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| {{stub}}
| | [[File:Cluster Jewels.png|thumbnail|right|Several cluster jewels in progression|400px]] |
| {{upcoming content}}
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| <!--{{Base item
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| |rarity_id = normal
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| |name = Large Cluster Jewel
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| |class_id = Jewel
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| |size_x =
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| |size_y =
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| |drop_level =
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| |drop_rarities_ids =
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| |tags =
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| |metadata_id =
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| |help_text =
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| |release_version = 3.10.0
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| |drop_leagues = Delirium
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| |drop_text =
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| }}-->
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| [[File:Cluster Jewels.png|thumbnail|right|Several cluster jewels in progression]] | |
| '''Cluster Jewels''' are a class of [[jewel]]s that can be socketed in the outermost sockets of the [[passive skill tree]]. These jewels extend the skill tree by creating new clusters of nodes, which can contain basic nodes, notable skills and even keystones. They can also create more jewel sockets which can support smaller cluster jewels.
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| ==Mechanics==
| | '''Cluster jewels''' are a type of [[jewel]]s that can be socketed in the outermost sockets of the [[passive skill tree]] (known as [[Large Jewel Socket]]s). These jewels extend the skill tree by creating new clusters of nodes, which can contain [[Small Passive|small nodes]], [[Notable Passive|notable skills]], and even [[keystone]]s. They can also create more jewel sockets (Medium or Small Jewel Sockets) which can support smaller cluster jewels. They are occasionally dropped from [[Delirium]] encounters or rewards. |
| Cluster jewels have an implicit modifier which determines how many passive skills are in the cluster. Non-unique cluster jewels have a second implicit that determines what bonuses the small passives give. Like other jewels, they can have up to four explicit modifiers. The explicit mods will either modify or add bonuses to the small passives or add a notable skill or jewel sockets to the cluster. | |
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| Jewel sockets in the cluster can support either regular or Abyss jewels or smaller cluster jewels. Jewel sockets in a Large Cluster Jewel can support Medium or Small Cluster Jewels, and jewel sockets in a Medium Cluster Jewel can support a Small Cluster Jewel.
| | Cluster jewels can be [[crafting|crafted]] to modify their properties. Like all jewels, rare cluster jewels can have a maximum of four affixes. |
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| {{Item acquisition}}
| | ==Mechanics== |
| | Non-unique Cluster Jewels come with two [[enchantment]]s: one that determines how many passive skills are in the cluster, and one that determines what bonuses the passives in the jewel give. The latter determines what kind of mods the Cluster Jewel can roll. Like other jewels, they can have up to four [[explicit]] modifiers. The explicit mods will either modify or add bonuses to the small passives or add a notable skill to the cluster. Unlike other jewels, normal rarity Cluster Jewels can drop. Medium and Large Cluster Jewels have a third enchantment that determines how many jewel sockets it has. |
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| {{Item unique versions}} | | Jewel sockets in the cluster can support either regular or [[Abyss jewel]]s or smaller-sized cluster jewels. [[Medium Jewel Socket]]s in a {{il|Large Cluster Jewel}} can support {{il|Medium Cluster Jewel|Medium}} or {{il|Small Cluster Jewel|Small Cluster Jewels}}, and [[Small Jewel Socket]]s in a {{il|Medium Cluster Jewel}} can support a {{il|Small Cluster Jewel}}. You can have a maximum of two sockets for Large and one for Medium. |
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| == List of keystone nodes ==
| | Passives in the Cluster Jewel are never considered to be within radius of Jewels for unique Jewels which interact with nearby passives. Similarly, jewels with a radius have radius effects disabled if they're socketed in a Cluster Jewel jewel socket. |
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| {{Passive skill table
| | The passive points spent on the Cluster Jewel passives can be refunded by simply unsocketing the jewel, which refunds all passive points spent on that jewel's cluster. However, if a jewel socket or Keystone passive has been allocated, it will cost 1 refund point to unsocket it. |
| |q_where=
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| passive_skills.id LIKE "affliction%"
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| AND passive_skills.is_keystone = 1
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| |large=1
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| |stat_text=1
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| }}
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| ==List of passive nodes==
| | No jewel will have more than one of a given notable, but duplicates of the same notable skills can be stacked. If the notable has a limit to its effect, such as [[Purposeful Harbinger]], that limit applies across all instances of the notable. |
| (CTRL + F to search for specific notable or passive)
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| === Prodigious Defence ===
| | [[Vendor recipe system|Selling]] 5 of the same kind(e.g. Large and [[Rarity|Rare]]) will give you a new jewel of the same size and [[rarity]]. The new jewel will have the minimum item level from the 5 components, a new [[enchantment]] and new [[modifiers]]. |
| 3% Chance to Block Spell Damage
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| 30% increased Attack Damage while holding a Shield
| | {{il|Small Cluster Jewel}} adds 2-3 passive skills, has no sockets. It can only have a single notable passive skill; a prefix. |
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| +3% Chance to Block Attack Damage
| | {{il|Medium Cluster Jewel}} adds 4-6 passive skills, has 1 [[Small Jewel Socket]]. It can have up to two notable passive skills; both are prefixes. |
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| === Advance Guard ===
| | {{il|Large Cluster Jewel}} adds 8-12 passive skills, has 2 [[Medium Jewel Socket]]s. It can have up to three notable passive skills; two prefixes, one suffix. |
| Attack Skills deal 30% increased Damage while holding a Shield
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| Ignore all Movement Penalties from Armour
| | == Optimal passive skill amounts == |
| | Since Cluster Jewels are able to have significantly varying amounts of passive skills, some of them are strictly better than others when it comes to optimizing for the most notable passive skills and Jewel Sockets using the least possible amount of points on the tree. This table details how many passive points need to be spent to allocate '''all possible notable and jewel sockets''' (referred to as "significant nodes" in the table) for every size variation of non-Unique Cluster Jewel base types. The jewel sizes with optimal pathing add 2, 4, 5, or 8 passive skills. |
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| 5% increased Movement Speed while holding a Shield
| | {| class="wikitable" style="text-align:center;" |
| | |+ |
| | !Item |
| | !# of maximum possible |
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| === Gladiatorial Combat ===
| | "significant nodes" |
| 2% increased Attack Damage per 75 Armour or Evasion Rating on Shield
| | !adds # |
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| +1% to Critical Strike Multiplier per 10 Maximum Energy Shield on Shield
| | passive skills |
| | !# of points required |
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| === Strike Leader ===
| | to allocate all possible |
| Attack Skills deal 30% increased Damage while holding a Shield
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| +2% Chance to Block Attack Damage | | "significant nodes" |
| | !Optimal tree |
| | pathing? |
| | |- |
| | | rowspan="2" |{{Item link |
| | |page=Small Cluster Jewel |
| | }} |
| | | rowspan="2" |'''1''' |
| | (1 notable) |
| | |2 |
| | |2 |
| | |{{yes}} |
| | |- |
| | |3 |
| | |3 |
| | |{{no}} |
| | |- |
| | | rowspan="3" |{{Item link |
| | |page=Medium Cluster Jewel |
| | }} |
| | | rowspan="3" |'''3''' |
| | (1 Small jewel socket + 2 notables) |
| | |4 |
| | |4 |
| | |{{yes}} |
| | |- |
| | |5 |
| | |4 |
