Keyword

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Keywords are words or phrases with Path of Exile-specific mechanical significance. When appearing in modifier text, they are always capitalized. For words with everyday meanings, like "double", "triple", and "recently", capitalized instances are keywords and follow strict in-game definitions, while non-capitalized instances refer to the everyday definition.

Ailments

Main page: Ailments

Ailments are a type of debuff associated and applied by one or more damage types. Ailments normally distinguish themselves from other debuffs by being applied by hits, which allows them to check conditions on the enemy, and vary their effect or duration based on damage instead of having a predetermined value from a skill or modifier.

Frozen, ignited, and shocked are the default ailments of cold, fire, and lightning damage respectively. Critical strikes with those elements have a 100% chance to deal their respective ailments. Brittle, scorched, and sapped are the respective alternate ailments.

Damaging Ailments

Damaging Ailments are ailments that deal damage over time. Bleeding, poison, and ignite are damaging ailments. The remaining ailments, Chill, freeze, shock, scorch, brittle, and sap, are non-Damaging Ailments.

Bleeding

Main page: Bleeding

Bleeding is a damaging ailment inflicted by physical damage from attacks. Bleeding targets take physical damage over time, at 70% of the physical damage of the hit that inflicted bleeding per second. Moving enemies take an additional 140% damage. The base duration is 5 seconds.

Ruptured

File:Rupture status icon.pngRuptured is a debuff associated with bleeding. Ruptured lasts 3 seconds, and stacks up to 3 times.

  • Ruptured targets take 25% more Damage from Bleeding
  • Bleeding on Ruptured targets expires 25% more quickly

Brittle

Main page: Brittle

Brittle is a non-damaging ailment inflicted by cold damage. Brittle causes hits against affected targets to have up to +6% base critical strike chance against them, based on the cold damage of the hit. The base duration is 4 seconds. Brittle is cold damage's alternate ailment.

Chill

Main page: Chill

Chill is a non-damaging ailment inflicted by cold damage. Chill slows the action speed of the affected target up to 30%, based on the cold damage of the hit. The base duration is 2 seconds. All hits of cold damage will attempt to inflict chill.

Frozen

Main page: Frozen

Frozen is a non-damaging ailment inflicted by cold damage. Frozen slows the action speed of the affected target, completely preventing the affected target from moving, attacking, or using any skills. The base minimum duration is 0.3 seconds and the base maximum duration is 3 seconds. Critical strikes dealt by cold damage have 100% chance to freeze.

Ignite

Main page: Ignite

Ignite is a damaging ailment inflicted by fire damage. Ignite causes the affected target to burn for 90% of the fire damage of the hit that applied it per second. The base duration is 4 seconds. Critical strikes dealt by fire damage have 100% chance to ignite.

Poison

Main page: Poison

Poison is a damaging ailment inflicted by physical and chaos damage. Poison causes the affected target to take chaos damage over time, at 30% of the combined physical and chaos damage of the hit that applied it per second. Poison can stack multiple times on a single target. Additional stacks do not refresh the duration, but stack independently from each other. The base duration is 2 seconds.

Sap

Main page: Sap

Sap is a non-damaging ailment inflicted by lightning damage. Scorched enemies have their elemental resistances lowered by up to 30%, based on the fire damage of the hit. The base duration is 4 seconds. Sap is the alternate ailment of lightning damage.

Scorch

Main page: Scorch

Scorch is a non-damaging ailment inflicted by fire damage. Scorched enemies deal up to 20% less damage, based on the lightning damage of the hit. The base duration is 4 seconds. Scorch is the alternate ailment of fire damage.

Shock

Main page: Shocked

Shocked is a non-damaging ailment inflicted by lightning damage. Shock causes the affected target to take up to 50% increased damage from all sources, based on the lightning damage of the hit. The base duration is 2 seconds. Critical strikes dealt by lightning damage have 100% chance to shock.

Attributes

Main page: Attributes

Attributes are dexterity, intelligence, and strength. Each attribute grants their own inherent bonuses and are used to satisfy equipment and gem attribute requirements.

Attribute Requirements

Attribute Requirements are requirements on equipment and gems that define the amount of specific attributes that are required to equip a given item. Attributes can be modified globally with #% [increased/reduced] Attribute Requirements and modified locally with [+/-]# [Attribute] Requirement and #% [increased/reduced] [Attribute] Requirement.

Dexterity

Main page: Dexterity

Dexterity is an attribute associated with cold damage, evasion, accuracy, and all equipment with dexterity requirements.

Intelligence

Main page: Intelligence

Intelligence is an attribute associated with lightning damage, chaos damage, mana, energy shield, and all equipment with intelligence requirements.

  • Every 2 intelligence grants an additional 1 mana.
  • Every 5 intelligence grants 1% increased maximum energy shield.

Strength

Main page: Strength

Strength is an attribute associated with fire damage, physical damage, armour, and all equipment with strength requirements.

Buffs

Buffs are a type of effect that modifies a character or monster, usually in a neutral or positive way. When active, buffs appear with specific green borders in the UI on the upper-left hand corner of the screen. Buffs are either temporary and have durations, or are tied to specific modifiers.

Adrenaline

Adrenaline is a non-stackable buff that grants 100% increased Damage, 25% increased Attack, Cast and Movement Speed, and 10% additional Physical Damage Reduction. You cannot gain Adrenaline while you have the Adrenaline buff.

Alchemist's Genius

Alchemist's Genius is a non-stackable buff that grants 10% increased Effect of Flasks on you and 20% increased Flask Charges Gained.

Chaotic Might

Main page: Chaotic Might

Chaotic Might is a non-stackable buff that grants Gain 30% of Physical Damage as Extra Chaos Damage.

Conflux

Main page: Conflux

Conflux is a family of non-stackable keyword[1] buffs that grant All of your damage [elemental ailment]s. Variants of conflux include Igniting Conflux (ignite), Chilling Conflux (chill), Shocking Conflux (shock), Elemental Conflux (shock, chill, & ignite), Scorching Conflux (scorch), Brittle Conflux (brittle), and Sapping Conflux (sap). Note that, despite being an elemental ailment, freeze has no associated type of conflux.

Elusive

Main page: Elusive

Elusive is a non-stackable buff that, at 100% effect, grants 30% increased Movement Speed and 15% chance to Avoid All Damage from Hits. Unlike other buffs, Elusive does not have an innate duration. Its effect decays over time at a rate of 20% per second and removes itself when it reaches 0% effect. You cannot gain Elusive while you have the Elusive buff.

Fortification

Main page: Fortification

Fortification is a stackable buff that grants 1% less Damage taken per Foritification. Foritification has a default maximum of 20 stacks and has a 6 second duration.

Fortify

Hits may fortify, granting a variable number of fortification stacks, based on how much damage the hit would have dealt to the enemy before taking into account the enemy's damage reduction, relative to the enemy's ailment threshold. As there are no sources of fortify on hit that do not specify melee hits, it is practically impossible to fortify with a non-melee hit.

Onslaught

Main page: Onslaught

Onslaught is a non-stackable buff that grants 20% increased Attack, Cast and Movement Speed. When applied by a Silver FlaskSilver FlaskLasts 6.00 Seconds
Consumes 40 of 60 Charges on use
Onslaught
Requires Level 27Right click to drink. Can only hold charges while in belt. Refills as you kill monsters.
, modifiers to flask effect will modify Onslaught's effect.

