Glossary
762 keywords
A
Abandoned City
Abandoned Cities have very few living inhabitants.
Monsters in the area are replaced by Undead. These undead have 50% chance to drop non-equipment items instead of equipment.
Abandoned Cities have 25% increased Chests in the area.
Abyss
An Abyss is a pit which leads deep underground with multiple fissures branching from it. Any monsters spawned near an Abyss will be weakened by it.
Defeating these weakened monsters will cause the fissures to close.
Once the fissures have closed all the way to the pit, the pit will activate and spawn a large number of Abyssal monsters. Defeating these monsters will close the pit.
Each closed pit has a chance to spawn an Abyssal Trove which can grant pieces of Preserved Bone to craft onto your Items. The final Abyss in the area has a chance to instead open an underground dungeon called an Abyssal Depths.
There are three separate groups of Abyssal Monsters: the Lightless, the Blackblooded and the Legion of the Pit, each area generally contains one of these groups.
The rarity of the monsters spawned depends on the rarity of the slain weakened monsters and the emerging Abyssal will steal some or all of the modifiers from them.
Any of the modifiers stolen by Rare Abyssal can be upgraded to Abyssal Modifiers.
Abyssal Depths
Abyssal Depths are an underground dungeon sometimes found when completing the final Abyss in the area.
The Abyssal Depths contains many Abyssal monsters and all Rare monsters will have an Abyssal Modifier.
At the end of the Abyssal Depths is a more powerful Rare with both a Lichborn Modifier and an Abyssal Modifier. Defeating this Rare will unlock valuable chests nearby.
The chests at the end of the Abyssal Depths can also drop pieces of Preserved Bone, but also can rarely drop additional exclusive Omens and Lineage Supports.
At higher levels the Abyssal Depths can lead to powerful Boss Fights.
Abyssal Eye
Abyssal Eyes are artifacts recovered from Abyssals which function as a type of Augment.
Abyssal Modifiers
Abyssal Monsters spawned from Abysses steal modifiers from monsters killed near their pit, these modifiers can be upgraded to Abyssal Modifiers.
Abyssal Modifiers rarely have a chance to become a more powerful Lichborn Modifier.
Abyssal Wasting
Abyssal Wasting reduces Life Regeneration Rate by 50% for 6 seconds
Account Bound
Account Bound items cannot be traded to other players, but can be shared between other characters on your account.
Accuracy
Defences guide →Accuracy is used to hit a target with an Attack, and is checked against the targets Evasion to determine that chance.
Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
Accurate
Monster has 200% increased Accuracy Rating.
Activating Marks
Adaptation
Adaptations are gained by taking Elemental Damage from Hits and cause you to take less damage of that Type from subsequent Hits.
Unless otherwise specified, you can have 3 Adaptations at a time, and Adaptations do not have a duration.
Adaptive Rune
Monsters gain:
Added Skill Use Time
This additional use time is fixed and will not be modified by skill use speed stats.
Adding to Stat Totals
Buffs, Charges & Stacking Effects guide →Adding to the Total value of a stat occurs after all other calculations have been performed. This means that the added value does not benefit from percentage modifiers to the stat.
Additional Projectiles
Monster fires 4 additional Projectiles.
Additional Rare Monsters
Affinity
Affinity is a buff granted by the Trinity skill. There are three types of Affinity: Fire, Cold and Lightning. You can have a maximum of 100 of each type of Affinity.
You lose 10 Affinity per second of specific types if you haven't gained Affinity of that type in the past 8 seconds.
Afflictions
Afflictions are negative effects that are applied to the Trial of the Sekhemas; making them harder to run.
Afflictions will be applied for entering certain rooms in the Trial or from encountering certain Maraketh Shrines.
Afflictions can be either Minor or Major, providing varying negative effects to your Trial.
Aftershocks
Aftershocks are bursts of area damage that occur after the initial impact of the skill causing them. If not otherwise specified, the Aftershock will deal the same damage as the initial impact, in the same area. Only Attack damage can cause Aftershocks.