| | |{{yes}} |
| | |- |
| | |6 |
| | |5 |
| | |{{no}} |
| | |- |
| | | rowspan="5" |{{Item link |
| | |page=Large Cluster Jewel |
| | }} |
| | | rowspan="5" |'''5''' |
| | (2 Medium jewel sockets + 3 notables) |
| | |8 |
| | |7 |
| | |{{yes}} |
| | |- |
| | |9 |
| | |8 |
| | |{{no}} |
| | |- |
| | |10 |
| | |9 |
| | |{{no}} |
| | |- |
| | |11 |
| | |10 |
| | |{{no}} |
| | |- |
| | |12 |
| | |11 |
| | |{{no}} |
| | |} |
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| +2 to Melee Strike Range while Holding a Shield
| | Regarding notable placements on 3-notable large cluster jewels, the notable mod in the middle of the ''advanced description'' will also be in the middle of the cluster. This should not be confused with the order of explicits, which is simply alphabetical. Because the order is determined by internal IDs, the same set of notables will always be arranged in the same order. This is relevant in the case of obtaining 2 notables and 2 jewel sockets for a total of 5 skill points. |
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| (Affects Melee Strikes, including the Default Attack. Does not apply to Areas of Effect)
| | ==List of cluster jewels== |
| | {{Query base item |
| | |where = items.class_id = "Jewel" |
| | AND items.name LIKE "%Cluster Jewel" |
| | |large=1 |
| | }} |
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| === Powerful Ward === | | ==List of unique cluster jewels== |
| 20% chance to gain a Power Charge when you Block
| | {{Drop enabled unique item table |
| | |where = items.class_id = "Jewel" |
| | AND items.base_item_id LIKE "Metadata/Items/Jewels/JewelPassiveTreeExpansion%" |
| | |large=1 |
| | |base_item=1 |
| | |stat=1 |
| | }} |
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| +6% Chance to Block Spell Damage while at Maximum Power Charges
| | ==Jewel modifiers by jewel type== |
| | {{for|a list of modifiers specific to jewel type|List of small cluster jewel modifiers|List of medium cluster jewel modifiers|List of large cluster jewel modifiers}} |
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| === Enduring Ward === | | ==List of keystone nodes== |
| 20% chance to gain an Endurance Charge when you Block
| | {{main|List of cluster jewel keystone passive skills}} |
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| +6% Chance to Block Attack Damage while at Maximum Endurance Charges
| | ==List of notable passives== |
| | {{main|List of cluster jewel notable passive skills}} |
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| === Gladiator's Fortitude === | | ==List of minor passives== |
| Attack Skills deal 25% increased Damage while holding a Shield
| | {{Passive skill table |
| | | |q_where= |
| 5% increased maximum Life
| | passive_skills.id LIKE "affliction%" |
| | | AND passive_skills.is_keystone = 0 |
| === Precise Retaliation ===
| | AND passive_skills.is_notable = 0 |
| 80% increased Critical Strike Chance if you haven’t Blocked Recently
| | AND passive_skills.is_icon_only = 0 |
| | | |large=1 |
| +40% to Critical Strike Multiplier if you have Blocked Recently
| | |stat_text=1 |
| | | }} |
| (Recently refers to the past 4 seconds)
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| === Veteran Defender ===
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| +15 to all Attributes
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| +15% Elemental Resistances while holding a Shield
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| 60% increased Defences from Equipped Shield
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| (Attributes are Strength, Dexterity, and Intelligence)
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| (Defences are Armour, Evasion Rating and Energy Shield)
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| === Iron Breaker ===
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| Enemies have -10% to Total Physical Damage Reduction against your Hits
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| 35% increased Physical Damage
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| (Physical Damage Reduction cannot be negative)
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| === Deep Cuts ===
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| 15% chance to Impale Enemies on Hit with Attacks
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| Impales you inflict last 1 additional Hit
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| (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)
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| === Master the Fundamentals ===
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| +10% to all Elemental Resistances
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| 35% reduced Elemental Damage
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| 35% increased Physical Damage
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| === Force Multiplier ===
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| 5% chance to deal Double Damage
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| 25% increased Physical Damage
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| === Furious Assault ===
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| 8% increased Attack and Cast Speed
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| 25% increased Physical Damage
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| === Vicious Skewering ===
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| Attacks have 10% chance to cause Bleeding
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| 10% chance to Impale Enemies on Hit with Attacks
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| 15% increased Effect of Impales inflicted by Hits that also inflict Bleeding
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| (Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
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| (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)
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| === Grim Oath ===
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| Gain 10% of Physical Damage as Extra Chaos Damage
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| === Battle-Hardened ===
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| 30% increased Evasion Rating and Armour
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| 35% increased Physical Damage
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| === Replenishing Presence ===
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| 8% increased effect of Non-Curse Auras from your Skills
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| Auras from your Skills grant 0.2% of Life Regenerated per second to
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| you and Allies
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| (Auras can only grant bonuses to things they affect)
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| === Master of Command ===
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| 50% reduced Mana Reservation of Banner Skills
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| 15% increased Effect of Non-Curse Auras from your Skills on Enemies
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| === First Among Equals ===
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| 10% increased effect of Non-Curse Auras from your Skills
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| Non-Curse Aura Skills have 20% increased Duration
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| === Purposeful Harbinger ===
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| 10% increased Effect of Auras on You for each Herald affecting you
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| === Precise Commander ===
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| You and nearby Allies have 50% increased Critical Strike Chance
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| You and nearby Allies have +15% to Critical Strike Multiplier
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| === Pure Commander ===
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| Purity of Elements has 30% increased Aura Effect
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| Purity of Fire has 30% increased Aura Effect
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| Purity of Ice has 30% increased Aura Effect
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| Purity of Lightning has 30% increased Aura Effect
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| === Stalwart Commander ===
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| Grace has 30% increased Aura Effect
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| Determination has 30% increased Aura Effect
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| Discipline has 30% increased Aura Effect
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| === Vengeful Commander ===
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| Anger has 30% increased Aura Effect
