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  • Chaos damage (category Damage types) (section Chaos Damage taken from Mana before Life)
    Also see "The list of enemies using chaos damage" Poison Physical Damage Fire Damage Cold Damage Lightning Damage ru:Урон от хаоса...
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  • nAilmentDamageOverTimeMultiplier Intrinsic +(18-22)% to Damage over Time Multiplier while affected by Malevolence are changed from Cold Damage / Non-Ailment...
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  • found+(10-15) to all Attributes Adds (7-10) to (15-18) Chaos Damage to Attacks Adds (9-12) to (19-22) Fire Damage to Spells +(15-20)% to Global Critical Strike Multiplier...
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  • For mana to not run out before life the unreserved mana should be at least 67% of unreserved life, granted that 40% of damage is taken from mana before...
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  • targets in an area, making them less resistant to lightning damage and gives lightning damage a chance to shock. Negative Resistances: This curse can cause...
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  • additional benefit. The 1% of Mana Regenerated per second mod is scaled by X% increased Mana Regeneration Rate modifiers. See Mana. Cloak of Defiance can drop...
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  • aura that grants mana regeneration to the caster and their allies. At level 20, Clarity's mana regeneration is equivalent to the natural mana regeneration...
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  • Effects From 1-20% Quality: (2-40)% increased Area of EffectPlace into an item socket of the right colour to gain this skill. Right click to remove from a socket...
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  • curses all targets in an area, making them less resistant to cold damage and giving cold damage a chance to freeze. Negative Resistances: This curse can cause...
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  • increase to the target's damage taken, they are multiplicative with attacker's damage dealt and additive with any other effects to damage taken on the defender...
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  • curses all targets in an area, making them less resistant to fire damage and gives damage hit more chance to ignite. Negative Resistances: This curse can...
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  • Effects From 1-20% Quality: (2-40)% increased Area of EffectPlace into an item socket of the right colour to gain this skill. Right click to remove from a socket...
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  • absorbed by mana. Suppose you have 50% Damage taken from Mana before Life, and you have 5000 life. If you have 5000 mana or higher, then a 10000 damage hit will...
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  • shield remaining when damage is taken, even damage from Labyrinth traps, that damage is inflicted on energy shield first. Physical damage reductions and elemental...
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  • Effects From 1-20% Quality: (2-40)% increased Area of EffectPlace into an item socket of the right colour to gain this skill. Right click to remove from a socket...
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  • Effects From 1-20% Quality: (2-40)% increased Area of EffectPlace into an item socket of the right colour to gain this skill. Right click to remove from a socket...
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  • Effects From 1-20% Quality: (2-40)% increased Area of EffectPlace into an item socket of the right colour to gain this skill. Right click to remove from a socket...
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  • modifiers that affect buffs. Multiple Wrath auras from different allies do not stack. Only damage from highest-level aura affecting a creature will be added...
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  • higher resistances. The extra damage is multiplicative with other damage modifiers as it is considered to be the monsters damage mitigation, and not due to...
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  • Elemental Damage taken (25-35)% less Physical Damage taken 15% less Physical Damage taken per Endurance Charge removed Additional Effects From 1-20% Quality:...
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  • extra cold damage based on the physical damage of the caster and their allies and more cold damage. Self Interaction: Note that the more cold damage part interact...
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  • anywhere: The following jewels are drop-restricted and can obtained from bosses only or from other specific methods (e.g. Legion, Heist, or the Labyrinth):...
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  • additional Fire Damage with Attacks You and nearby allies deal (16-109) to (23-155) additional Fire Damage with Spells Additional Effects From 1-20% Quality:...
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  • and unique mods from the mod type "MonsterAuraResists". The mod would be displayed in monster nameplate as Allies Resist Elemental Damage. The monster also...
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  • Purity of FireAura, Spell, AoE, Fire Level: (1-20) Reservation: 35% Mana Cooldown Time: 1.20 sec Can Store 1 Use(s) Cast Time: Instant AoE Radius: 36Requires...
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  • Purity of IceAura, Spell, AoE, Cold Level: (1-20) Reservation: 35% Mana Cooldown Time: 1.20 sec Can Store 1 Use(s) Cast Time: Instant AoE Radius: 36Requires...
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  • Magic enemies deal (15-29)% less Damage Cursed Rare or Unique enemies deal (9-18)% less Damage Additional Effects From 1-20% Quality: (1-20)% increased...