Aggravated Bleeding
Ailments guide →Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.
Once a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.
Each Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.
Aggravated Ignite
Ailments guide →Aggravating any Bleeding
This effect will occur when a hit with the weapon directly causes at least one Bleeding Debuff on the target to become Aggravated.
It will not occur if an on-hit effect tries to Aggravate Bleeding but there are no Bleeding Debuffs on the target to Aggravate, or all of them are already Aggravated, since no Bleeding Debuffs will be Aggravated by that hit.
Ailment Application
Ailments guide →Modifiers to Ailment Application apply to:
Bleeding, Poison and Shock chance
Flammability, Freeze and Electrocution Buildup.
Ailments
Ailments guide →Aldur's Legacies
Allies
Your allies include other players, Minions, and any other entity that fights alongside you and has its own stats.
You do not count as your own Ally.
Allies Leech the same amount
Life, Mana & Recovery guide →Their modifiers to the amount they leech will not affect this amount; your modifiers have already applied to it.
An Audience With The King
Anaemia
Anaemia is a Debuff that allows more than 10 Corrupted Blood debuffs to be applied to a target. The Magnitude of Anaemia determines how many additional Corrupted Blood stacks to be applied.
Ancestral Bond
Ancestral Boost
An Ancestrally Boosted Slam has 30% more damage and 25% increased area of effect, and an Ancestrally Boosted Strike will target 2 additional Enemies. Triggered Skills cannot be Ancestrally Boosted. Ancestrally Boosted Attacks count as being Empowered.
Ancestral Boosted Spells
An Ancestrally Boosted Spell has 30% more damage and 25% increased area of effect. Triggered Skills cannot be Ancestrally Boosted.
Ancient Augment
Ancient Blooms
Ancient Liquid Emotions
Ancient Liquid Emotions are a type of Liquid Emotion that applies specific modifiers to Time-Lost Jewels.
Ancient Modifiers
Ancient Modifiers are fragments of Precursor power, adding many varied bonus effects to areas throughout the Precursor Fortress and beyond.
Apex Predators
Adds an additional Boss to the encounter.
Additional bosses will be summoned into all remaining waves in the Simulacrum.
Arcane Rune
Monsters gain:
Extra Energy Shield
Trigger a Stunning nova when Energy Shield is depleted
Arcane Surge
Buffs, Charges & Stacking Effects guide →Arcane Surge grants 15% increased Cast Speed and 20% more Mana Regeneration Rate.
Arcane Surge
Arcane Surge grants 15% increased Cast Speed and 20% more Mana Regeneration Rate.
It lasts for 4 seconds by default.
Archon Buff
Archons are a type of Buff that significantly augment your prowess with a certain type of Skills, such as Elemental Spells or Plant Skills.
By default, each Archon Buff lasts 10 seconds.
You cannot gain any Archon Buff while you already have one, or during a recovery period after you lose one, which lasts 20 seconds by default.
Archon of Undeath
Archon of Undeath is a type of Archon Buff. It grants:
• 25% more Minion Damage
• 200% more Cooldown Recovery Rate for Command Skills
• Temporary Minion Skills have 100% more Limit of Minions summoned
When you gain Archon of Undeath all of your Persistent Undead Minions are revived.
Area of Effect Skills
This Skill has an effect that applies to every target in its area, rather than picking specific targets.
Areas of Effect that originate from a target hit by a Skill will add that target's size to their radius.
Armour
Defences guide →Armour reduces Damage taken from Hits. By default, Armour only applies to Physical Damage.
Damage reduction from Armour is proportional to the amount of Damage, and is more effective at reducing smaller hits.
Armour Break
Defences guide →Some Skills, Items, Support Gems and other effects can Break Armour, which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour, non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits.
Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
Armour Break below 0
Defences guide →Armour Movement Penalties
Defences guide →Depending on the type of Armour equipped, Players will have a less Movement Speed penalty applied depending on what Attribute the Armour requires. These penalties only apply to equipped Body Armours and Shields.