Phasing

Main page: Phasing

Phasing is a non-stackable buff that allows affected monsters and characters to move through enemies.

Soul Eater

Main page: Soul Eater

Soul Eater is a buff that causes affected characters and monsters to Eat a Soul when they kill an enemy, gaining an Eaten Soul. There is a maximum of 45 souls. Characters and monsters gain 5% increased attack speed and cast speed per soul, with monsters gaining an additional 2% less Damage Taken per soul. A soul is lost every 0.5 seconds if a soul has not been gained recently. The effect does not stack or refresh, and Soul Eater cannot be gained while an entity already has Soul Eater.

Soul Eater on monsters do not have a duration and will last indefinitely unless the monster has phase transitions. Soul Eater stacks are reset to zero if a monster becomes possessed by a Tormented Spirit.

Tailwind

Main page: Tailwind

Tailwind is a non-stackable buff that grants 8% increased Action Speed.

Unholy Might

Main page: Unholy Might

Unholy Might is a non-stackable buff that grants 100% of Physical Damage Converted to Chaos Damage and 25% chance to inflict Withered for 2 seconds on Hit.

Charges

Main page: Charge

Charges are a type of temporary effect similar to buffs. Charges are identified by silver borders around their icons in the UI and glowing orbs appearing around the owner of the charges. Endurance, frenzy, and power charges are the main types of charges; brutal, affliction, and absorption charges are their respective alternative charges.

Minimum charges

Minimum charges are permanent charges. Skills and effects that remove or expend charges, like bypassing the cooldown of Flicker StrikeFlicker StrikeAttack, Melee, Strike, Movement, Duration
Level: (1-20)
Cost: 10 Mana
Cooldown Time: 2.00 sec
Can Store 1 Use(s)
Attack Speed: 120% of base
Attack Damage: (142-210)% of base
Effectiveness of Added Damage: (142-210)%
Requires Level 10Teleports the character to a nearby monster and attacks with a melee weapon. If no specific monster is targeted, one is picked at random. Grants a buff that increases movement speed for a duration. The cooldown can be bypassed by expending a Frenzy Charge.Base duration is 3.00 seconds
10% increased Attack Speed per Frenzy Charge
15% chance to gain a Frenzy Charge on Hit
Buff grants 20% increased Movement Speed

Additional Effects From 1-20% Quality:
(0.5-10)% chance to gain a Frenzy Charge on Hit
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
or using DischargeDischargeSpell, AoE, Fire, Cold, Lightning, Nova
Level: (1-20)
Cost: (13-25) Mana
Cooldown Time: 2.00 sec
Can Store 1 Use(s)
Cast Time: 0.75 sec
Critical Strike Chance: 7.00%
Effectiveness of Added Damage: 600%
AoE Radius: 30
Requires Level 28Discharge all the character's charges to deal elemental damage to all nearby monsters.Deals (69-639) to (206-1918) base Lightning Damage per Power Charge removed
Deals (110-1023) to (165-1535) base Fire Damage per Endurance Charge removed
Deals (110-1023) to (165-1535) base Cold Damage per Frenzy Charge removed
60% less Damage with Ailments
Base radius is 3 metres
15% more Area of Effect per Charge removed

Additional Effects From 1-20% Quality:
(0.5-10)% chance to deal Damage without removing Charges
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
will not affect minimum charges.

Absorption Charges

Absorption Charges are a type of charge associated with intelligence. It is the alternate charge to power charges. All player characters have the following modifiers:

  • 12% of Elemental Damage taken as Recouped as Energy Shield per Absorption Charge.

Affliction Charges

Affliction Charges are a type of charge associated with dexterity. It is the alternate charge to frenzy charges. All player characters have the following modifiers:

  • 8% more Damage with Ailments per Affliction Charge
  • 8% more Effect of Non-Damaging Ailments per Affliction Charge

Brutal Charges

Main page: Brutal Charge

Brutal Charges are a type of charge associated with strength. It is the alternate charge to endurance charges. All player characters have the following modifiers:

  • 3% chance to deal Triple Damage per Brutal Charge
  • 10% increased Stun Threshold per Brutal Charge

Endurance Charges

Endurance Charges are a type of charge associated with strength. Endurance charges are red. All player characters have the following modifiers:

  • 4% to all Elemental Resistances per Endurance Charge
  • 4% additional Physical Damage Reduction per Endurance Charge

Frenzy Charges

Main page: Frenzy Charges

Frenzy Charges are a type of charge associated with dexterity. Frenzy charges are green. All player characters have the following modifiers:

  • 4% increased Attack Speed per Frenzy Charge
  • 4% increased Cast Speed per Frenzy Charge
  • 4% more Damage per Frenzy Charge

Power Charges

Main page: Power Charges

Power Charges are a type of charge associated with intelligence. Power charges are blue. All player characters have the following modifiers:

  • 50% increased Critical Strike Chance per Power Charge

Cosmetics

Main page: Cosmetic

Cosmetics may be granted by associated item modifiers.

