increased maximum Mana
8% increased maximum Life
20% increased Life Recovery from Flasks
+20 to maximum Life
10% increased maximum Life
8% increased maximum Life
0.4% of Attack Damage Leeched as Life
Gain 10 Life per Enemy Hit with Attacks
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
10% increased maximum Energy Shield
8% increased maximum Life
8% increased maximum Life
Every 4 seconds, Regenerate 10% of Life over one second
8% increased maximum Life
20% increased Armour while stationary
Regenerate 2% of Life per second while stationary
8% increased maximum Life
6% increased Attack Speed while Leeching
6% increased maximum Life
5% increased Strength
15% increased maximum Mana
80% increased Mana Regeneration Rate while stationary
15% increased maximum Mana
20% increased Mana Recovery from Flasks
25% chance to gain a Power Charge when you use a Mana Flask
+30 to maximum Mana
20% increased maximum Mana
18% increased maximum Mana
0.4% of Attack Damage Leeched as Mana
(Leeched Mana is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
15% increased maximum Mana
30% increased Mana Regeneration Rate
20% increased maximum Mana
Damage Penetrates 5% Lightning Resistance
8% increased maximum Life
10% increased maximum Mana
8% increased maximum Mana
5% increased Intelligence
6% increased Attack Speed
10% increased maximum Mana
Gain 3 Mana per Enemy Hit with Attacks
20% increased Armour
15% increased maximum Mana
+1 Armour per 10 Unreserved Maximum Mana
10% increased maximum Energy Shield
Regenerate 3% of Energy Shield per second while stationary
+70 to maximum Energy Shield
15% increased Energy Shield Recharge Rate
Gain 5% of Maximum Mana as Extra Maximum Energy Shield
10% increased maximum Energy Shield
5% faster start of Energy Shield Recharge
10% increased maximum Energy Shield
0.3% of Spell Damage Leeched as Energy Shield
(Leeched Energy Shield is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
25% increased Mana Regeneration Rate
Discipline has 80% increased Mana Reservation Efficiency
Gain 10% of Maximum Life as Extra Armour
30% increased Armour
+1% to all maximum Elemental Resistances
(Maximum Resistances cannot be raised above 90%)
30% increased Armour
8% increased maximum Life
4% Chance to Block Spell Damage
30% increased Armour
+4% Chance to Block Attack Damage
30% increased Armour
+20% to Fire Resistance
15% chance to Defend with 200% of Armour
(Armour is treated as this percentage of its actual value, only for calculating damage mitigation)
30% increased Armour
Gain 1 Endurance Charge every second if you've been Hit Recently
(Recently refers to the past 4 seconds)
20% increased Stun Threshold
Determination has 50% increased Mana Reservation Efficiency
(The Stun Threshold determines how much Damage can Stun something)
30% increased Evasion Rating
+1% to all maximum Elemental Resistances
(Maximum Resistances cannot be raised above 90%)
30% increased Evasion Rating
8% increased maximum Life
+10% chance to Suppress Spell Damage
30% increased Evasion Rating
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
20% increased Evasion Rating
+20 to Dexterity
10% chance to Blind Enemies on Hit
(Being Blinded causes 20% less Accuracy Rating and Evasion Rating, for 4 seconds)
30% chance to Avoid Bleeding
30% chance to Avoid being Impaled
30% increased Evasion Rating if you haven't been Hit Recently
+10% to all Elemental Resistances
Grace has 50% increased Mana Reservation Efficiency
1% increased Damage per 1% Chance to Block Attack Damage
4% Chance to Block Spell Damage
25% reduced Elemental Ailment Duration on you
+4% Chance to Block Attack Damage
25% reduced Effect of Chill and Shock on you
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
0.4% of Attack Damage Leeched as Life
Regenerate 1.5% of Life per second
+6% Chance to Block Attack Damage
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
6% Chance to Block Spell Damage
0.3% of Spell Damage Leeched as Energy Shield
Regenerate 1.5% of Energy Shield per second
(Leeched Energy Shield is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
+20 to maximum Life
20% chance to gain an Endurance Charge when you Block
+6% Chance to Block Attack Damage
6% Chance to Block Spell Damage
20% increased Spell Damage
20% chance to gain a Power Charge when you Block
+6% Chance to Block Attack Damage
Enemies Taunted by you take 6% increased Damage
+6% Chance to Block Attack Damage while holding a Shield
Recover 50 Life when you Block
50% increased Defences from Equipped Shield