For Body Armour, pure Strength has a 5% penalty, hybrid Strength and Dexterity or Intelligence has a 4% penalty and pure Dexterity or Intelligence has a 3% penalty.
For Shields, pure Strength has a 3% penalty, hybrid Strength and Dexterity or Intelligence has a 1.5% penalty and pure Dexterity or Intelligence has no penalty.
Armoured Shields
Artificer's Orb
Adds an Augment Socket to a Martial Weapon or Armour
Ascendancy Points
Ascendancy Passive Skill Points can be allocated in your Ascendancy Skill Tree once you have chosen your Ascendancy. Your Ascendancy class is unlocked by completing any Ascension Trial. In order to change your Ascendancy, you must complete an Ascension Trial to the furthest extent you have successfully already done so, and then interact with the Ascendancy Altar while you have no Ascendancy Passive Skill Points currently assigned. Trialmaster and Balbala will offer the ability to refund passive points while in rooms with Ascendancy Altars to facilitate this.
You can obtain 4 sets of 2 Ascendancy Points for a total of 8 in the following ways:
Set 1 - Completing floor 1 of the Trial of the Sekhemas or completing the Trials of Chaos with at least 7 Trials
Set 2 - Completing floor 2 of the Trial of the Sekhemas or completing the Trials of Chaos
Set 3 - Completing floor 3 of the Trial of the Sekhemas or completing the Trials of Chaos with at least 10 Trials
Set 4 - Completing floor 4 of the Trial of the Sekhemas or completing the secret challenge behind the locked door in the Trials of Chaos
Attacks
Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon. Spells are not Attacks.
The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon's stats unless the skill says otherwise.
Attacks do not necessarily deal Physical damage — they can deal any damage type.
Attributes
Strength, Dexterity, and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.
Each Attribute provides a different inherent bonus.
Augment
Augments are items which can be placed into Augment sockets, usually on Equipment items. Once socketed, they can be replaced by other Augments, but cannot be removed by normal means.
The types of Equipment which an Augment can be placed into and the corresponding benefit provided are listed on the item.
Axes
Axes are Melee weapons that can be One-Handed or Two-Handed. Axes require Strength and Dexterity to equip.
Axe Attacks commonly involve throwing your axe and/or inflicting Bleeding.
Azcapa's Medallion
Azcapa's Medallion increases your Maximum Medallion Capacity by 1 (up to 6)
Azmeri Spirit
Azmeri Spirits are the spirits of various Azmeri Animal Guardians.
Azmeri Spirits appear as wisps that flee as you approach them. Normal or Magic Monsters the Spirit comes into contact with become Spirit-Influenced, making them more powerful.
Sometimes the Spirit will reach and Possess a Rare or Unique monster, making them substantially stronger and rewarding while occasionally summoning spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
B
Ballista Totems
Ballistas are a type of Totem that use Projectile Attacks.
Base Skill Attack Time
Base Type
An item's Base Type refers to the specific variety of item it is, and grants it inherent properties such as damage on Martial Weapons, defensive bonuses on Armour, or Life recovery on Life Flasks. It is also often responsible for the Level and/or Attribute Requirements to equip an item.
For example:
• Wrapped Quarterstaff and Long Quarterstaff are both Quarterstaff Base Types
• Stocky Mitts and Linen Wraps are both Gloves Base Types
• Lesser Mana Flask and Greater Mana Flask are both Mana Flask Base Types
Basic Jewel
Basic Jewels do not affect nodes in a radius.
Basic Jewels are Rubies, Emeralds, Sapphires and Diamonds.
Basic Maps
Basic Maps are any maps with no special interaction with areas or access requirements.
Notably, not Unique Maps, Deadly Map Boss Maps, Precursor Towers, Expedition Areas or Quest Areas.
Basic Strongbox
Basic Strongboxes are specifically named "Strongbox" and drop random items.