Microtransaction Source
Extra GoreExtra GoreWeapon Added EffectYour Physical Damage and Critical Strikes cause excessive gore GorebreakerGorebreaker
Spiked Club
One Handed Mace
Physical Damage: (52-59.8) to (64-73.6)
Critical Strike Chance: 5.00%
Attacks per Second: 1.16
Weapon Range: 1.1 metres
Requires Level 10, 41 Str10% reduced Enemy Stun Threshold(300-360)% increased Physical Damage
20% reduced Attack Speed
(10-20)% reduced Enemy Stun Threshold
(30-50)% increased Stun Duration on Enemies
Extra gore
Sure, there's many a hard man out there.
But this'll soften them up.
, BloodplayBloodplay
Stiletto
Dagger
Physical Damage: (12-18.2) to (43.2-56)
Critical Strike Chance: 6.10%
Attacks per Second: 1.65
Weapon Range: 1.0 metres
Requires Level 15, 30 Dex, 30 Int30% increased Global Critical Strike Chance+20 to Dexterity
(20-40)% increased Physical Damage
Adds (3-6) to (9-13) Physical Damage
10% increased Attack Speed
30% chance to cause Bleeding on Hit
Extra gore
"I'm a painter, and crimson is my chosen hue."
- Coralito, Brotherhood of Silence
, Replica BloodplayReplica Bloodplay
Stiletto
Dagger
Physical Damage: (12-18.2) to (43.2-56)
Critical Strike Chance: 6.10%
Attacks per Second: 1.50
Weapon Range: 1.0 metres
Requires Level 15, 30 Dex, 30 Int30% increased Global Critical Strike Chance+20 to Strength
(20-40)% increased Physical Damage
Adds (3-6) to (9-13) Physical Damage
30% chance to cause Bleeding on Hit
(100-150)% increased Critical Strike Chance against Bleeding Enemies
Extra gore
"Prototype #131 must never be allowed near anyone who bears a wound, no
matter how slight. Even a tiny cut makes it exponentially more dangerous."
, Belly of the BeastBelly of the Beast
Full Wyrmscale
Armour: (635-876)
Evasion: (254-292)
Movement Speed: -3%
Requires Level 46, 68 Str, 68 Dex(150-200)% increased Armour
(30-40)% increased maximum Life
+(10-15)% to all Elemental Resistances
50% increased Flask Life Recovery rate
Extra gore
There is no safer place
Than the Belly of the Beast
, FacebreakerFacebreaker
Strapped Mitts
Evasion: (30-39)
Energy Shield: (7-9)
Requires Level 16+30% to Global Critical Strike Multiplier
10% reduced Enemy Stun Threshold
(600-800)% more Physical Damage with Unarmed Melee Attacks
Extra gore
Fly like a Storm Crow, crush like a Rhoa
, Carcass JackCarcass Jack
Varnished Coat
Evasion: (851-1085)
Energy Shield: (173-222)
Movement Speed: -3%
Requires Level 62, 96 Dex, 96 Int(120-150)% increased Evasion and Energy Shield
+(50-70) to maximum Life
+(9-12)% to all Elemental Resistances
(40-50)% increased Area of Effect
(40-50)% increased Area Damage
Extra gore
"...The discomfort shown by the others is amusing, but none
can deny that my work has made quite the splash..."
- Maligaro's Journal
, The Bringer of RainThe Bringer of Rain
Nightmare Bascinet
Armour: (486-748)
Evasion: (699-1072)
Requires Level 67, 62 Str, 85 DexSocketed Gems are Supported by Level 30 Melee Physical Damage
Socketed Gems are Supported by Level 30 Faster Attacks
Socketed Gems are supported by Level 30 Blind
6% Chance to Block Attack Damage
Adds 20 to 30 Physical Damage to Attacks
(200-300)% increased Armour and Evasion
+(200-300) to maximum Life
20% chance to gain an Endurance Charge when you Block
Can't use Chest armour
Extra gore
"What lies beneath your feet?!"
"Sacred ground, watered with tears of blood!"
Celestial Footprints EffectCelestial Footprints EffectFootprintsAdds celestial footprints to any equipped pair of boots. VoidwalkerVoidwalker
Murder Boots
Evasion: (444-596)
Energy Shield: (43-58)
Requires Level 69, 82 Dex, 42 Int+(30-50) to Dexterity
(140-180)% increased Evasion and Energy Shield
30% increased Movement Speed
20% chance to Avoid Projectiles while Phasing
You have Phasing if you've Killed Recently
Projectiles Pierce 5 additional Targets while you have Phasing
Celestial Footprints
Step into the void
and experience true freedom.
, Replica VoidwalkerReplica Voidwalker
Murder Boots
Evasion: (444-596)
Energy Shield: (43-58)
Requires Level 69, 82 Dex, 42 Int+(30-50) to Dexterity
(140-180)% increased Evasion and Energy Shield
30% increased Movement Speed
10% increased Damage taken while Phasing
You have Phasing if you've Killed Recently
Projectiles Chain +1 times while you have Phasing
Celestial Footprints
"Test subject was able to walk into the walls of his chamber after breaking a rabbit's neck.
He was not fast enough, however. Suggest we begin excavation to retrieve prototype."
Burning HoofprintsGoatHoofFootprintsUnique__1
Intrinsic
Burning Hoofprints
Abberath's HoovesAbberath's Hooves
Goathide Boots
Evasion: (42-54)Requires Level 12, 26 DexTriggers Level 7 Abberath's Fury when Equipped
+(20-30) to Strength
15% increased Movement Speed
(6-10)% chance to Ignite
When you Kill an Ignited Enemy, inflict an equivalent Ignite on each nearby Enemy
1% increased Fire Damage per 20 Strength
Burning Hoofprints
The goat king knew not of war,
of the lands and laws he trampled.
The goat king knew only joy
at turning life into ash.
Mercury FootprintsItemSilverFootstepsUniqueHelmetStrDex2
Intrinsic
Mercury Footprints
Devoto's DevotionDevoto's Devotion
Nightmare Bascinet
Armour: (405-561)
Evasion: (582-804)
Requires Level 67, 62 Str, 85 Dex+(50-65) to Dexterity
10% reduced Global Physical Damage
16% increased Attack Speed
(150-200)% increased Armour and Evasion
+(15-25)% to Chaos Resistance
20% increased Movement Speed
Mercury Footprints
Swift as thought are the actions of Man
when borne on wings of divine providence.
Gore Footprints EffectGore Footprints EffectFootprintsAdds bloody footprints to any equipped pair of boots. The Red TrailThe Red Trail
Titan Greaves
Armour: (385-556)Requires Level 68, 120 Str(60-100)% increased Armour
+(60-100) to maximum Life
30% increased Movement Speed
10% additional Physical Damage Reduction while stationary
Gain a Frenzy Charge on Hit while Bleeding
50% chance to be inflicted with Bleeding when Hit by an Attack
Gore Footprints
We leave a trail, that we may know
where never we will return.
Necrotic Footprints EffectNecrotic Footprints EffectFootprintsAdds necrotic footprints to any equipped pair of boots. Replica Red TrailReplica Red Trail
Titan Greaves
Armour: (385-556)Requires Level 68, 120 Str(60-100)% increased Armour
+(60-100) to maximum Life
30% increased Movement Speed
Gain a Power Charge on Hit while Poisoned
+30% to Chaos Resistance while stationary
Necrotic Footprints
50% chance for Spell Hits against you to inflict Poison
"Researchers will please refrain from combining our prototypes with existing relics of power.
The temptation is obvious, but the results can be... unpredictable."
- Administrator Qotra

Curses

Main page: Curse

Curses are a category of debuff classified into two categories: Hexes and Marks.

Curse limit

By default, one curse can be active at a time on a target. While a curse is active, applying a different curse on the same target will expire the oldest curse. Different targets can have different curses applied by the same player, without the curses being lifted from the others. You can apply an additional Curse can increase this limit.

Hexes

Main page: Hex

Hexes are a type of curse characterized by being able to be applied to multiple targets.

Marks

Main page: Mark

Marks are a type of curse characterized by only applying to single targets. Marks will not expire through duration.

Each character can only place a mark on one target at any time. This limit is shared between all mark skills. If you applied a mark on an enemy and then apply any mark skill again, the previous mark will expire. Moving a great distance away from the marked target will also expire the mark.

Damage sources

All damage originates from one of four sources.

Attack

Main page: Attack

Attacks are a category of skills characterized by the attacker trying to hit their target with their weapon, while unarmed, or with projectiles fired directly from their weapon (bows and wands). If the damage does not involve an attacker trying to hit with any of the previous methods, it is an attack. Attacks have a chance to be evaded, determined by the defender's evasion rating and the attacker's accuracy. Unlike spells, attacks will always try to deal damage.

Spell

Main page: Spell

Spells are the set of all skills that are not attacks; they do not involve the attacker trying to hit their target with their weapon, while unarmed, or with projectiles fired directly from their weapon (bows and wands). Unlike attacks, many spells do not deal damage. Spell damage cannot miss.