(Armour, Evasion Rating and Energy Shield are the standard Defences)
+10% chance to Suppress Spell Damage
5% increased Dexterity
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
+10% chance to Suppress Spell Damage
20% chance to Avoid Elemental Ailments
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
3% increased Movement Speed
+12% chance to Suppress Spell Damage while moving
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
10% chance to gain Elusive on Kill
25% increased Elusive Effect
(Elusive initially grants 15% chance to Avoid All Damage from Hits, and 30% increased Movement Speed. The buff reduces its effect over time, removing itself at 0% effect. If you already have an Elusive buff, you cannot gain Elusive)
+2% to maximum Fire Resistance
Regenerate 1% of Life per second
(Maximum Resistances cannot be raised above 90%)
30% reduced Ignite Duration on you
You cannot be Ignited if you've been Ignited Recently
Unaffected by Burning Ground
(Debuffs you are Unaffected by can still be placed on you, but will not actually apply their effect)
(Recently refers to the past 4 seconds)
40% increased Stun and Block Recovery
Purity of Fire has 80% increased Mana Reservation Efficiency
+20 to Strength
25% increased Armour
+20% to Fire Resistance
0.4% of Fire Damage Leeched as Life
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
+1% to maximum Fire Resistance
+20% to Fire Resistance
30% chance to Avoid being Ignited
(Maximum Resistances cannot be raised above 90%)
+2% to maximum Cold Resistance
10% increased Life Recovery from Flasks
(Maximum Resistances cannot be raised above 90%)
30% reduced Effect of Chill on you
30% reduced Freeze Duration on you
You cannot be Frozen if you've been Frozen Recently
Unaffected by Chilled Ground
(Debuffs you are Unaffected by can still be placed on you, but will not actually apply their effect)
(Chill reduces Action Speed by up to 30%)
(Recently refers to the past 4 seconds)
Purity of Ice has 80% increased Mana Reservation Efficiency
+20 to Dexterity
5% chance to Blind Enemies on Hit
(Being Blinded causes 20% less Accuracy Rating and Evasion Rating, for 4 seconds)
+20% to Cold Resistance
8% increased Attack and Cast Speed
20% increased Life Recovery from Flasks
+1% to maximum Cold Resistance
+20% to Cold Resistance
30% chance to Avoid being Frozen
(Maximum Resistances cannot be raised above 90%)
8% increased maximum Mana
+2% to maximum Lightning Resistance
(Maximum Resistances cannot be raised above 90%)
You cannot be Shocked if you've been Shocked Recently
30% reduced Effect of Shock on you
Unaffected by Shocked Ground
(Shock increases Damage taken by up to 50%)
(Debuffs you are Unaffected by can still be placed on you, but will not actually apply their effect)
(Recently refers to the past 4 seconds)
15% increased Energy Shield Recharge Rate
Purity of Lightning has 80% increased Mana Reservation Efficiency
+20 to Intelligence
20% increased Mana Regeneration Rate
+20% to Lightning Resistance
Regenerate 1.5% of Life per second
+1% to maximum Lightning Resistance
+20% to Lightning Resistance
30% chance to Avoid being Shocked
(Maximum Resistances cannot be raised above 90%)
+3% to maximum Chaos Resistance
(Maximum Resistances cannot be raised above 90%)
+1% to maximum Chaos Resistance
+23% to Chaos Resistance
30% chance to Avoid being Poisoned
(Maximum Resistances cannot be raised above 90%)
+13% to Chaos Resistance
Regenerate 1.2% of Life per second
Regenerate 0.6% of Energy Shield per second
Regenerate 0.3% of Mana per second
6% increased maximum Life
10% increased maximum Mana
+13% to Chaos Resistance
25% increased Damage over Time
+13% to Chaos Resistance
Timeless Jewel Notable /95
CategoryNameShow Full Descriptions
Ritual of Immolation
Notable
(25–35)% increased Fire DamageDamage Penetrates (2–4)% Fire Resistance
Revitalising Flames
Notable
(25–35)% increased Fire Damage0.2% of Fire Damage Leeched as Life(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
Flesh to Flames
Notable
(25–35)% increased Fire Damage10% of Physical Damage Converted to Fire Damage
Ritual of Stillness
Notable
(25–35)% increased Cold DamageDamage Penetrates (2–4)% Cold Resistance
Revitalising Frost
Notable
(25–35)% increased Cold Damage0.2% of Cold Damage Leeched as Life(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
Flesh to Frost
Notable
(25–35)% increased Cold Damage10% of Physical Damage Converted to Cold Damage
Ritual of Thunder
Notable
(25–35)% increased Lightning DamageDamage Penetrates (2–4)% Lightning Resistance