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| Wrath has 30% increased Aura Effect
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| Hatred has 30% increased Aura Effect
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| === Skullbreaker ===
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| 8% reduced Enemy Stun Threshold
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| +20% to Critical Strike Multiplier
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| (The Stun Threshold determines how much Damage can Stun something)
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| === Pressure Points ===
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| Your Critical Strikes have a 5% chance to deal Double Damage
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| 40% increased Critical Strike Chance
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| === Overwhelming Malice ===
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| 10% chance to gain Unholy Might for 4 seconds on Critical Strike
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| (Unholy Might grants 30% of Physical Damage as extra Chaos Damage)
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| === Magnifier ===
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| 10% increased Area of Effect
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| 10% increased Area Damage
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| +10% to Critical Strike Multiplier
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| === Savage Response ===
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| +50% to Critical Strike Multiplier if you've taken a Savage Hit Recently
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| 40% increased Critical Strike Chance
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| (Recently refers to the past 4 seconds)
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| === Eye of the Storm ===
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| +20% to Damage over Time Multiplier for Ignite from Critical Strikes
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| 20% increased Effect of Chill you inflict with Critical Strikes
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| 20% increased Effect of Shock you inflict with Critical Strikes
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| 40% increased Critical Strike Chance
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| === Basics of Pain ===
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| 20% increased Damage
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| 30% increased Critical Strike Chance
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| === Quick Getaway ===
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| 5% increased Attack and Cast Speed
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| 5% increased Movement Speed if you've dealt a Critical Strike Recently
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| 25% increased Critical Strike Chance
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| (Recently refers to the past 4 seconds)
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| === Assert Dominance ===
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| 10% increased Area Damage
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| 15% increased Area of Effect if you've Killed Recently
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| 10% increased Area of Effect if you've Killed at least 5 Enemies Recently
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| (Recently refers to the past 4 seconds)
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| === Vast Power ===
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| 20% increased Area Damage
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| 3% increased Area of Effect per Power Charge
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| === Powerful Assault ===
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| 20% increased Area Damage
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| Area Skills have 10% chance to Knock Enemies Back on Hit
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| (Knockback pushes Enemies away when Hit)
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| === Intensity ===
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| 10% increased Area Damage
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| Skills supported by Intensify have +1 to maximum Intensity
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| === Titanic Swings ===
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| 20% increased Area Damage while wielding a Two Handed Melee Weapon
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| 15% increased Area of Effect while wielding a Two Handed Melee Weapon
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| === Towering Threat ===
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| 5% increased maximum Life
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| 10% increased Area of Effect
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| 3% increased Character Size
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| === Ancestral Echo ===
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| 20% increased Totem Placement speed
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| 10% increased Attack and Cast Speed if you've summoned a Totem Recently
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| (Recently refers to the past 4 seconds)
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| === Ancestral Reach ===
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| 25% increased Totem Damage
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| 25% increased Totem Placement speed
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| 25% increased Totem Placement range
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| === Ancestral Might ===
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| 20% increased Totem Damage
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| 30% increased Totem Duration
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| 30% increased Totem Damage if you haven't Summoned a Totem in the past 2 seconds
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| === Ancestral Preservation ===
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| 30% increased Totem Life
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| Totems have 10% additional Physical Damage Reduction
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| Totems gain +40% to Chaos Resistance
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| === Snaring Spirits ===
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| 30% increased Totem Damage
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| Totems Hinder Enemies near them when Summoned, with 25% reduced Movement Speed
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| (Hindered enemies have reduced movement speed)
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| === Sleepless Sentries ===
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| 20% increased Totem Damage
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| 20% increased Totem Duration
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| Attack Skills have +1 to maximum number of Summoned Ballista Totems
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| === Ancestral Guidance ===
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| 30% increased Effect of Buffs granted by your Active Ancestor Totems
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| Totems' Action Speed cannot be modified to below base value
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| === Ancestral Inspiration ===
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| Gain Arcane Surge when you Summon a Totem
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| Spells cast by Totems deal 25% increased Damage
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| (Arcane Surge grants 10% more Spell Damage, 10% increased Cast Speed, and 0.5% of maximum Mana Regenerated per second, for 4 seconds)
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| === Vital Focus ===
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| Channelling Skills deal 30% increased Damage
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| Regenerate 1.5% of Life per second while Channelling
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| === Rapid Infusion ===
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| 50% increased Effect of Infusion
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| 5% increased Movement Speed while you have Infusion
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| === Unwavering Focus ===
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| 40% chance to Avoid being Stunned while Channelling
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| Channelling Skills deal 25% increased Damage
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| 15% reduced Mana Cost of Channelling Skills