Secondary

Main page: Secondary

Secondary damage is a category of damage characterized by being difficult to scale due to being neither attack nor spell damage. Explosions, damage dealt by heralds, and self-damage dealt through items like Heartbound LoopHeartbound Loop
Moonstone Ring
Requires Level 20+(15-25) to maximum Energy ShieldRegenerate (10-15) Life per second
(20-40)% increased Mana Regeneration Rate
Minions have 15% increased maximum Life
Minions have 10% increased Area of Effect
350 Physical Damage taken on Minion Death
When the axe finally fell, Seryl shared his pain,
and the last thought that flickered through his
fading mind was her broken, shattered scream.
and Scold's BridleScold's Bridle
Mind Cage
Energy Shield: (73-84)Requires Level 65, 138 Int(80-100)% increased 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 the pain, the sharper the mind.
A curious paradox."
- Shavronne of Umbra
are examples of secondary damage.

Damage over Time

Main page: Damage over Time

Damage over Time is damage inflicted continuously over a period of time. Unlike damage from all other sources, damage over time cannot hit. All damage over time effects are a kind of debuff.

Damage over Time Multiplier

Damage over Time Multiplier multiplies the amount of damage dealt by damage over time.

Damage

Main page: Damage

Damage types

All damage belongs to one of five types: cold, lightning, fire damage, physical, and chaos damage. Cold, lightning, and fire damage are classified as elemental damage.

Physical damage

Lightning damage

Cold damage

Fire damage

Chaos damage

  • Ignores energy shield.
  • Along with physical damage, chaos damage is one of two types of damage that can inflict poison.
  • Chaos resistance is characterized as being rarer than other types of resistance, making chaos damage more difficult to mitigate than any other form of damage.
  • Least commonly-dealt type of damage.

Debuffs

Debuffs are a type of effect that modifies a character or monster, usually in a negative. When active, debuffs appear with specific red borders in the UI on the upper-left hand corner of the screen. Debuffs are either temporary and have durations, or are tied to specific modifiers. For each adjective keyword describing the state of having a given debuff, there is an associated verb keyword that describes the action of applying it, conforming to standard rules of English.

Blinded

Main page: Blind

Blinded is a keyword debuff that causes the affected target to have 20% less Accuracy, 20% less Evasion, and reduces the target's light radius to the minimum value.

Corrupted Blood

Main page: Corrupted Blood

Corrupted Blood is a stackable debuff that deals physical damage over time. Corrupted Blood can stack up to ten times. The damage dealt is a flat value, highly variable depending on its source. Inflicting Corrupted Blood onto a target will refresh the duration of all existing stacks.

Covered in Ash

Main page: Covered in Ash

Covered in Ash is a keyword debuff that causes the affected target to have 20% increased Fire Damage Taken and 20% less Movement Speed. Covered by Ash applied by Infernal CryInfernal CryWarcry, AoE, Duration, Fire, Attack, Trigger, Melee
Level: (1-20)
Cost: (15-19) Mana
Cooldown Time: 8.00 sec
Can Store 1 Use(s)
Use Time: 0.80 sec
AoE Radius: 60
Requires Level 24Performs a warcry, taunting nearby enemies to attack the user and exerting subsequent attacks. Covers enemies in ash, causing them to move slower and take increased fire damage. Affected enemies explode when they die, dealing fire damage in an area.Base duration is (5.00-5.90) seconds
(0-38)% increased Warcry Speed
Damage cannot be Reflected
Explosion deals Fire Damage equal to 8% of the Monster's maximum Life
Counts total Power of Enemies in Range
Covers Enemies in Ash, causing 3% increased Fire Damage taken per 5 Power, up to 20%
Exerts the next 6 Melee Attacks you perform
Exerted Attacks Trigger Combust the first time they deal a Melee Hit
60% of Physical Damage Converted to Fire Damage
This Skill is Triggered by Attacks Exerted by Infernal Cry

Additional Effects From 1-20% Quality:
(2-40)% increased Cooldown Recovery Rate
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
has variable values of #% increased Fire Damage Taken.

Covered in Frost

Main page: Covered in Frost

Covered in Frost is a keyword debuff that causes the affected target to have 20% increased Cold Damage Taken and 50% Critical Strike Chance.

Crushed

Main page: Crushed

Crushed is a keyword stat that causes the affected target to have -15% additional Physical Damage Reduction.

Debilitated

Main page: Debilitate

Debilitated is a keyword debuff that causes the affected target to have Deal 10% less Damage and 20% less Movement Speed.

Exposure

Main page: Exposure

Exposure is a family of keyword debuffs that includes Lightning Exposure, Cold Exposure, and Fire Exposure. Targets that have Exposure of a given element will have -% to the respective resistance. If unspecified, Exposure's default value if unspecified is 10% if applied by a character, and 25% if applied by a monster. However, when specified by its source, its value may be highly variable.

Extinguish

Main page: Extinguish

Extinguished is a keyword debuff that prevents the afflicted from applying elemental ailments.

Hinder

Main page: Hinder

Hindered is a keyword debuff that causes the affected target to have #% reduced Movement Speed. Hinder's default value is 30% reduced Movement Speed. However, many sources of Hinder specific custom values. Multiple hinders do not stack. Hinder is applied by spells, just like maim is by attacks. Since hinder and maim are different debuffs, an enemy can be affected by both simultaneously.

Intimidate

Main page: Intimidate

Intimidated is a keyword debuff that causes the affected target to have 10% increased Attack Damage taken.

Maimed

Main page: Maim

Maimed is a keyword[1] debuff that causes the affected target to have 30% reduced Movement Speed. Multiple maims do not stack. Maim is applied by attacks, just like hinder is by spells. Since maim and hinder are different debuffs, an enemy can be affected by both simultaneously.

Malediction

Main page: Malediction

Malediction is a keyword debuff that causes the affected target to have 10% increased Damage taken and 10% reduced Damage dealt.

Taunted

Main page: Taunt

Taunted is a keyword debuff that causes the affected target have Deal 10% less Damage to any targets that did not apply the taunt. If a monster is affected, they will prioritize targeting the source of the taunt over any other targets.

Unnerved

Main page: Unnerve

Unnerved is a keyword debuff that causes the affected target to have 10% increased Spell Damage taken.

Withered

Main page: Withered

Withered is a stackable keyword debuff that causes the affected target to have 6% increased Chaos Damage taken. Withered can stack up to 15 times on a single target.

Defences

Main page: Defences

Defences, usually referred to as Global Defences, is a keyword that collectively refers to armour, energy shield, evasion rating, and ward. It may also refer to the base defences granted by a specific piece of equipment, in the case of modifiers like #% increased Defences from equipped Shield.

Armour

Main page: Armour

Armour is a form of defence that mitigates physical damage from hits. When a defender is hit by physical damage, their armour is checked against the incoming physical damage and the armour accordingly provides a certain percentage of physical damage reduction. A given percentage of physical damage reduction granted will require exponentially greater quantities of armour against a linearly increasing amount of damage dealt. Armour is most effective against relatively small hits and least effective against relatively large hits.

Energy shield

Main page: Energy shield

Energy shield is a form of defence that acts as an additional hit pool which damage is taken from before life. Energy shield will recharge naturally after the defender has not taken any damage for 2 seconds.

Evasion rating

Main page: Evasion rating

Evasion rating is a form of defence that grants a chance to prevent incoming attacks from hitting the defender. When an attacker tries to hit a defender, the attacker's accuracy is checked against the defender's evasion rating. The greater the attacker's accuracy and the lesser the defender's evasion rating, the greater the chance to hit becomes.