Revitalising Lightning
Notable
(25–35)% increased Lightning Damage0.2% of Lightning Damage Leeched as Life(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
Flesh to Lightning
Notable
(25–35)% increased Lightning Damage10% of Physical Damage Converted to Lightning Damage
Ritual of Might
Notable
(2–4)% chance to deal Double Damage(25–35)% increased Physical Damage
Revitalising Winds
Notable
0.2% of Physical Damage Leeched as Life(25–35)% increased Physical Damage(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
Bloody Savagery
Notable
Bleeding you inflict deals Damage 10% faster(25–35)% increased Physical Damage(They will deal the same total damage over a shorter duration)
Ritual of Shadows
Notable
(25–35)% increased Chaos Damage25% chance to inflict Withered for 2 seconds on Hit(Withered applies 6% increased Chaos Damage Taken, and can be inflicted up to 15 times)
Revitalising Darkness
Notable
(25–35)% increased Chaos Damage0.2% of Chaos Damage Leeched as Life(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
Thaumaturgical Aptitude
Notable
(25–35)% increased Spell Damage(35–50)% increased Spell Critical Strike Chance
Hierarchy
Notable
Minions have (15–20)% increased maximum LifeMinions deal (25–35)% increased Damage
Exquisite Pain
Notable
(25–35)% increased Damage over Time(7–11)% increased Skill Effect Duration
Ritual of Flesh
Notable
(6–10)% increased maximum LifeRegenerate (0.7–1.2)% of Life per second
Flesh Worship
Notable
(6–10)% increased maximum Life0.4% of Attack Damage Leeched as Life(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
Ritual of Memory
Notable
(17–23)% increased maximum Mana(15–25)% increased Mana Regeneration Rate
Automaton Studies
Notable
(30–40)% increased Armour(3–4)% additional Physical Damage Reduction
Construct Studies
Notable
(30–40)% increased Evasion Rating(5–7)% chance to Blind Enemies on Hit(Being Blinded causes 20% less Accuracy Rating and Evasion Rating, for 4 seconds)
Energy Flow Studies
Notable
(8–12)% increased maximum Energy Shield(10–15)% increased Energy Shield Recharge Rate
Soul Worship
Notable
(8–12)% increased maximum Energy Shield0.3% of Spell Damage Leeched as Energy Shield(Leeched Energy Shield is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
Blood-Quenched Bulwark
Notable
(6–10) Life gained when you Block+8% Chance to Block Attack Damage
Thaumaturgical Protection
Notable
8% Chance to Block Spell Damage(20–30)% increased Defences from Equipped Shield(Armour, Evasion Rating and Energy Shield are the standard Defences)
Jungle Paths
Notable
(8–10)% chance to Avoid Elemental Ailments(8–10)% chance to Avoid being Stunned(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Temple Paths
Notable
+6% chance to Suppress Spell Damage+(8–10)% to all Elemental Resistances(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
Commanding Presence
Notable
20% increased Area of Effect of Aura Skills(7–10)% increased effect of Non-Curse Auras from your Skills
Ancient Hex
Notable
(4–6)% increased Effect of your CursesCurse Skills have 20% increased Skill Effect Duration
Cult of Fire
Notable
+1% to maximum Fire Resistance+(20–30)% to Fire Resistance(Maximum Resistances cannot be raised above 90%)
Cult of Ice
Notable
+1% to maximum Cold Resistance+(20–30)% to Cold Resistance(Maximum Resistances cannot be raised above 90%)
Cult of Lightning
Notable
+1% to maximum Lightning Resistance+(20–30)% to Lightning Resistance(Maximum Resistances cannot be raised above 90%)
Cult of Chaos
Notable
+1% to maximum Chaos Resistance+(13–19)% to Chaos Resistance(Maximum Resistances cannot be raised above 90%)
Might of the Vaal
Notable
Random 3–4 offense
Legacy of the Vaal
Notable
Random 3–4 defence
Heated Devotion
Notable
15% of Physical Damage Converted to Fire Damage while you have at least 150 Devotion
Calming Devotion
Notable
15% of Physical Damage Converted to Cold Damage while you have at least 150 Devotion
Thundrous Devotion
Notable
15% of Physical Damage Converted to Lightning Damage while you have at least 150 Devotion
Thoughts and Prayers
Notable
Gain 5% of Maximum Mana as Extra Maximum Energy Shield while you have at least 150 Devotion
Zealot
Notable
Gain Arcane Surge on Hit with Spells if you have at least 150 Devotion(Arcane Surge grants 10% increased Cast Speed and 30% increased Mana Regeneration rate, for 4 seconds)
Enduring Faith
Notable
+1 to Minimum Endurance Charges while you have at least 150 Devotion
Powerful Faith
Notable