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| === Enduring Focus ===
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| Channelling Skills deal 25% increased Damage
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| 25% chance to gain an Endurance Charge each second while Channelling
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| === Precise Focus ===
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| 50% increased Critical Strike Chance while Channelling
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| +30% to Critical Strike Multiplier if you've been Channelling for at least 1 second
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| === Stoic Focus ===
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| +4% Chance to Block Attack Damage while Channelling
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| +4% Chance to Block Spell Damage while Channelling
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| Channelling Skills deal 25% increased Damage
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| === Hex Breaker ===
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| 8% increased Attack and Cast Speed while Channelling
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| Immune to Curses while Channelling
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| === Arcane Adept ===
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| 5% increased Attack and Cast Speed while Channelling
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| Channelling Skills deal 20% increased Damage
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| Gain Arcane Surge after Channelling for 1 second
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| (Arcane Surge grants 10% more Spell Damage, 10% increased Cast Speed, and 0.5% of maximum Mana Regenerated per second, for 4 seconds)
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| === Distilled Perfection ===
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| 25% increased Life Recovery from Flasks
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| 25% increased Mana Recovery from Flasks
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| 20% increased Flask Effect Duration
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| === Spiked Concoction ===
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| Flasks applied to you have 10% increased Effect
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| 5% increased Attack and Cast Speed during any Flask Effect
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| === Fasting ===
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| 20% increased Flask Charges gained
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| 20% increased Movement Speed while under no Flask Effects
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| === Mender's Wellspring ===
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| 25% increased Life Recovery from Flasks
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| Life Flasks gain 1 Charge every 3 seconds
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| Remove Bleeding when you use a Life Flask
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| === Special Reserve ===
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| 20% increased Damage during any Flask Effect
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| Regenerate 2% of Life per second during any Flask Effect
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| === Numbing Elixir ===
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| 25% increased Life Recovery from Flasks
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| 25% increased Mana Recovery from Flasks
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| 3% additional Physical Damage Reduction during Effect of any Life or Mana Flask
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| === Mob Mentality ===
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| 20% increased Warcry Cooldown Recovery Speed
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| You and nearby Party members gain 5 Rage when you Warcry
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| (Inherent effects from having Rage are:
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| 1% increased Attack Damage per 1 Rage
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| 1% increased Attack Speed per 2 Rage
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| 1% increased Movement Speed per 5 Rage)
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| === Cry Wolf ===
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| 30% increased Warcry Duration
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| Warcries count as having 10 additional nearby Enemies
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| 30% increased Warcry Buff Effect
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| === Haunting Shout ===
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| 20% increased Warcry Cooldown Recovery Speed
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| Enemies Taunted by your Warcries are Intimidated
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| Enemies Taunted by your Warcries are Unnerved
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| (Intimidated enemies take 10% increased Attack Damage)
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| (Unnerved enemies take 10% increased Spell Damage)
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| === Lead By Example ===
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| 4% additional Physical Damage Reduction if you've Warcried in the past 8 seconds
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| 4% chance to deal Double Damage if you've Warcried in the past 8 seconds
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| === Provocateur ===
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| 40% increased Critical Strike Chance against Taunted Enemies
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| +15% to Critical Strike Multiplier against Taunted Enemies
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| 15% increased Warcry Buff Effect
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| === Warning Call ===
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| 20% increased Warcry Cooldown Recovery Speed
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| 50% increased Melee Critical Strike Chance if you've Warcried Recently
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| +35% to Melee Critical Strike Multiplier if you've Warcried Recently
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| (Recently refers to the past 4 seconds)
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| === Rattling Bellow ===
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| Enemies Taunted by you take 5% increased Damage
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| Warcry Skills have 40% increased Area of Effect
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| === Bloodscent ===
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| Attacks with Axes or Swords grant 1 Rage on Hit, no more than once every second
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| (Inherent effects from having Rage are:
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| 1% increased Attack Damage per 1 Rage
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| 1% increased Attack Speed per 2 Rage
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| | |
| 1% increased Movement Speed per 5 Rage)
| |
| | |
| === Run Through ===
| |
| 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)
| |
| | |
| === Wound Aggravation ===
| |
| Axe or Sword Attacks deal 20% increased Damage with Ailments
| |
| | |
| 20% increased Physical Damage with Axes or Swords
| |
| | |
| +10% to Physical Damage over Time Multiplier while wielding an Axe or Sword
| |
| | |
| (Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
| |
| | |
| === Overlord ===
| |
| 30% increased Damage with Maces, Sceptres or Staves
| |
| | |
| Gain Fortify for 6 seconds on Melee Hit with a Mace, Sceptre or Staff
| |
| | |
| (Warstaves are considered Staves)
| |
| | |
| === Expansive Might ===
| |
| Mace, Sceptre or Staff Attacks deal 20% increased Damage with Hits and Ailments
| |
| | |
| While stationary, gain 10% increased Area of Effect every second, up to a maximum of 50%
| |
| | |
| (Warstaves are considered Staves)
| |
| | |
| (Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
| |
| | |
| === Weight Advantage ===
| |
| 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)
| |
| | |
| === Wind-up ===
| |
| +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
| |
| | |
| === Fan of Blades ===
| |
| Attack Skills fire an additional Projectile while wielding a Claw or Dagger
| |
| | |
| 20% increased Projectile Attack Damage with Claws or Daggers
| |
| | |
| === Disease Vector ===
| |
| Enemies Poisoned by you cannot Regenerate Life
| |
| | |