Evade

Evade refers to your overall chance to evade an attack. Effects which grant an flat amount of chance to evade is added after calculating evasion rating against accuracy.

Ward

Main page: Ward

Ward is a form of defence that reduces the damage taken from an incoming hit equal to the current value of ward. When ward defends damage, all ward is depleted; ward regenerates 4 seconds after being depleted.

Gems

Main page: Gems

Gems are a type of item divided into two categories: skill gems and support gems. Equipped skill gems grant unique skills to the character. Support gems do not grant skills; instead, they augment the effects and abilities of compatible skills and skill gems.

Skill gems

Main page: Skill gem

Skill gems, also known as Active Skill Gems, are a type of gem that, when equipped in an item socket, grant unique skills to the character. Only player characters can use skill gems.

Support gems

Main page: Support gem

Support gems are a type of gem that augment the effects and abilities of compatible skills and skill gems. To support a skill gem, a support gem must be socketed into an item socket connected by a socket link to the socket in which the skill gem is socketed. When socketed into items with modifiers that grant skills, like Death's OathDeath's Oath
Astral Plate
Armour: (1990-2502)
Movement Speed: -5%
Requires Level 62, 180 Str+(8-12)% to all Elemental ResistancesTrigger Level 20 Death Aura when Equipped
+(40-50) to all Attributes
(10-15)% increased Attack Speed
(180-220)% increased Armour
+(60-70) to maximum Life
1% of Attack Damage Leeched as Life
You take 450 Chaos Damage per second for 3 seconds on Kill
Gore Footprints
Tears of blood, aching heart,
My dear Isildria must depart.
's Trigger Level 20 Death Aura when Equipped or The Dancing DervishThe Dancing Dervish
Reaver Sword
Two Hand Sword
Physical Damage: (142.6-161.2) to (239.2-270.4)
Critical Strike Chance: 5.00%
Attacks per Second: (1.88-1.95)
Weapon Range: 1.3 metres
Requires Level 59, 82 Str, 119 Dex60% increased Global Accuracy Rating(130-160)% increased Physical Damage
(25-30)% increased Attack Speed
5% increased Movement Speed
Triggers Level 15 Manifest Dancing Dervishes on Rampage
Manifested Dancing Dervishes disables both weapon slots
Manifested Dancing Dervishes die when Rampage ends
Melee Hits count as Rampage Kills
Rampage
Take your partner by the hand,
Keep your steps in time.
Swing together, spin apart,
And dance with death sublime.
's Triggers Level 15 Manifest Dancing Dervishes on Rampage, support gems will support the given skills regardless of links. The effects of support gems may additionally be granted by modifiers like Socketed Gems are Supported by Level # [Support Gem Name].

Ground effects

Main page: Ground effects

Ground effects are patches of terrain that grant certain effects to characters or monsters while they are standing on them. When you are standing on a beneficial ground effect, its effects will appear as a buff on the UI, while detrimental ground effects will

Brittle ground

Main page: Brittle ground

Brittle ground is a detrimental ground effect that inflicts brittle. Unless otherwise specified, it has a base brittle value of 2%.

Burning ground

Main page: Burning ground

Burning ground is a detrimental ground effect. Burning ground deals burning damage (fire damage over time). The values of damage dealt by differing sources of burning ground are highly variable.

Caustic ground

Main page: Caustic ground

Caustic ground is a detrimental ground effect. Desecrated ground deals chaos damage over time. The values of damage dealt by differing sources of caustic1 ground are highly variable.

Consecrated ground

Consecrated ground is a beneficial ground effect. Consecrated ground grants the following effects:

Chilled ground

Main page: Chilled ground

Chilled ground is a detrimental ground effect that inflicts chilled. Unless otherwise specified, it has a base chill value of 10%.

Desecrated ground

Desecrated ground is a detrimental ground effect. Desecrated ground deals chaos damage over time. The values of damage dealt by differing sources of desecrated ground are highly variable.

Profane ground

Main page: Profane ground

Profane ground is a detrimental ground effect. Profane ground inflicts the following:

Sapped ground

Main page: Sapped ground

Sapped ground is a detrimental ground effect that inflicts sapped. Unless otherwise specified, it has a base sapped value of 6%.

Scorched ground

Main page: Scorched ground

Scorched ground is a detrimental ground effect that inflicts scorched. Unless otherwise specified, it has a base scorch value of 10%.

Shocked ground

Main page: Shocked ground

Shocked ground is a detrimental ground effect that inflicts shocked. Unless otherwise specified, it has a base shock value of 15%.

Tarred ground

Main page: Tarred ground

Tarred ground is a detrimental ground effect that inflicts 60% reduced Movement Speed.

Hit

Main page: Hit

Hits are effects that deal distinct amounts of damage to a target instantaneously. The damage can be mitigated down to 0, but can never be negative. Damage dealt by hits always originates from one of 3 damage sources (attack, spell or secondary, but note that damage over time never hits.) and is composed of any 5 of the damage types (physical, lightning, cold, fire or chaos).

Accuracy

Main page: Accuracy

Accuracy is a mechanic that determines an attack's chance to hit. When an attacker tries to hit a defender with an attack, the attacker's accuracy is checked against the defender's evasion rating. The higher the attacker's accuracy, and the lower the defender's evasion rating, the higher the chance to hit becomes.

+# to Accuracy Rating on a one-handed weapons only affects the local accuracy of that weapon, (relevant while dual wielding), while Global Accuracy Rating refers to the accuracy of all weapons.

Avoidance

Main page: Avoidance

Avoidance is a defensive mechanic that prevents incoming hit damage, stuns, or ailments. The damage will still count as a hit, even if damage taken is 0. Damage avoidance from hits is capped at 75%.

Block

Main page: Block

Block is a defensive mechanic that prevents incoming attack damage. Block is capped by default at 75%.

Spell block

Spell block is mechanically identical to block, with the exception that it applies to spell damage instead of attack damage.

Critical strikes

Main page: Critical strikes

Critical strikes are hits affected by critical strike multiplier. When a skill is used or triggered, a value between 0 and 99.99 is rolled, determining the critical strike chance required by hits to become critical strikes during the crit check. Each hit's critical strike chance is calculated independently. This value is then checked against the crit roll; if the crit chance exceeds the crit roll, the hit will become a critical strike.

Attack skills that pass the crit check must also roll its chance to hit/evade check again (see accuracy/evasion) in order to successfully crit. Failing this second hit chance check does not cause the attack to be evaded; instead, it downgrades the crit to a non-crit. This roll does not affect your entropy value.

Culling Strike

Main page: Culling Strike

Culling Strike is a keyword modifier that causes affected hits to instantly kill enemies with 10% of their maximum life remaining or less.

Dodge

Main page: Dodge

Dodge is a defensive mechanic that grants a chance to prevent all effects of an incoming hit of the specified damage source. Unlike evasion, dodge chance is not affected by accuracy and is also not affected by entropy. Currently, the only source of dodge comes from Acrobatics.

Double damage and triple damage

Main page: Double damage
Main page: Triple damage

Double damage and triple damage are keywords, following strict in-game definitions instead of their everyday meanings.