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  • Purity of LightningAura, Spell, AoE, Lightning Level: (1-20) Reservation: 35% Mana Cooldown Time: 1.20 sec Can Store 1 Use(s) Cast Time: Instant AoE Radius:...
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  • Tree. Right click to remove from the Socket. - Intelligence - Witch, Templar, Shadow Shocks from your Hits always increase Damage taken by at least #%: Unlike...
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  • Mana (section Mana Scaling)
    are related to Mana: The following Masteries are related to Mana: Mana regeneration Mana leech Mana gain on hit Mana gain on kill Mana reservation Malice...
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  • discussion may be found on the talk page. Evading an attack prevents all damage from the attack and other harmful effects including ailments and stun. Spells...
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  • additional damage from missing mana. Because damage is based on missing unreserved mana, reserving mana will reduce the max potential damage of the spell...
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  • Physical Damage (3-5) to (4-7) Added Physical Damage per 15 Armour or Evasion Rating on Shield +(0-0.6) metres to radius Additional Effects From 1-20% Quality:...
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  • Flask (redirect from Mana Flask) (section Mana recovery from flasks)
    life and/or mana over time. Flasks end their respective effects if maximum life or mana is reached. Hybrid flasks, which affect both life and mana, will end...
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  • Effects From 1-20% Quality: (2-40)% increased Area of EffectPlace into an item socket of the right colour to gain this skill. Right click to remove from a socket...
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  • Fire Damage per second Base duration is 1.75 seconds Deals (10-915) to (15-1373) Fire Damage Modifiers to Spell Damage apply to this Skill's Damage Over...
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  • Resistances Your Fire Damage can Shock but not Ignite Your Cold Damage can Ignite but not Freeze or Chill Your Lightning Damage can Freeze but not Shock"The...
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  • mods can be found at a much lower rate, and are rewards from certain Syndicate Safehouses from Aisling Laffrey. Defeating the Syndicate Mastermind will...
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  • (200-240)% increased Physical Damage 1% of Physical Attack Damage Leeched as Life 1% of Physical Attack Damage Leeched as Mana Recover 5% of Life on Kill...
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  • com/r/pathofexile/comments/5gzfwo/allies_cannot_die_aura_should_be_removed_from/daxfkgz/ https://www.pathofexile.com/forum/view-thread/1669519/filter-account-type/staff...
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  • quest reward from finishing Mercy Mission quest in Act 1 Normal has iLvl=4 and can not roll "of Adrenaline" suffix. Possible implicit from Corrupting amulets...
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  • anywhere: The following jewels are drop-restricted and can obtained from bosses only or from other specific methods (e.g. Legion, Heist, or the Labyrinth):...
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  • Skitterbots, apply shock without dealing damage. When non-lightning damage taken as lightning damage, the lightning damage can scale the shock's magnitude as...
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  • Physical Damage from Hits taken as Fire Damage while affected by Purity of Elements (8-12)% of Physical Damage from Hits taken as Lightning Damage while affected...
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  • Physical Damage Adds (5-10) to (13-20) Physical Damage (20-25)% increased Attack Speed 10% increased Effect of Buffs on you 10% increased Mana Reservation...
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  • Ground causes 15% increased Damage taken Additional Effects From 1-20% Quality: Shocked Ground causes (0.25-5)% increased Damage takenCorruptedPlace into...
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  • Poison (section Damage)
    affect the damage of poison: Damage Damage over Time Damage over Time Multiplier Chaos Damage over Time Multiplier Chaos Damage Poison Damage Physical Damage...
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  • Attack Physical Damage (30-49)% more Damage with Bleeding Causes Bleeding Additional Effects From 1-20% Quality: +(1-20)% more Damage with BleedingPlace...
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  • affect the damage of ignite: Damage Damage over Time Elemental Damage Fire Damage Burning Damage Ignite Damage Damage over Time Multiplier Fire Damage over Time...
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  • Boots: 5% reduced Elemental Damage Taken while stationary Body Armour: 15% of Physical Damage from Hits taken as Cold Damage Helmet: Socketed Gems deal...
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  • nearby enemies to take more physical damage.+(0-1) metre to radius Nearby Enemies take at least (15-19)% more Physical Damage, raising up to (30-39)% as they...
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  • Ignite, or 20% of Physical Damage from Hits taken as Fire Damage. Instead, it now has 40% of Physical Damage taken as Fire Damage. It also now has +50-75%...