Bear Form
Shapeshifting into a Bear grants access to devastating Slams and Fire Attacks fuelled by smouldering Rage.
While in Bear form, you gain:
• +10 to Armour per level
• 30% of Armour also applies to Elemental Damage
• an Endurance Charge for every 15 Rage you spend
Bifurcated Critical Hits
Hits with this weapon roll against their Critical Hit chance twice when determining if they are a Critical Hit.
If either roll succeeds, the hit will be a Critical Hit, and thus the Critical Damage Bonus will apply as normal.
If both rolls succeed, the hit will be a Critical Hit, and the Critical Damage Bonus will apply twice to that Hit.
If a modifier makes your Critical Hit Chance Lucky, that Luck will apply individually to both of these rolls.
Binding Chains
Biome
Biomes are found throughout Endgame Maps.
Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.
Cities and special biomes are less likely to be encountered.
Black Scythe Training
Gain no inherent bonus from Strength
1% increased Energy Shield per 2 Strength
Blackflame Covenant
Fire Spells Convert 100% of Fire Damage to Chaos Damage
Chaos Damage from Fire Spells Contributes to Flammability and Ignite Magnitudes
Ignite inflicted with Fire Spells deals Chaos Damage instead of Fire Damage
Bleeding
Ailments guide →Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield
Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated.
Physical damage from Hits Contributes to Bleeding Magnitude.
Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.
The base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break) do not affect Bleeding damage.
Block
Defences guide →Blood Loss
Blood Magic
You have no Mana
Skill Mana Costs Converted to Life Costs
Bloodletting Rune
Monsters gain:
Life Leech
Cannot have Life Leeched from
Inflicts Corrupted Blood on Hit
Bloodstained
While Bleeding enemies build up Bloodstained, gaining the Bloodstained Debuff after Bleeding for a total of 6 seconds. Bloodstained builds up 100% faster if the Bleeding enemy is moving or the Bleeding is Aggravated.
Certain skills allow you to view the Bloodstained Debuff on enemies and can consume the Debuff for powerful effects.
Blue Flames of Chayula
Blue Flames of Chayula Leech 20% of your maximum Mana to you when collected.
Blunt Arrows
Blunt Arrows cause 600% increased Stun Buildup.
Bombardier
Monster periodically unleashes barrages of Fire projectiles.
Bond Rune
Monsters gain:
Rare Monsters may transfer a Mod on death
Remnant gains:
Increased chance to spawn Rare Monsters
Rare Monsters have more Monster Modifiers
Bonded Modifiers
Bonus Reward
Some Remnant encounters have Bonus Rewards which provide guaranteed rewards, in addition to allowing you to choose a Runeshape Combination.
Bonus rewards are granted to all party members who have not previously claimed the reward and were in the area when the Remnant was encountered.
Boons
Boons are positive effects that are applied to the Trial of the Sekhemas; making them easier to run.
Boons can be gained from certain Maraketh Shrines or from buying them from the Trial Merchant using Sacred Water.
Boons can be either Minor or Major, providing varying benefits to your Trial.
Bows
Bows are Two-Handed ranged weapons that require Dexterity to equip. Equipping a Bow allows you to also equip a Quiver in the off hand slot.
Bows can Attack from long range and with high mobility using a variety of skills, but generally deal less damage than other two-handed weapon types.
Breach
Breaches allow invaders from another world to access ours.
Unstable Breaches are a small tear in the fabric that will open for a short time. Kill Breach monsters to keep them open longer.
Once enough monsters have been killed, the Breach will stabalise, calling stronger monsters through the portal at the centre.
Kill these monsters in the centre will complete the Unstable Breach, closing the tear.
A Breach Hive is a tear that has already grown out of control. You will need the help of Ailith to close these.
With a blessing from Chayula, burn your way to the centre of the Hive and help Ailith start the process of destorying the centre.
As Ailith destroys the Hive, Breach monsters will pour in to try and kill her. Defend Ailith until she has completely destroyed the centre of the hive to remove it from existence.