  • Chance to deal double/triple damage is additive with other double/triple damage modifiers.
  • Additional % chance exceeding 100% has no effect.
  • The damage increases are applied after all other modifiers.
  • Double damage is hit-only and does not apply to damage over time.
  • Triple damage overrides double damage; a hit that does triple damage will never also do double damage.

Overwhelm

Main page: Overwhelm

Overwhelm is a keyword[2] that replaces Enemies have #% to Total Physical Damage Reduction against your Hits with Overwhelm #% Physical Damage Reduction. Similar to penetration, hits that "Overwhelm" a percentage of physical damage reduction will ignore that amount. Overwhelm cannot reduce effective enemy physical reduction to below 0%.

Savage Hit

Main page: Savage Hit

Savage Hit is a keyword[1] that defines a hit that removes at least 15% of the target's maximum life. Damage to energy shield, mana and ward are not counted toward the savage hit threshold.

Suppression

Spell suppression is a defensive mechanic that reduces incoming spell damage. Chance to suppress spell damage can reach up to 100% chance. The default amount of damage suppressed is 50% (halving the damage).

Stun

Main page: Stun

Stun is a mechanic that involves the immobilization of a character or monster after they have taken damage from a hit. The higher the damage taken was relative to the target's maximum life, the longer the stun duration. Melee damage has a +25% bonus to stun chance and non-physical damage has a -25% penalty to stun chance.

Keystones

Main page: Keystone

The names of all keystone passive skills on the passive skill tree are keywords and their respective modifiers function identically to their passive tree counterparts. For example, Grelwood ShankGrelwood Shank
Eternal Sword
One Handed Sword
Physical Damage: (116.85-129.15) to (193.8-214.2)
Critical Strike Chance: 5.00%
Attacks per Second: (1.72-1.80)
Weapon Range: 1.1 metres
Requires Level 66, 104 Str, 122 Dex+475 to Accuracy Rating(185-215)% increased Physical Damage
(15-20)% increased Attack Speed
80% increased Armour while stationary
Skills fire 2 additional Projectiles if you've been Hit Recently
Point Blank
Iron Reflexes while stationary
Through countless seasons they stand, stoic,
Each season leaving its mark;
a memory written in fibrous flesh.
's modifier Point Blank grants the same bonuses as allocating Point Blank. Multiple instances of the same keystone do not stack.

Some keystone-like modifiers are exclusive to keyword modifiers and cannot be found on the main passive skill tree. Some of these effects appear as monsters modifiers.

Keyword Source
Battlemage Nycta's LanternNycta's Lantern
Crystal Sceptre
Sceptre
Physical Damage: (87.5-105) to (130-156)
Elemental Damage: (76-98) to (161-176)
Critical Strike Chance: 6.50%
Attacks per Second: 1.25
Weapon Range: 1.1 metres
Requires Level 41, 59 Str, 85 Int30% increased Elemental Damage(150-200)% increased Physical Damage
Adds (76-98) to (161-176) Fire Damage
50% increased Light Radius
Battlemage
Left in her tomb by the lynch mob,
the flame inside still blazed bright after her death,
and so did hers.
, Martyr of InnocenceMartyr of Innocence
Highborn Staff
Staff
Physical Damage: 48-145
Elemental Damage: (315-360) to (450-540)
Critical Strike Chance: 6.50%
Attacks per Second: 1.15
Weapon Range: 1.3 metres
Requires Level 52, 89 Str, 89 Int+18% Chance to Block Attack Damage while wielding a StaffGrants Level 15 Vengeance Skill
+(12-16)% Chance to Block Attack Damage while wielding a Staff
100% increased Fire Damage
Adds (315-360) to (450-540) Fire Damage
Battlemage
Damage Penetrates 15% of Fire Resistance if you have Blocked Recently
Immune to Freeze and Chill while Ignited
You have been found guilty.
Let the fires cleanse you of your sins.
, DisintegratorDisintegrator
Maelström Staff
Warstaff
Physical Damage: (291-311) to (417-447)
Critical Strike Chance: 6.80%
Attacks per Second: 1.25
Weapon Range: 1.3 metres
Requires Level 64, 113 Str, 113 Int+25% Chance to Block Attack Damage while wielding a StaffAdds (220-240) to (270-300) Physical Damage
+1 to Maximum Siphoning Charges per Elder or Shaper Item Equipped
25% chance to gain a Siphoning Charge when you use a Skill
Adds (12-14) to (15-16) Physical Damage to Attacks and Spells per Siphoning Charge
Gain 4% of Non-Chaos Damage as extra Chaos Damage per Siphoning Charge
1% additional Physical Damage Reduction from Hits per Siphoning Charge
0.2% of Damage Leeched as Life per Siphoning Charge
Take 150 Physical Damage per Second per Siphoning Charge if you've used a Skill Recently
Battlemage
Blurred is the boundary
between creator and destroyer.
, Cadigan's CrownCadigan's Crown
Runic Crown
Ward: (164-189)Requires Level 68, 66 Str, 66 Dex, 66 IntNever deal Critical Strikes
Battlemage
Cadigan the Third ruled dispassionately
through the iron might of artifice.
, Instruments of Virtue
Everlasting Sacrifice Mahuxotl's MachinationMahuxotl's Machination
Steel Kite Shield
Chance to Block: 26%
Armour: (146-167)
Energy Shield: (30-35)
Movement Speed: -3%
Requires Level 46, 60 Str, 60 IntCorrupted Soul
Divine Flesh
Eternal Youth
Everlasting Sacrifice
Immortal Ambition
Vaal Pact
The Banished Architect sought to employ all the
darkest secrets of the Vaal... at the same time.
Far Shot The FledglingThe Fledgling
Lacquered Helmet
Armour: (345-465)
Evasion: (345-465)
Requires Level 51, 57 Str, 57 Dex(150-200)% increased Armour and Evasion
(30-50)% increased Projectile Speed
(30-50)% increased Projectile Damage
Projectiles cannot collide with Enemies in Close Range
Far Shot
The single well-placed arrow that changes the world must be preceded by ten thousand practice shots.
, Beltimber BladeBeltimber Blade
Eternal Sword
One Handed Sword
Physical Damage: (116.85-129.15) to (193.8-214.2)
Critical Strike Chance: 5.00%
Attacks per Second: (1.72-1.80)
Weapon Range: 1.1 metres
Requires Level 66, 104 Str, 122 Dex+475 to Accuracy Rating(185-215)% increased Physical Damage
(15-20)% increased Attack Speed
80% increased Evasion Rating while moving
Skills fire 2 additional Projectiles if you've used a Movement Skill Recently
Far Shot
By wind and wing they are carried,
Their fates not theirs to control,
Yet the fates of others dragged in their wake.
, Lioneye's GlareLioneye's Glare
Imperial Bow
Bow
Physical Damage: (100.8-129) to (394.8-453)
Critical Strike Chance: 5.00%
Attacks per Second: (1.59-1.74)
Requires Level 66, 212 Dex(20-24)% increased Elemental Damage with Attack Skills(180-200)% increased Physical Damage
Adds (7-14) to (24-34) Physical Damage
(10-20)% increased Attack Speed
+(80-100) to maximum Mana
Hits can't be Evaded
Far Shot
"See without doubt, slay without hesitation."
- Marceus Lioneye of Sarn
, Far Shot
Shepherd of Souls Yaomac's AccordYaomac's Accord
Vaal Sceptre
Sceptre
Physical Damage: 37-70
Critical Strike Chance: 6.00%
Attacks per Second: 1.40
Weapon Range: 1.1 metres
Requires Level 64, 113 Str, 113 Int32% increased Elemental Damage(80-120)% increased Damage with Vaal Skills
(8-6)% reduced Soul Gain Prevention Duration
Gain an Endurance Charge, Frenzy Charge, and Power Charge when you use a Vaal Skill
Shepherd of Souls
Their three serpentine heads found unity in balance.