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  • causing those hits to leech mana based on damage dealt.Supported Attacks have (2-3.9)% of Damage Leeched as Mana Additional Effects From 1-20% Quality: Supported...
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  • Reservation: 50% Mana Cooldown Time: 1.20 sec Can Store 1 Use(s) Cast Time: InstantRequires Level 24Casts an aura that grants bonuses to damage and critical...
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  • player and allies benefit from #% increased Effect of Non-Curse Auras from your Skills, but only the player benefits from Auras from your Skills have #% increased...
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  • Reservation: 50% Mana Cooldown Time: 1.20 sec Can Store 1 Use(s) Cast Time: InstantRequires Level 24Casts an aura that multiplies damage over time and increases...
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  • Cold Damage Base duration is 5.00 seconds Deals (28.7-1895.4) Base Cold Damage per second Modifiers to Spell Damage apply to this Skill's Damage Over Time...
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  • Burning (redirect from Burning Damage) (section Burning damage)
    to remove from a socket. support gem, and the following types of modifiers: Damage Damage over Time Elemental Damage Fire Damage Burning Damage It is important...
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  • Attack (redirect from Attack Damage) (category Damage sources) (section Attack Damage Leeched as Mana)
    off-hand damage in a small area in front of you. You deal damage in a larger area when you reach the target. The further you travel, the more damage you deal...
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  • recover some of the damage taken from hits as energy shield, life, or mana over 4 seconds. Recovery of energy shield, life, and mana through recoup is scaled...
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  • Chaos Damage Deals (31.2-1509.4) Base Chaos Damage per second Base duration is 3.80 seconds Modifiers to Spell Damage apply to this Skill's Damage Over...
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  • 50% of Physical Damage Converted to Lightning Damage Deals 150% more Damage while Channelling if Illusion has finished moving Hits from Final wave deal...
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  • physical melee damage from strength also increase their physical projectile damage.Strength's Damage bonus applies to Projectile Attack Damage as well for...
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  • Spell (redirect from Spell Damage) (category Damage sources) (section Spell Damage also apply to Attacks)
    spell damage is one of four damage sources. Most spells that can deal damage with hits deal spell damage unless stated otherwise. Spell damage can be...
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  • Physical Damage from Hits taken as Fire Damage while affected by Purity of Elements (8-12)% of Physical Damage from Hits taken as Lightning Damage while affected...
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  • character is able to pay the skill's cost and no other effects prevent the skill from being used (such as Silence). Casting spells, attacking, using a warcry,...
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  • Bleeding 70% of Damage from Hits is taken from the Buff before Life or Energy Shield Buff can take (54-2209) Damage Additional Effects From 1-20% Quality:...
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  • deal extra Damage during Effect +(20-30)% to Damage over Time Multiplier for Poison from Critical Strikes during Effect Take 250 Chaos Damage per Second...
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  • Damage (category Damage) (section Damage calculation)
    when damage is applied see, receiving damage. The basic damage calculation is: Damage = (Base_Damage + Added_Damage) * Increased_Damage * More_Damage * Hit_Rate...
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  • +20% Maximum total Mana Recovery per second from Leech +20% to Maximum total Life Recovery per second from Leech +200 to maximum Mana +75% to maximum Chance...
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  • is equivalent to Take no Extra Damage from Critical Strikes. For example, a character with 30% reduced extra damage from critical strikes against a monster...
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  • Reflect (redirect from Damage Reflection) (category Damage) (section Mechanics of damage reflection)
    that apply damage over time debuffs or damaging ailments can still reflect the hit damage). The amount of damage reflected is based on damage taken by the...
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  • no Non-Lightning Damage Armour also applies to Lightning Damage taken from Hits Lightning Resistance does not affect Lightning Damage taken Nearby Enemies...
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  • Lightning damage (category Damage types) (section Damage taken as Lightning Damage)
    skill. Right click to remove from a socket.(Alt Art), Lightning Thorns Aura) Physical Damage Fire Damage Cold Damage Chaos Damage ru:Урон от молнии...
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  • +(2-3)% to maximum Fire Resistance Group: DamageRemovedFromManaBeforeLife (4-6)% of Damage is taken from Mana before Life Group: ChanceToShock (20-30)%...