| +10% to Damage over Time Multiplier for Poison while wielding a Claw or Dagger
| |
| | |
| === Arcing Shot ===
| |
| 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
| |
| | |
| === Tempered Arrowheads ===
| |
| Bow Skills have +10% to Damage over Time Multiplier
| |
| | |
| Bow Skills have 20% 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)
| |
| | |
| === Broadside ===
| |
| Bow Skills have 25% increased Area of Effect
| |
| | |
| === Explosive Force ===
| |
| Enemies killed by your 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
| |
| | |
| === Opportunistic Fusilade ===
| |
| 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)
| |
| | |
| === Storm's Hand ===
| |
| Gain 10% of Wand Physical Damage as Extra Lightning Damage
| |
| | |
| 25% of Wand Physical Damage converted to Lightning Damage
| |
| | |
| === Battlefield Dominator ===
| |
| 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
| |
| | |
| (Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
| |
| | |
| (The Stun Threshold determines how much Damage can Stun something)
| |
| | |
| (Recently refers to the past 4 seconds)
| |
| | |
| === Martial Mastery ===
| |
| 10% increased Attack Speed with Two Handed Melee Weapons
| |
| | |
| 10% increased Attack Speed if you have at least 600 Strength
| |
| | |
| +20 to Strength
| |
| | |
| === Surefooted Striker ===
| |
| 40% increased Critical Strike Chance with Two Handed Melee Weapons
| |
| | |
| 8% 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)
| |
| | |
| === Graceful Execution ===
| |
| 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
| |
| | |
| === Brutal Infamy ===
| |
| 40% increased Damage with Hits and Ailments against Unique Enemies
| |
| | |
| === Fearsome Warrior ===
| |
| 8% increased Area of Effect
| |
| | |
| 25% chance to Intimidate nearby Enemies for 4 seconds on Melee Kill
| |
| | |
| (Intimidated enemies take 10% increased Attack Damage)
| |
| | |
| === Combat Rhythm ===
| |
| 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)
| |
| | |
| === Hit and Run ===
| |
| Attack Skills deal 20% increased Damage while Dual Wielding
| |
| | |
| 4% chance to Dodge Attack or Spell Hits if you've Hit an Enemy Recently
| |
| | |
| (Recently refers to the past 4 seconds)
| |
| | |
| === Insatiable Killer ===
| |
| 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
| |
| | |
| === Mage Bane ===
| |
| +5% 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
| |
| | |
| === Martial Momentum ===
| |
| 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)
| |
| | |
| === Deadly Repartee ===
| |
| +5% 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
| |
| | |
| === Quick and Deadly ===
| |
| 60% increased Main Hand Attack Damage while wielding two different Weapon Types
| |
| | |
| 30% increased Off Hand Attack Speed while wielding two different Weapon Types
| |
| | |
| === Smite the Weak ===
| |
| 40% increased Attack Damage against Maimed Enemies
| |
| | |
| Attacks have 10% chance to Maim on Hit
| |
| | |
| (Maimed enemies have 30% reduced Movement Speed)
| |
| | |
| === Heavy Hitter ===
| |
| 30% increased Attack Damage
| |
| | |
| 10% reduced Enemy Stun Threshold
| |
| | |
| 20% chance to double Stun Duration
| |
| | |
| 30% increased Damage with Ailments from Attack Skills
| |
| | |
| (The Stun Threshold determines how much Damage can Stun something)
| |
| | |
| (Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
| |
| | |
| === Martial Prowess ===
| |
| 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)
| |
| | |
| === Calamitous ===
| |
| 10% chance to Freeze, Shock and Ignite
| |
| | |
| 30% increased Elemental Damage with Attack Skills
| |
| | |
| 15% increased Effect of Non-Damaging Ailments
| |
| | |
| (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)
| |
| | |
| (Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
| |
| | |
| === Devastator ===
| |
| 20% increased Attack Damage
| |
| | |
| 20% increased Damage with Ailments from Attack Skills
| |
| | |
| Enemies killed by your Attack Hits have a 15% chance to Explode, dealing a tenth of their maximum Life as Physical Damage
| |
| | |
| (Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
| |
| | |
| === Fuel the Fight ===
| |
| 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)
| |
| | |
| === Drive the Destruction ===
| |
| 0.8% of Attack Damage Leeched as Life
| |
| | |
| 20% increased Maximum total Recovery per second from Life Leech
| |
| | |
| 20% increased total Recovery per second from Life Leech
| |
| | |
| (Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
| |
| | |
| === Feed the Fury ===
| |
| 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)
| |
| | |
| === Seal Mender ===
| |
| Skills Supported by Unleash have 30% increased Seal gain frequency
| |
| | |
| === Conjured Wall ===
| |
| 25% increased Spell Damage
| |
| | |
| +6% Chance to Block Spell Damage if you've Cast a Spell Recently
| |
| | |
| (Recently refers to the past 4 seconds)
| |
| | |
| === Arcane Heroism ===
| |
| 30% increased Effect of Arcane Surge on you
| |
| | |
| 10% chance to gain Arcane Surge when you Hit a Unique enemy
| |
| | |
| (Arcane Surge grants 10% more Spell Damage, 10% increased Cast Speed, and 0.5% of maximum Mana Regenerated per second, for 4 seconds)
| |
| | |
| === Practiced Caster ===
| |
| 20% increased Spell Damage
| |
| | |
| 5% increased Cast Speed
| |
| | |
| 35% chance to Avoid interruption from Stuns while Casting
| |
| | |
| === Burden Projection ===
| |
| 30% increased Spell Damage
| |
| | |
| 8% chance to Knock Enemies Back on Hit with Spell Damage
| |
| | |
| === Thaumophage ===
| |
| 0.6% of Spell Damage Leeched as Energy Shield
| |
| | |
| 20% increased Maximum total Recovery per second from Energy Shield Leech
| |
| | |
| 10% chance to Hinder Enemies on Hit with Spells, with 30% reduced Movement Speed
| |
| | |
| (Leeched Energy Shield is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
| |
| | |
| (Hindered enemies have reduced movement speed)
| |
| | |
| === Essence Rush ===
| |
| 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)
| |
| | |
| === Sap Psyche ===
| |
| 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)
| |
| | |
| === Sadist ===
| |
| 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)
| |
| | |
| === Corrosive Elements ===
| |
| 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)
| |
| | |
| === Doryani's Lesson ===
| |
| 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)
| |
| | |
| === Disorienting Display ===
| |
| 25% increased Elemental Damage
| |
| | |
| 10% chance to Blind nearby Enemies when you use an Elemental Skill
| |
| | |
| (Blinded enemies have their Chance to Hit halved)
| |
| | |
| === Prismatic Heart ===
| |
| +10% to all Elemental Resistances
| |
| | |
| 30% increased Elemental Damage
| |
| | |
| === Widespread Destruction ===
| |
| 10% increased Area of Effect
| |
| | |
| 20% increased Elemental Damage
| |
| | |
| === Master of Fire ===
| |
| Nearby Enemies have Fire Exposure
| |
| | |
| (Fire Exposure applies -10% to Fire Resistance for 4 seconds)
| |
| | |
| === Smoking Remains ===
| |
| 35% increased Fire Damage
| |
| | |
| 10% chance to create a Smoke Cloud on Kill
| |
| | |
| === Cremator ===
| |
| 30% increased Fire Damage
| |
| | |
| Ignited Enemies you hit are destroyed on Kill
| |
| | |
| === Snowstorm ===
| |
| Gain 10% of Lightning Damage as Extra Cold Damage against Chilled Enemies
| |
| | |
| === Storm Drinker ===
| |
| 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)
| |
| | |
| === Paralysis ===
| |
| 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)
| |
| | |
| === Supercharge ===
| |
| Lightning Damage with Non-Critical Strikes is Lucky
| |
| | |
| === Blanketed Snow ===
| |
| Damage Penetrates 10% Cold Resistance against Chilled Enemies
| |
| | |
| === Cold to the Core ===
| |
| 1% increased Cold Damage per 25 Dexterity
| |
| | |
| 1% increased Cold Damage per 25 Intelligence
| |
| | |
| 1% increased Cold Damage per 25 Strength
| |
| | |
| === Cold-Blooded Killer ===
| |
| 20% increased Cold Damage
| |
| | |
| Recover 2% of Life on Kill
| |
| | |
| === Touch of Cruelty ===
| |
| Chaos Skills have 10% chance to Hinder Enemies on Hit, with 30% reduced Movement Speed
| |
| | |
| Enemies Hindered by you take 10% increased Chaos Damage
| |
| | |
| (Hindered enemies have reduced movement speed)
| |
| | |
| === Unwaveringly Evil ===
| |
| 30% increased Chaos Damage
| |
| | |
| Chaos Skills ignore interruption from Stuns
| |
| | |
| === Unspeakable Gifts ===
| |
| Enemies you Kill have a 10% chance to Explode, dealing a quarter of their maximum Life as Chaos Damage
| |
| | |
| === Dark Ideation ===
| |
| 2% increased Chaos Damage per 100 maximum Mana, up to a maximum of 80%
| |
| | |
| === Unholy Grace ===
| |
| 30% increased Chaos Damage
| |
| | |
| 10% increased Attack and Cast Speed
| |
| | |
| === Wicked Pall ===
| |
| 35% increased Chaos Damage
| |
| | |
| 20% increased Skill Effect Duration
| |
| | |
| === Renewal ===
| |
| Minions Regenerate 1% of Life per second
| |
| | |
| Minions have 10% chance to deal Double Damage while they are on Full Life