+1 to Minimum Power Charges while you have at least 150 Devotion
Frenzied Faith
Notable
+1 to Minimum Frenzy Charges while you have at least 150 Devotion
Cloistered
Notable
Immune to Elemental Ailments while on Consecrated Ground if you have at least 150 Devotion(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Martyr's Might
Notable
5% additional Physical Damage Reduction while you have at least 150 Devotion
Intolerance of Sin
Notable
+1% to all maximum Resistances if you have at least 150 Devotion(Maximum Resistances cannot be raised above 90%)
Smite the Wicked
Notable
10% chance to inflict Fire Exposure on Hit if you have at least 150 Devotion(Fire Exposure applies -10% to Fire Resistance for 4 seconds)
Smite the Ignorant
Notable
10% chance to inflict Cold Exposure on Hit if you have at least 150 Devotion(Cold Exposure applies -10% to Cold Resistance for 4 seconds)
Smite the Heretical
Notable
10% chance to inflict Lightning Exposure on Hit if you have at least 150 Devotion(Lightning Exposure applies -10% to Lightning Resistance for 4 seconds)
Flawless Execution
Notable
80% increased Critical Strike Chance
Brutal Execution
Notable
+40% to Critical Strike Multiplier
Eternal Resilience
Notable
Gain 1 Endurance Charge every second if you've been Hit Recently(Recently refers to the past 4 seconds)
Eternal Fortitude
Notable
8% increased Armour per Endurance Charge
Eternal Dominance
Notable
10% increased Damage per Endurance Charge
Eternal Fervour
Notable
10% chance to gain a Frenzy Charge on Hit
Eternal Adaptiveness
Notable
8% increased Evasion Rating per Frenzy Charge
Eternal Bloodlust
Notable
10% increased Damage per Frenzy Charge
Eternal Subjugation
Notable
15% chance to gain a Power Charge on Critical Strike
Eternal Separation
Notable
4% increased Energy Shield per Power Charge
Eternal Exploitation
Notable
10% increased Damage per Power Charge
Rites of Lunaris
Notable
30% increased Effect of Chill
Rites of Solaris
Notable
80% chance to Avoid being Chilled
Virtue Gem Surgery
Notable
30% increased Effect of Shock
Rural Life
Notable
80% chance to Avoid being Shocked
City Walls
Notable
+12% Chance to Block Attack Damage
Sceptre Pinnacle
Notable
12% Chance to Block Spell Damage
Secret Tunnels
Notable
20% chance to Avoid Elemental Ailments(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Purity Rebel
Notable
+12% chance to Suppress Spell Damage(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
Superiority
Notable
12% increased effect of Non-Curse Auras from your Skills
Slum Lord
Notable
Minions deal 80% increased Damage
Axiom Warden
Notable
Minions have 80% increased maximum Life
Gemling Inquisition
Notable
80% increased Spell Damage
Gemling Ambush
Notable
80% increased Spell Critical Strike Chance
Night of a Thousand Ribbons
Notable
80% increased Fire Damage with Attack Skills
Bloody Flowers' Rebellion
Notable
80% increased Cold Damage with Attack Skills
Chitus' Heart
Notable
80% increased Lightning Damage with Attack Skills
Gemling Training
Notable
80% increased Physical Damage
Rigwald's Might
Notable
80% increased Melee Physical Damage
Geofri's End
Notable
50% increased Damage with BleedingBleeding you inflict deals Damage 10% faster(They will deal the same total damage over a shorter duration)
Lioneye's Focus
Notable
80% increased Projectile Attack Damage
Voll's Coup
Notable
15% increased Attack Speed
Dialla's Wit
Notable
15% increased Cast Speed
Discerning Taste
Notable
12% increased Mana Reservation Efficiency of Skills
Gleaming Legion
Notable
80% increased Armour
Shadowy Streets
Notable
80% increased Evasion Rating
Crematorium Worker
Notable
+50% to Fire Resistance
Street Urchin
Notable
+50% to Cold Resistance
Baleful Augmentation
Notable
+50% to Lightning Resistance
With Eyes Open
Notable
+37% to Chaos Resistance
Robust Diet
Notable
10% increased maximum Life
Pooled Resources
Notable
30% increased maximum Mana
Laureate
Notable
50% increased Mana Regeneration Rate
War Games
Notable
25% increased Global Accuracy Rating
Freshly Brewed
Notable
20% increased Flask Effect Duration

Community Wiki

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Notable

Some notables are only acquired via cluster jewels and anointment. Cluster jewels provide a unique set of notables, while every notable on the main skill tress can be anointed, plus an additional 11 notables that exclusive from anointment.

Notable passive skills grants notable improvements to the character.


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