Battlemage

Main page: Battlemage

Battlemage is a keyword[3] that grants Gain Added Spell Damage equal to the Damage of Your Main Hand Weapon.

Everlasting Sacrifice

Everlasting Sacrifice grants When you reach full Energy Shield, Sacrifice all Energy Shield to gain +5% to all Maximum Resistances for 4 seconds.

Far Shot

Main page: Far Shot

Far Shot is a keyword[4] that grants Projectile Attack Hits deal 20% less Damage to targets at the start of their movement, dealing up to 60% more Damage to targets as the projectile travels farther.

Shepherd of Souls

Shepherd of Souls grants When you use a Vaal Skill, other Vaal skills gain 50% of the consumed Souls. Deal 30% less Damage with Non-Vaal Skills.

Hexproof

Main page: Hexproof

Hexproof is a keyword[5] that grants Unaffected by Hexes. Curses negated by Hexproof will have their floating Curse icons above the entity replaced by lock symbols. Hexproof monsters with these lock symbols are still considered cursed even if the curses have no effect.

Unwavering

Main page: Unwavering

Unwavering is a keyword related to the monster modifier Cannot be Stunned (Hidden)MonsterImplicitCannotBeStunned1
Intrinsic
Cannot be Stunned (Hidden)
that signifies that the monster cannot be stunned.

Transfiguration of Body

Transfiguration of Body is a keyword that grants Increases and Reductions to Maximum Life also apply to Attack Damage at 30% of their value.

Transfiguration of Mind

Transfiguration of Mind is a keyword that grants Increases and Reductions to Maximum Mana also apply to Damage at 30% of their value.

Transfiguration of Soul

Transfiguration of Soul is a keyword that grants Increases and Reductions to Maximum Energy Shield also apply to Spell Damage at 30% of their value.

Lucky

Main page: Luck

Lucky is a keyword that causes a mechanic to roll twice and use the highest value of the two. For mechanics which only have a pass/fail state, the roll succeeds if at least one of the two rolls is a success.

Unlucky

Unlucky causes a mechanic to roll twice and use the lowest value of the two. For mechanics which only have a pass/fail state, the roll fails if at least one of the two rolls fails.

Projectiles

Main page: Projectiles

Projectiles are entities which are produced by a spell or ranged attack which travel independently of their creator until they collide with an enemy or obstacle or reach their travel distance limit of 150 Units.

Projectiles cannot "shotgun"; a single target may not be hit by multiple projectiles formed in the same instance by the same source. Barrage effects and area of effect damage stemming from those projectiles may effectively bypass this limitation.

When a projectile hits an enemy, one of the following behaviours may apply. Only a single effect can apply per hit enemy and are applied in the following order:

Split

Main page: Split

The projectile splits, breaking into (X) auto-targeting projectiles. The auto-targeting radius limitations are similar to chain.

Split projectiles are considered the same projectile after splitting and therefore will not target the same target twice.

Pierce

Main page: Pierce

The projectile pierces, passing through the enemy after hitting it and continues along its previous trajectory. Once a projectile has exhausted its pierce count, one of the other effects listed in this section may apply.

Fork

Main page: Fork

The projectile forks, breaking off into two identical projectiles which each travel at a 60-degree angle from the projectile's original path.

Chain

Main page: Chain

The projectile chains, choosing a target within a certain radius, and travelling in the direction of that target. A target cannot be hit twice by the same projectile. If a skill produces multiple projectiles at once and chains, none of the projectiles may chain to an enemy which has already been struck by a projectile from the same attack or cast. If there are no valid targets in range of the original enemy, it will target an enemy but not hit, instead passing through.

Return

Main page: Return

The projectile returns, changing direction and moving in the direction of its point of origin. Targets can be hit once on the way out and once on the way back; however, the specific target they return from is only hit once.

Proxies

Main page: Proxy

Proxy is a term that refers to entities created by a character that may inherit certain skills from its character and offensive modifiers affecting its character while still remaining distinct from the character. Totems, traps, mines, and mirages are examples of proxies. Minions are not proxies. Character-specific defensive modifiers, like +# to Maximum Life, character-related modifiers like #% increased Movement Speed, and effects that specify "you" like WinterweaveWinterweave
Coral Ring
Requires Level 24+(20-30) to maximum LifeAdds (12-15) to (25-30) Fire Damage to Attacks
Adds (12-15) to (25-30) Cold Damage to Attacks
+(20-40) to maximum Life
+(25-30)% to Cold Resistance
10% increased Movement Speed while Ignited
The Effect of Chill on you is reversed
Fury fuels defiance.
's The effect of Chill on you is reversed will not apply to proxies. Only damagable proxies may apply Taunted.

Examples of proxies include totems, traps, mines, and mirages. Minions are not considered proxies.

Totem

Main page: Totem

Totems are a type of immobile proxy created by skills that create a monolith-shaped entity that uses the character's skills. They may also appear as a monster type. Totems will continue to use its skill for as long as it is active, pursuant to modifiers to cast speed, attack speed, and action speed where appropriate.

Player-created totems are targetable, damageable, and only last for a certain duration. Skills used by totems inherit the player's offensive stats.

Traps

Main page: Trap

Traps are a type of immobile proxy created by skills that throw proximity-triggered devices on the ground that, when activated, produce various, generally damage-dealing, effects. After releasing its effect once, the trap will disappear.

Traps are targetable, damageable, and will expire after a certain duration if not triggered.

Mines

Main page: Mine

Mines are a type of immobile proxy created by skills that throw devices on the ground that, when remotely detonated, produce various, generally damage-dealing, effects. Undetonated mines will reserve life or mana until detonated with a skill like Detonate MinesDetonate MinesMine, Spell
Level: 1
Cooldown Time: 0.20 sec
Can Store 1 Use(s)
Cast Time: Instant
Requires Level 8Detonates a Mine, starting a Detonation Sequence which will detonate other Mines around it.First Mine Detonates Instantly
Mines get 10% more Detonation Speed for each prior Mine in Detonation Sequence

Additional Effects From 1-20% Quality:
Mines have (1-20)% increased Detonation Speed
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
. After releasing its effect once, the trap will disappear.

Mines are targetable, damageable, and will expire after a certain duration if not triggered.

Reservation

Main page: Reservation

Reservation is a mechanic that involves the use of resources like life or mana to pay for an ongoing effect. Rather than paying the cost upfront as with other skills, a percentage of said resource is set aside as unusable for as long as the effect is active.

Reservation Efficiency

Reservation Efficiency modifies the percentage of resources reserved by reservation effects. It can be modified with #% [increased/reduced] [resource] Reservation Efficiency.