| |
| | |
| === Raze and Pillage ===
| |
| Minions have 20% chance to Ignite
| |
| | |
| Minions deal 20% increased Damage against Ignited Enemies
| |
| | |
| Minions gain 6% of Physical Damage as Extra Fire Damage
| |
| | |
| === Rotten Claws ===
| |
| Minions have a 20% chance to Impale on Hit with Attacks
| |
| | |
| === Call to the Slaughter ===
| |
| Minions deal 15% increased Damage
| |
| | |
| Minions created Recently have 10% increased Attack and Cast Speed
| |
| | |
| Minions created Recently have 30% increased Movement Speed
| |
| | |
| === Skeletal Atrophy ===
| |
| Summoned Skeletons have 10% chance to Wither Enemies for 2 seconds on Hit
| |
| | |
| Summoned Skeletons have 30% of Physical Damage Converted to Chaos Damage
| |
| | |
| === Hulking Corpses ===
| |
| Minions have 20% increased maximum Life
| |
| | |
| 20% increased Raised Zombie Size
| |
| | |
| Raised Zombies have 5% chance to Taunt Enemies on Hit
| |
| | |
| === Vicious Bite ===
| |
| Minions have 50% increased Critical Strike Chance
| |
| | |
| Raised Spectres, Raised Zombies, and Summoned Skeletons have +50% to Critical Strike Multiplier
| |
| | |
| === Primordial Bond ===
| |
| 10% increased Damage per Summoned Golem
| |
| | |
| 40% increased Effect of Buffs granted by your Golems
| |
| | |
| Golems have 25% increased Maximum Life
| |
| | |
| === Blowback ===
| |
| Ignites you inflict deal Damage 15% faster
| |
| | |
| (They will deal the same total damage over a shorter duration)
| |
| | |
| === Fan the Flames ===
| |
| Ignites you inflict spread to other Enemies within a Radius of 15
| |
| | |
| === Cooked Alive ===
| |
| 15% chance to Ignite
| |
| | |
| Enemies Ignited by you have -10% to Fire Resistance
| |
| | |
| (Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
| |
| | |
| === Burning Bright ===
| |
| +8% to Fire Damage over Time Multiplier
| |
| | |
| 20% increased Fire Damage
| |
| | |
| 8% increased Area of Effect
| |
| | |
| === Wrapped in Flame ===
| |
| 20% increased Burning Damage
| |
| | |
| +15% to Fire Damage over Time Multiplier while Burning
| |
| | |
| Regenerate 1.50% of Life per second while Burning
| |
| | |
| === Vivid Hues ===
| |
| +12% to Damage over Time Multiplier for Bleeding
| |
| | |
| 2% of Attack Damage Leeched as Life against Bleeding Enemies
| |
| | |
| 20% increased total Recovery per second from Life Leech
| |
| | |
| (Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
| |
| | |
| === Rend ===
| |
| +12% to Damage over Time Multiplier for Bleeding
| |
| | |
| 30% increased Bleeding Duration
| |
| | |
| === Disorienting Wounds ===
| |
| 25% increased Damage with Bleeding
| |
| | |
| 25% chance to Blind with Hits against Bleeding Enemies
| |
| | |
| (Blinded enemies have their Chance to Hit halved)
| |
| | |
| === Compound Injury ===
| |
| 50% increased Damage with Bleeding you inflict on Maimed Enemies
| |
| | |
| === Septic Spells ===
| |
| 8% increased Cast Speed
| |
| | |
| Spell Skills have +10% 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)
| |
| | |
| === Low Tolerance ===
| |
| +8% to Damage over Time Multiplier for Poison
| |
| | |
| Poisons you inflict on non-Poisoned Enemies deal 300% increased Damage
| |
| | |
| === Steady Torment ===
| |
| 20% increased Poison Duration
| |
| | |
| 20% increased Bleeding Duration
| |
| | |
| +10% to Damage over Time Multiplier for Bleeding you inflict on Poisoned Enemies
| |
| | |
| +10% to Damage over Time Multiplier for Poison you inflict on Bleeding Enemies
| |
| | |
| === Eternal Suffering ===
| |
| +5% to Chaos Damage over Time Multiplier
| |
| | |
| Chaos Skills have 30% increased Skill Effect Duration
| |
| | |
| === Eldritch Inspiration ===
| |
| +8% to Chaos Damage over Time Multiplier
| |
| | |
| 16% increased maximum Mana
| |
| | |
| 20% increased Mana Regeneration Rate
| |
| | |
| === Wasting Affliction ===
| |
| 20% increased Damage with Ailments
| |
| | |
| 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)
| |
| | |
| === Haemorrhage ===
| |
| +18% to Damage over Time Multiplier for Ailments from Critical Strikes
| |
| | |
| 40% increased Critical Strike Chance
| |
| | |
| === Flow of Life ===
| |
| 24% increased Damage over Time
| |
| | |
| 4% increased maximum Life
| |
| | |
| Regenerate 0.6% of Life per second
| |
| | |
| === Exposure Therapy ===
| |
| +10% to Damage over Time Multiplier
| |
| | |
| +30% Chaos Resistance against Damage Over Time
| |
| | |
| === Brush with Death ===
| |
| +10% to Damage over Time Multiplier
| |
| | |
| Recover 1% of Life on Kill
| |
| | |
| Recover 1% of Energy Shield on Kill
| |
| | |
| === Vile Reinvigoration ===
| |
| 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)
| |
| | |
| === Circling Oblivion ===
| |
| 20% increased Damage over Time
| |
| | |
| 20% increased Duration of Ailments on Enemies
| |
| | |
| 15% increased Skill Effect Duration
| |
| | |
| (Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
| |
| | |
| === Brewed for Potency ===
| |
| 24% increased Damage over Time
| |
| | |
| 10% increased Flask Charges gained
| |
| | |
| 20% increased Life and Mana Recovery from Flasks
| |
| | |
| === Astonishing Affliction ===
| |
| 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
| |
| | |
| (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
| |
| | |
| (Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
| |
| | |
| (Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
| |
| | |
| === Cold Conduction ===
| |
| Enemies Chilled by your Hits are Shocked
| |
| | |
| Enemies Shocked by your Hits are Chilled
| |
| | |
| === Inspired Oppression ===
| |
| 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
| |
| | |
| (Recently refers to the past 4 seconds)
| |
| | |
| (Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
| |
| | |
| === Chilling Presence ===
| |
| Nearby Enemies are Chilled
| |
| | |
| (Chill reduces Enemy Action Speed by 10%)
| |
| | |
| === Deep Chill ===
| |
| +10% to Cold Damage over Time Multiplier
| |
| | |
| 30% increased Effect of Chill
| |
| | |
| === Blast-Freeze ===
| |
| 20% increased Cold Damage
| |
| | |
| Freezes you inflict spread to other Enemies within a Radius of 12
| |
| | |
| === Thunderstruck ===
| |
| 20% increased Lightning Damage
| |
| | |
| Your Critical Strikes Knock Back Shocked Enemies
| |
| | |
| 30% increased Critical Strike Chance
| |
| | |
| === Stormrider ===
| |
| 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
| |
| | |
| === Overshock ===
| |
| 30% increased Lightning Damage
| |
| | |
| Your Shocks can increase Damage taken by up to a maximum of 60%
| |
| | |
| 30% increased Effect of Shock
| |
| | |
| === Evil Eye ===
| |
| Enemies you Curse take 5% increased Damage
| |
| | |
| 5% chance to Dodge Attack Hits from Cursed Enemies
| |
| | |
| === Whispers of Death ===
| |
| 5% increased Effect of your Curses
| |
| | |
| 20% increased Damage if you've Killed a Cursed Enemy Recently
| |
| | |
| (Recently refers to the past 4 seconds)
| |
| | |
| === Forbidden Words ===
| |
| 25% increased Area of Effect of Curse Skills
| |
| | |
| 5% increased Effect of your Curses
| |
| | |
| Curse Skills have 5% reduced Mana Reservation
| |
| | |
| === Dark Discourse ===
| |
| 10% increased Effect of your Curses
| |
| | |
| Enemies you Curse are Hindered, with 15% reduced Movement Speed
| |
| | |
| Regenerate 1% of Energy Shield per second if you’ve Killed an Enemy Recently
| |
| | |
| (Hindered enemies have reduced movement speed)
| |
| | |
| (Recently refers to the past 4 seconds)
| |
| | |
| === Victim Maker ===
| |
| Curse Skills have 50% increased Skill Effect Duration
| |
| | |
| 25% increased Damage with Hits and Ailments against Cursed Enemies
| |
| | |
| === Master of Fear ===
| |
| Enemies you Curse are Intimidated
| |
| | |
| Enemies you Curse are Unnerved
| |
| | |
| (Intimidated enemies take 10% increased Attack Damage)
| |
| | |
| (Unnerved enemies take 10% increased Spell Damage)
| |
| | |
| === Wish for Death ===
| |
| You have Culling Strike against Cursed Enemies
| |
| | |
| Curse Skills have 20% increased Skill Effect Duration
| |
| | |
| (Culling Strike means enemies that are on 10% or lower life after your Hit are Killed)
| |
| | |
| === Heraldry ===
| |
| 20% increased Effect of Herald Buffs on you
| |
| | |
| 10% reduced Mana Reservation of Herald Skills
| |
| | |
| === Endbringer ===
| |
| 25% increased Damage for each Herald affecting you
| |
| | |
| === Cult-Leader ===
| |
| Minions deal 35% increased Damage while you are affected by a Herald
| |
| | |
| === Empowered Envoy ===
| |
| Herald Skills deal 40% increased Damage
| |
| | |
| 20% increased Effect of Herald Buffs on you
| |
| | |
| === Dark Messenger ===
| |
| Herald Skills have 25% increased Area of Effect
| |
| | |
| Herald Skills deal 20% increased Damage
| |
| | |
| === Agent of Destruction ===
| |
| 10% chance to Freeze, Shock and Ignite while affected by a Herald
| |
| | |
| 25% increased Elemental Damage while affected by a Herald
| |
| | |
| === Lasting Impression ===
| |
| 30% increased Damage over Time while affected by a Herald