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  • +(2-3)% to maximum Fire Resistance Group: DamageRemovedFromManaBeforeLife (4-6)% of Damage is taken from Mana before Life Group: ChanceToShock (20-30)%...
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  • +(2-3)% to maximum Fire Resistance Group: DamageRemovedFromManaBeforeLife (4-6)% of Damage is taken from Mana before Life Group: ChanceToShock (20-30)%...
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  • Cold damage (category Damage types) (section Damage taken as Cold Damage)
    damage. Unique items that add a portion of other damage types as cold damage. Unique items that cause non-cold damage to be taken as cold damage. Unique...
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  • 95 Int1.6% of Physical Attack Damage Leeched as Life(200-220)% increased Physical Damage Adds 25 to 30 Physical Damage 5% increased Attack Speed 1.2%...
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  • Fire damage (category Damage types) (section Damage taken as Fire Damage)
    damage. Unique items that add a portion of other damage types as fire damage. Unique items that cause non-fire damage to be taken as as fire damage. Unique...
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  • Cost (redirect from Mana Cost)
    maximum Mana+(30-60) to maximum Mana Regenerate (3-6) Mana per second -(8-4) to Total Mana Cost of Skills 8% of Damage taken Recouped as ManaThe Thaumaturgical...
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  • purchased from Dannig. Ward basetypes: from Expedition monsters. Tainted currency: from Beyond monsters. Lifeforce: from Harvest monsters. Relics: from the Forbidden...
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  • critical strike chance but moderate physical damage and attack speed, resulting in overall higher damage per second than wands. Bows sometimes do not have...
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  • remove from a socket., all minions from that skill will gain % chance to inflict Withered on Hit and % of Physical Damage as Extra Chaos Damage as base...
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  • that require strength and intelligence and have a x% Chance to Block Attack Damage while wielding a Staff implicit modifier as well as a moderately high base...
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  • more Burning Damage Buff grants 15% of your Physical Damage as Extra Fire Damage Buff grants (9-12)% more Spell Fire Damage Base Burning Damage is 25% of...
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  • confused with Damage taken as. Damage taken refers to the amount of damage taken after all mitigations have taken place. It is a synonym of 'damage dealt', but...
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  • modifiers. For example, the damage from Adds # to # Physical Damage on a weapon is scaled by #% increased Physical Damage and quality on a weapon, but...
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  • Gain on hit (redirect from Mana gain on hit) (section Mana gain on hit)
    Gain on hit is a form of recovery that instantly recovers an amount of life, mana or energy shield for each hit dealt by the character. Gain on hit effects...
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  • gems, monster affixes, map affixes, and so on. The base cast time is derived from the spell being used, it is the length of time required to cast a spell....
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  • or x% of Physical Attack Damage Leeched as Life implicit modifier. Maraketh weapons with this item class have a Grants X Mana per Enemy Hit; Grants X Life...
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  • Elemental Damage taken (25-35)% less Physical Damage taken 15% less Physical Damage taken per Endurance Charge removed Additional Effects From 1-20% Quality:...
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  • categories. These modifiers are always suffixes. Amulets from +1 to 32 Rings from +1 to 16 Jewels from +6 to 8 (of Adaption) The game has an All Attributes...
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  • the lightning damage. In the order of damage mitigation, damage reduction from armour is calculated after damage shifts and resistances (if applicable)...
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  • Hit (redirect from Self-damage) (section Self-damage)
    Spell Damage 15% reduced Cast Speed +(30-60) to maximum Mana Your Skills deal you 400% of Mana Spent on Upfront Skill Mana Costs as Physical Damage"The sharper...
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  • intelligence and have a x% increased Elemental Damage implicit modifier. Maraketh weapons with this item class have a Damage Penetrates x% Elemental Resistances implicit...
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  • to Intelligence (40-60)% increased Fire Damage 30% of Fire Damage Converted to Chaos Damage Your Chaos Damage has 60% chance to Poison EnemiesThe brightest...
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  • increased Global Physical Damage10% increased Elemental Damage 30% increased Life Recovery from Flasks 30% increased Mana Recovery from Flasks 30% reduced Flask...
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  • skill use. Double damage is currently hit-only and does not apply to Ailment damage or Damage over time. Triple damage overrides double damage; a hit that does...
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  • Efficiency (passive skill). Reserved mana is shown grey on the mana orb. Reservation is a method of using a resource, typically mana or life, to pay for auras, herald...
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