Resources

Resources is a term under which life and mana are categorized.[a]

Life

Main page: Life

Life is a core mechanic of Path of Exile - all monsters and characters have life. A character's life's is shown in the bottom left-hand corner of the UI, as a red globe filled proportionally to the character's remaining life. When their life reaches 0, characters and monsters die. Life is fully restored upon entering a town. Light radius is based on current life.

Low life

Characters and monsters are considered to be on low life while their current life is equal to 50% of their maximum life or lower.

Low mana is a condition that applies when the character's mana falls below 50% of their maximum mana. However, it does not apply in conjunction with Blood Magic.

Full life

Characters and monsters are considered to be on full life while their current life is equal to 100% of their maximum life.

Mana

Main page: Mana

Mana is a core mechanic of Path of Exile - all monsters and characters have mana. Mana is normally used as a cost for skills and reservation effects.

Recently

Main page: Recently

Recently is a keyword[1] that defines the period of the past 4 seconds.

Rarity

Main page: Rarity

Rarity categorizes all monsters, Vaal Side Areas, strongboxes, and most items. They may be normal, magic, rare, or unique. Normal, magic, and rare items of the same basetype are defined by the number of explicit modifiers they can roll from a shared modpool, while unique variants of that basetype appear with set modifiers unique to that variant.

Normal

Main page: Rarity#Normal

Normal items are items that have no explicit modifiers. Normal items are identified by their white item box.

Magic

Main page: Rarity#Magic

Magic items are items that can roll a maximum of one prefix and one suffix. Magic items are identified by their blue item box.

Rare

Main page: Rarity#Rare

Rare items are items that can roll a maximum of three prefixes and three suffixes, with the exception of rare jewels, which can only roll two prefixes and two suffixes. Rare items are identified by their yellow item box.

Unique

Main page: Unique

Unique items are items that cannot roll modifiers from the shared modpool from their basetype, and instead are generated with a special set of modifiers specific to that unique variant. Unique items are identified by their orange/brown item box.

Reflect

Main page: Reflect

Reflect causes sources of damage or status effect to be applied back to the entity that applied it. The damage source of reflected damage will match the source of damage (Ex. reflected attack damage is also considered an attack). Sources of damage reflection that scales with the damage value of the source are calculated based on damage taken after mitigation.

Hex Reflection

Hex Reflection causes hexes inflicted upon the hexed to be reflected back to the hexer.

Recovery

Main page: Recovery

Recovery refers to any mechanic that involves the gaining of life, energy shield, or mana, including leech, regeneration, and recoup. Some forms of recovery, like Flesh and SpiritFlesh and Spirit
Ironscale Gauntlets
Armour: (50-81)
Evasion: (50-81)
Requires Level 15(6-9)% increased Attack Speed
(80-120)% increased Armour and Evasion
Regenerate (3-4) Life per second
Recover 20% of Life on Rampage
Kills grant an additional Vaal Soul if you have Rampaged Recently
Rampage
What is greed but trading a mountain of death for a sliver of life?
's Recover 20% of Life on Rampage do not fall into any of these categories and are classified as generic recovery.

Energy Shield Recharge

Energy Shield recharge triggers when a character or monster with missing energy shield hasn't taken damage in the 2 seconds. Their energy shield will begin recovering at a rate of 33.3% per second, until either they take damage or energy shield is filled, upon which the recharge will stop and the 2 second timer will begin.

Modifiers to the start of energy shield recharge like #% faster start of Energy Shield Recharge will modify the 2 second delay that occurs before recharge begins.

Energy Shield Recharge Rate

The rate at which energy shield recovers can be modified by modifiers like #% [increased/reduced/more/less] Energy Shield Recharge Rate.

Leech

Main page: Leech

Leech is a form of recovery that restores an amount of life, mana, or energy shield over time, relative to the damage inflicted on an enemy. Leech is based on the damage taken by the enemy, not the amount of life removed. Unless otherwise specified below, "life" is interchangeable for "mana" and "energy shield".

Maximum Recovery per Leech

  • A maximum of 10% of maximum life can be the total recovery of an individual instance of leech. #% increased Maximum Recovery per Life Leech can increased this limit.

Total Recovery per second from Leech

  • A maximum of 2% of maximum life can be recovered per second from a single instance of life leech. #% increased total Recovery per second from Life Leech can increase this limit.

Maximum total Recovery per second from Leech

  • A maximum of 20% of maximum life can be recovered per second from all instances of life leech. #% increased Maximum total Life Recovery per second from Leech can increase this limit. This limit is 10% for energy shield leech.

Overleech

When the resource that leech is recovering is filled, those leech instances will be removed and you are no longer considered leeching. Modifiers like Life Leech effects are not removed when Unreserved Life is Filled, commonly known as "Overleech", will cause those instances to continue to attempt to recover life even if there is no more life to recover.

Instant Leech

#% of Leech is Instant allows the a percentage of the recovery from leech to be applied instantly, instead of over time. For this reason, instant leech is not modified by modifiers like #% increased Life Recovery Rate, as there is no "Rate" to modify.

Regeneration

Main page: Regeneration

Regeneration is a form of recovery that restores an amount of life, mana, or energy shield over time. Rage may also be regenerated, but is not recovery. Regenerate #% of [life/mana/energy shield] per second will grant flat regeneration. Regeneration is calculate per minute, not per second.

Regeneration Rate

#% [increased/reduced] [life/mana/energy shield] Regeneration Rate directly modifies the rate at which regeneration occurs.

Recoup

Main page: Recoup

Recoup is a form of recovery that replaces #% of Damage taken gained as [life/mana/energy shield over 4 seconds when Hit with Recoup #% of Damage taken as [life/mana/energy shield]. While recoup effects usually occur over a period of 4 seconds, modifiers like the Life Recoup Effects instead occur over 3 seconds from the relevant Recovery Mastery and Nine Lives may modify this duration.

Resistance

Main page: Resistance

Resistances reduce the amount of incoming damage by their value. Defeating Kitava in both Act 5 and Act 10 incurs -30% penalties to all resistances, adding up to -60%. "Elemental Resistances" refer to cold, fire, and lightning resistances.

Negative resistances are hard capped at -200%. The effects of x% reduced Resistance(s) is capped at 100%. There are four types of resistances:

  • Cold Resistance
  • Chaos Resistance
  • Fire Resistance
  • Lightning Resistance

Maximum resistances

All characters have the following modifiers:

Maximum resistances can be increased or reduced to hard caps of 90% and -200% respectively.

Penetration

Main page: Penetration

Penetration may apply to resistances. When a hit penetrates a percentage of the defender's resistance, the taken damage is calculated with that percentage subtracted from the appropriate resistance.

Version history

Version Changes
3.13.0
3.0.0
2.3.0
2.2.0
Unknown
  • Introduced to the game.

Notes

  1. Fertile CatalystsFertile CatalystStack Size: 10Adds quality that enhances Life and Mana modifiers on a ring, amulet or belt
    Replaces other quality types
    Right click this item then left click a ring, amulet or belt to apply it. Has greater effect on lower-rarity jewellery. The maximum quality is 20%.
    add quality that enhances life and mana modifiers. These modifiers are tagged with the "Resource" modifier tag.

References

ru:Термин