| |
| | |
| Herald Skills deal 50% increased Damage over Time
| |
| | |
| === Self-Fulfilling Prophecy ===
| |
| +1% to Critical Strike Chance of Herald Skills
| |
| | |
| +25% to Critical Strike Multiplier if you dealt a Critical Strike with a Herald Skill Recently
| |
| | |
| (Recently refers to the past 4 seconds)
| |
| | |
| === Invigorating Portents ===
| |
| Minions deal 20% increased Damage while you are affected by a Herald
| |
| | |
| Minions have 10% increased Movement Speed for each Herald affecting you
| |
| | |
| === Pure Agony ===
| |
| +1 to maximum number of Sentinels of Purity
| |
| | |
| +5 to Maximum Virulence
| |
| | |
| Minions deal 20% increased Damage while you are affected by a Herald
| |
| | |
| === Disciples ===
| |
| 1% additional Physical Damage Reduction per Summoned Sentinel of Purity
| |
| | |
| You lose Virulence 30% slower
| |
| | |
| Minions deal 20% increased Damage while you are affected by a Herald
| |
| | |
| (Virulence is granted by the Herald of Agony Skill)
| |
| | |
| === Dread March ===
| |
| 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
| |
| | |
| === Blessed Rebirth ===
| |
| Minions have 20% increased maximum Life
| |
| | |
| Minions created Recently cannot be Damaged
| |
| | |
| (Recently refers to the past 4 seconds)
| |
| | |
| === Life from Death ===
| |
| 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)
| |
| | |
| === Feasting Fiends ===
| |
| 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)
| |
| | |
| === Bodyguards ===
| |
| Minions have 10% increased maximum Life
| |
| | |
| Minions have 10% chance to Knock Enemies Back on Hit with Attacks
| |
| | |
| === Follow-Through ===
| |
| Projectiles deal 15% increased Damage for each remaining Chain
| |
| | |
| === Streamlined ===
| |
| 30% increased Projectile Speed
| |
| | |
| 20% increased Projectile Damage
| |
| | |
| === Shrieking Bolts ===
| |
| 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)
| |
| | |
| === Eye to Eye ===
| |
| 25% increased Projectile Damage
| |
| | |
| 35% increased Projectile Damage with Hits against Nearby Enemies
| |
| | |
| === Repeater ===
| |
| 30% increased Projectile Damage
| |
| | |
| 8% increased Attack and Cast Speed
| |
| | |
| === Aerodynamics ===
| |
| Projectiles Pierce an additional Target
| |
| | |
| 20% increased Projectile Speed
| |
| | |
| 10% increased Projectile Damage
| |
| | |
| === Chip Away ===
| |
| 25% increased Brand Activation Frequency if you haven't used a Brand Skill Recently
| |
| | |
| 20% increased Brand Attachment range
| |
| | |
| (Recently refers to the past 4 seconds)
| |
| | |
| === Seeker Runes ===
| |
| 25% increased Damage with Brand Skills
| |
| | |
| Unattached Brands gain 20% increased Brand Attachment Range per second
| |
| | |
| === Remarkable ===
| |
| You can Cast an additional Brand
| |
| | |
| 12% increased Cast Speed with Brand Skills
| |
| | |
| === Brand Loyalty ===
| |
| Enemies take 5% increased Damage for each of your Brands Attached to them
| |
| | |
| 20% increased Brand Attachment range
| |
| | |
| === Holy Conquest ===
| |
| 5% increased Movement Speed
| |
| | |
| 20% increased Damage with Brand Skills
| |
| | |
| 10% increased Brand Activation frequency
| |
| | |
| === Grand Design ===
| |
| You can Cast an additional Brand
| |
| | |
| Brand Skills have 20% increased Duration
| |
| | |
| 10% increased Brand Activation frequency
| |
| | |
| 20% increased Brand Attachment range
| |
| | |
| === Set and Forget ===
| |
| 25% increased Trap Damage
| |
| | |
| 12% increased Area of Effect
| |
| | |
| 25% reduced Trap Duration
| |
| | |
| 40% increased Trap Trigger Area of Effect
| |
| | |
| === Expert Sabotage ===
| |
| 30% increased Mine Damage
| |
| | |
| Can have up to 2 additional Remote Mines placed at a time
| |
| | |
| Mines have 20% increased Detonation Speed
| |
| | |
| === Guerilla Tactics ===
| |
| 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)
| |
| | |
| === Expendability ===
| |
| 10% chance to throw up to 1 additional Trap or Mine
| |
| | |
| (Throwing Mines takes 10% more time for each additional Mine thrown)
| |
| | |
| === Arcane Pyrotechnics ===
| |
| 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% more Spell Damage, 10% increased Cast Speed, and 0.5% of maximum Mana Regenerated per second, for 4 seconds)
| |
| | |
| === Surprise Sabotage ===
| |
| +15% to Critical Strike Multiplier with Traps
| |
| | |
| +15% to Critical Strike Multiplier with Mines
| |
| | |
| Trap Damage Penetrates 5% Elemental Resistances
| |
| | |
| Mine Damage Penetrates 5% Elemental Resistances
| |
| | |
| === Careful Handling ===
| |
| 15% increased Trap Damage
| |
| | |
| 15% increased Mine Damage
| |
| | |
| 4% increased maximum Life
| |
| | |
| 6% increased maximum Mana
| |
| | |
| === Peak Vigour === | |
| 8% increased maximum Life
| |
| | |
| 30% increased Life Recovery from Flasks
| |
| | |
| === Fettle ===
| |
| +20 to maximum Life
| |
| | |
| 10% increased maximum Life
| |
| | |
| === Feast of Flesh ===
| |
| 8% increased maximum Life
| |
| | |
| 0.4% of Attack Damage Leeched as Life
| |
| | |
| +10 Life gained for each Enemy hit by your Attacks
| |
| | |
| (Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
| |
| | |
| === Sublime Sensation ===
| |
| 10% increased maximum Energy Shield
| |
| | |
| 8% increased maximum Life
| |
| | |
| === Surging Vitality === | |
| 8% increased maximum Life
| |
| | |
| Regenerate 0.5% of Life per second
| |
| | |
| Every 5 seconds, Regenerate 10% of Life over one second
| |
| | |
| === Peace Amidst Chaos ===
| |
| 8% increased maximum Life
| |
| | |
| 2% additional Physical Damage Reduction while stationary
| |
| | |
| Regenerate 2% of Life per second while stationary
| |
| | |
| === Adrenaline ===
| |
| 6% increased maximum Life
| |
| | |
| 15% increased Maximum total Recovery per second from Life Leech
| |
| | |
| 6% increased Attack Speed while Leeching
| |
| | |
| === Wall of Muscle ===
| |
| 6% increased maximum Life
| |
| | |
| 5% increased Strength
| |
| | |
| === Mindfulness ===
| |
| 15% increased maximum Mana
| |
| | |
| 80% increased Mana Regeneration Rate while stationary
| |
| | |
| === Liquid Inspiration ===
| |
| 15% increased maximum Mana
| |
| | |
| 30% increased Mana Recovery from Flasks
| |
| | |
| 5% increased Mana Recovery Rate during Effect of any Mana Flask
| |
| | |
| === Openness ===
| |
| +30 to maximum Mana
| |
| | |
| 20% increased maximum Mana
| |
| | |
| === Daring Ideas ===
| |
| 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)
| |
| | |
| === Clarity of Purpose ===
| |
| 15% increased maximum Mana
| |
| | |
| 30% increased Mana Regeneration Rate
| |
| | |
| === Scintillating Idea === | |
| 20% increased maximum Mana
| |
| | |
| Damage Penetrates 5% Lightning Resistance
| |
| | |
| === Holistic Health ===
| |
| 8% increased maximum Life
| |
| | |
| 10% increased maximum Mana
| |
| | |
| === Genius ===
| |
| 8% increased maximum Mana
| |
| | |
| 5% increased Intelligence
| |
| | |
| === Improvisor ===
| |
| 6% increased Attack Speed
| |
| | |
| 10% increased maximum Mana
| |
| | |
| +3 Mana gained for each Enemy hit by your Attacks
| |
| | |
| === Stubborn Student ===
| |
| 20% increased Armour
| |
| | |
| 15% increased maximum Mana
| |
| | |
| 4% additional Physical Damage Reduction
| |
| | |
| === Savour the Moment ===
| |
| 10% increased maximum Energy Shield
| |
| | |
| Regenerate 3.00% of Energy Shield per second while stationary
| |
| | |
| === Energy From Naught ===
| |
| +100 to maximum Energy Shield
| |
| | |
| === Will Shaper ===
| |
| Gain 5% of Maximum Mana as Extra Maximum Energy Shield
| |
| | |
| === Spring Back ===
| |
| 6% increased maximum Energy Shield
| |
| | |
| 10% faster start of Energy Shield Recharge
| |
| | |
| 15% increased Energy Shield Recharge Rate
| |
| | |
| === Conservation of Energy ===
| |
| 8% increased maximum Energy Shield
| |
| | |
| 0.3% of Spell Damage Leeched as Energy Shield | |
| | |
| 20% increased Maximum total Recovery per second from Energy Shield Leech
| |
| | |
| (Leeched Energy Shield is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
| |
| | |
| === Heart of Iron ===
| |
| Gain 10% of Maximum Life as Extra Armour
| |
| | |
| === Prismatic Carapace === | |
| 30% increased Armour
| |
| | |
| +1% to all maximum Elemental Resistances
| |
| | |
| (Maximum Resistances cannot be raised above 90%)
| |
| | |
| === Militarism ===
| |
| 30% increased Armour
| |
| | |
| 8% increased maximum Life
| |
| | |
| === Second Skin ===
| |
| 3% Chance to Block Spell Damage
| |
| | |
| 30% increased Armour
| |
| | |
| +3% Chance to Block Attack Damage
| |
| | |
| === Dragon Hunter ===
| |
| 30% increased Armour
| |
| | |
| +20% to Fire Resistance
| |
| | |
| 5% additional Physical Damage Reduction
| |
| | |
| === Enduring Composure ===
| |
| 30% increased Armour
| |
| | |
| Gain an Endurance Charge every second if you've been Hit Recently
| |
| | |
| (Recently refers to the past 4 seconds)
| |
| | |
| === Prismatic Dance ===
| |
| 30% increased Evasion Rating
| |
| | |
| +1% to all maximum Elemental Resistances
| |
| | |
| (Maximum Resistances cannot be raised above 90%)
| |
| | |
| === Natural Vigour ===
| |
| 30% increased Evasion Rating
| |
| | |
| 8% increased maximum Life
| |
| | |
| === Untouchable ===
| |
| 30% increased Evasion Rating
| |
| | |
| 3% chance to Dodge Attack Hits
| |
| | |
| 3% chance to Dodge Spell Hits
| |
| | |
| === Shifting Shadow ===
| |
| 20% increased Evasion Rating
| |
| | |
| +20 to Dexterity
| |
| | |
| 10% chance to Blind Enemies on Hit
| |
| | |
| (Blinded enemies have their Chance to Hit halved)
| |
| | |
| === Readiness ===
| |
| +4% chance to Evade Attack Hits if you haven't been Hit Recently
| |
| | |
| (Recently refers to the past 4 seconds)
| |
| | |
| === Confident Combatant ===
| |
| 1% increased Damage per 1% Chance to Block Attack Damage
| |
| | |
| === Flexible Sentry ===
| |
| 3% Chance to Block Spell Damage
| |
| | |
| 25% chance to Avoid Elemental Ailments
| |
| | |
| +3% Chance to Block Attack Damage
| |
| | |
| (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
| |
| | |
| === Vicious Guard ===
| |
| 0.4% of Attack Damage Leeched as Life
| |
| | |
| Regenerate 1.5% of Life per second
| |
| | |
| +4% Chance to Block Attack Damage
| |
| | |
| (Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
| |
| | |
| === Mystical Ward ===
| |
| 4% 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)
| |
| | |
| === Rote Reinforcement ===
| |
| +20 to maximum Life
| |
| | |
| 20% chance to gain an Endurance Charge when you Block
| |
| | |
| +4% Chance to Block Attack Damage
| |
| | |
| === Mage Hunter ===
| |
| 4% Chance to Block Spell Damage
| |
| | |
| 20% increased Spell Damage
| |
| | |
| 20% chance to gain a Power Charge when you Block
| |
| | |
| === Riot Queller ===
| |
| +4% Chance to Block Attack Damage
| |
| | |
| Enemies Taunted by you take 6% increased Damage
| |
| | |
| === One with the Shield ===
| |
| Recover 50 Life when you Block
| |
| | |
| 50% increased Defences from Equipped Shield
| |
| | |
| +5% Chance to Block Attack Damage while holding a Shield
| |
| | |
| (Defences are Armour, Evasion Rating and Energy Shield)
| |
| | |
| === Aerialist ===
| |
| 3% chance to Dodge Attack Hits
| |
| | |
| 3% chance to Dodge Spell Hits
| |
| | |
| 5% increased Dexterity
| |
| | |
| === Elegant Form ===
| |
| 30% chance to Avoid Elemental Ailments
| |
| | |
| 3% chance to Dodge Attack Hits
| |
| | |
| 3% chance to Dodge Spell Hits
| |
| | |
| (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
| |
| | |
| === Darting Movements ===
| |
| 5% increased Movement Speed
| |
| | |
| 5% chance to Dodge Attack and Spell Hits while moving
| |
| | |
| === No Witnesses ===
| |
| 10% chance to gain Elusive on Kill
| |
| | |
| 25% increased Elusive Effect
| |
| | |
| (Elusive initially grants 15% chance to Dodge Spell or Attack 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)
| |
| | |
| === Molten One's Mark ===
| |
| +2% to maximum Fire Resistance
| |
| | |
| Regenerate 1% of Life per second
| |
| | |
| (Maximum Resistances cannot be raised above 90%)
| |
| | |
| === Fire Attunement ===
| |
| 40% reduced Ignite Duration on you
| |
| | |
| 50% reduced Extra Damage taken from Critical Strikes while Ignited
| |
| | |
| === Pure Might ===
| |
| 40% increased Stun and Block Recovery
| |
| | |
| Purity of Fire has 30% reduced Mana Reservation
| |
| | |
| +20 to Strength
| |
| | |
| === Blacksmith ===
| |
| 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)
| |
| | |
| === Non-Flammable ===
| |
| +20% to Fire Resistance
| |
| | |
| 40% chance to Avoid being Ignited
| |
| | |
| 6% chance to Avoid Fire Damage from Hits
| |
| | |
| === Winter Prowler ===
| |
| +2% to maximum Cold Resistance
| |
| | |
| 6% increased Movement Speed
| |
| | |
| (Maximum Resistances cannot be raised above 90%)
| |
| | |
| === Hibernator ===
| |
| 40% reduced Freeze Duration on you
| |
| | |
| 15% additional Physical Damage Reduction while Frozen
| |
| | |
| === Pure Guile ===
| |
| Purity of Ice has 30% reduced Mana Reservation
| |
| | |
| +20 to Dexterity
| |
| | |
| 5% chance to Blind Enemies on Hit
| |
| | |
| (Blinded enemies have their Chance to Hit halved)
| |
| | |
| === Alchemist ===
| |
| +20% to Cold Resistance
| |
| | |
| 8% increased Attack and Cast Speed
| |
| | |
| 20% increased Life Recovery from Flasks
| |
| | |
| === Antifreeze ===
| |
| +20% to Cold Resistance
| |
| | |
| 40% chance to Avoid being Frozen
| |
| | |
| 6% chance to Avoid Cold Damage from Hits
| |
| | |
| === Wizardry ===
| |
| 8% increased maximum Mana
| |
| | |
| +2% to maximum Lightning Resistance
| |
| | |
| (Maximum Resistances cannot be raised above 90%)
| |
| | |
| === Capacitor ===
| |
| 12% increased Movement Speed while Shocked
| |
| | |
| 40% reduced Effect of Shock on you
| |
| | |
| === Pure Aptitude ===
| |
| Regenerate 1% of Energy Shield per second
| |
| | |
| Purity of Lightning has 30% reduced Mana Reservation
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| | |
| +20 to Intelligence
| |
| | |
| === Sage === | |
| 20% increased Mana Regeneration Rate
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| | |
| +20% to Lightning Resistance
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| | |
| Regenerate 1.5% of Life per second
| |
| | |
| === Insulated ===
| |
| +20% to Lightning Resistance
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| | |
| 40% chance to Avoid being Shocked
| |
| | |
| 6% chance to Avoid Lightning Damage from Hits
| |
| | |
| === Born of Chaos ===
| |
| +3% to maximum Chaos Resistance
| |
| | |
| (Maximum Resistances cannot be raised above 90%)
| |
| | |
| === Antivenom ===
| |
| +17% to Chaos Resistance
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| | |
| Unaffected by Poison
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| | |
| (Debuffs you are Unaffected by can still be placed on you, but will not actually apply their effect)
| |
| | |
| === Rot-Resistant ===
| |
| +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
| |
| | |
| === Blessed ===
| |
| 6% increased maximum Life
| |
| | |
| 10% increased maximum Mana
| |
| | |
| +13% to Chaos Resistance
| |
| | |
| === Student of Decay ===
| |
| 25% increased Damage over Time
| |
| | |
| +13% to Chaos Resistance
| |
|
| |
|
| ==Version history== | | ==Version history== |
| {{VersionHistoryTable}} | | {{Version history table header}} |
| {{VersionHistoryRow|3.10.0}} | | {{Version history table row|3.17.2| |
| | * Updated the Passive Name for the "12% increased Damage with Two Handed Weapons" Large Cluster Jewel from "Damage with Two Handed Melee Weapons" to "Damage with Two Handed Weapons", as the previous name was misleading. |
| | }} |
| | {{Version history table row|3.11.1| |
| | * {{il|Medium Cluster Jewel|Medium}} and {{il|Large Cluster Jewel|Large Cluster Jewels}} will now drop with an additional enchantment effect that grants them 1 and 2 Jewel sockets respectively. These replace the modifiers that previously granted additional Jewel sockets, which can no longer appear on Cluster Jewels. |
| | * Selling any existing Medium and Large Cluster Jewels without this new enchantment to a vendor will remove any existing Jewel socket modifiers and add the new socket enchantment. This does not include Unique Cluster Jewels. |
| | }} |
| | {{Version history table row|3.11.0| |
| | * Many balance changes have been made to passive skills granted by Cluster Jewels. This affects all existing Cluster Jewels with these passives automatically. The following notables have been affected: [[Hex Breaker]], [[Evil Eye]], [[Forbidden Words]], [[Remarkable]], [[Grand Design]], [[Expert Sabotage]], [[Vicious Bite]], [[Holy Conquest]], [[Flexible Sentry]], [[Hulking Corpses]], [[Cold-Blooded Killer]], [[Wrapped in Flame]], [[Fire Attunement]], [[Hibernator]], [[Capacitor]], [[Replenishing Presence]], [[Antivenom]], [[Non-flammable]], [[Antifreeze]], [[Insulated]], [[Readiness]], [[Dragon Hunter]], [[Conservation of Energy]], [[Spring Back]], [[Stubborn Student]], [[Liquid Inspiration]], [[Adrenaline]], [[Peace Amidst Chaos]], [[Heraldry]], [[Disciples]], [[Pure Agony]], [[Purposeful Harbinger]], [[Endbringer]], [[Master of Fear]], [[Victim Maker]], [[Circling Oblivion]], [[Wicked Pall]], [[Drive the Destruction]], [[Thaumophage]], [[Numbing Elixir]], [[Spiked Concoction]], [[Sleepless Sentries]], [[Chip Away]], [[Precise Retaliation]], [[Skullbreaker]], [[Precise Commander]], [[Savage Response]], [[Precise Focus]], [[Self-Fulfilling Prophecy]], [[Surprise Sabotage]], [[Mob Mentality]], [[Cry Wolf]], [[Haunting Shout]], [[Lead By Example]], [[Provocateur]], [[Warning Call]], [[Rattling Bellow]] and others. |
| | }} |
| | {{Version history table row|3.10.0| |
| * Introduced to the game. | | * Introduced to the game. |
| |}
| | }} |
| | {{Version history table end}} |
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| | {{Navbox Delirium}} |
| {{Navbox Items}} | | {{Navbox Items}} |
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| [[Category:Item classes]] | | [[Category:Items]] |
| [[ru:Вневременной самоцвет]] | | [[ru:Кластерный самоцвет]] |