If Ailith dies during this, the Hive will remain.
Breaks Armour
Monster Breaks Armour equal to 1000% of Physical Damage dealt.
Brittle
Hits have up to +6% Critical Hit Chance against Brittle enemies, based on the Cold damage of the Hit which inflicted Brittle, for 4 seconds.
Broken Boss Faces
Each "Boss Encounter" icon on the World Screen is a face which can be broken by beating the encounter.
"Rare Monster Encounter" icons do not provide any bonus when broken.
Broken Stance
Broken Stance is a Debuff inflicted by Hits, which stores 10% of the Pre-mitigation Physical Hit damage of the Hit that inflicts it as its Magnitude.
The inflicter's subsequent Hits against the target will gain additional unscaleable added Physical Damage equal to that magnitude.
Enemies with Broken Stance cannot be Dazed again.
Bucklers
Buff/Debuff Effect
Spirit & Reservation guide →Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff, which come from its creator.
Buff/Debuff Magnitude
Spirit & Reservation guide →The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.
Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
Buffs are effects that boost a player or monster's stats for a duration or while a condition is met.
Unless otherwise stated, Buffs of the same type do not stack — only the copy with the strongest effect applies.
Bulwark
Dodge Roll cannot Avoid Damage
Take 30% less Damage from Hits while Dodge Rolling
Burning
Ailments guide →C
Cartographer's Strongbox
Cartographer's Strongboxes drop Waystones.
Cascadable Skills
Warcries, and Non-Channelling Spells that affect an area around you or a targeted location, are Cascadable.
Certain effects can cause Cascadable Skills to Cascade, making them also affect other locations, or to Echo, affecting the same targeted location again after a delay.
A Cascadable Spell that Repeats will not Cascade or Echo while Repeating.
Caster Weapons
Weapon Sets & Weapon Swap guide →Caster Weapons are Sceptres, Staves and Wands.
Catalysts
Celestial Rune
Monsters gain:
Chance for a Fire Explosion on Death
Chance for a Cold Explosion on Death
Chance for a Lightning Explosion on Death
Chain
Effects that Chain are redirected to another target after colliding with an enemy.
Projectiles Splitting, Piercing or Forking take priority over Chaining.
Projectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
Chance can Surpass 100%
By default, chance-based stats cap at 100% chance for the result to occur. However, some chances can surpass 100%. In this case, the event for which you have a chance to effect will occur once for each 100% chance for that event you have, and then have a normal percentage chance for it to occur again based on the remaining value.
For example, a Surpassing 215% chance for an event to occur will cause the event to occur twice (once for each 100% chance) and have a 15% chance for it to occur a third time.
Chance to Block
Defences guide →Chances in excess of 100%
By default, chance-based stats cap at 100% chance for the result to occur. However, some chances can exceed 100%. Unless otherwise specified, a chance higher than 100% is equivalent to 100% chance - the chance always succeeds. But some effects may scale based on how high the chance is or how much it exceeds 100% by.
Channelling
Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
Chaos Damage
Damage Types, Conversion & Critical Hits guide →Chaos damage is one of the five Damage Types. It is reduced by Chaos Resistance.
Chaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.
Chaos Inoculation
Defences guide →Chaos Resistant
Monster has +50% to Chaos Resistance.
Chaos Surge
Chaos Surge behaves identically to Elemental Surges, but causes a Chaos blast.
Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks, Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power. Checkpoints and Wells completely recharge Charms when activated.
The maximum number of Charm slots is capped at 3.
Checkpoints
Checkpoints are a form of saving your progress through Wraeclast and will often appear before Boss fights and at points of interest. Reaching a Checkpoint will refill your Life, Mana, Flasks and Charms.
On death, you can choose to revive either in Town or at the last Checkpoint you reached. For this purpose, Waypoints also function as Checkpoints.
You can also teleport between Checkpoints within an area, or from a Checkpoint to the Waypoint.
Checkpoints in Maps
Once all Checkpoints have been activated and the Map is completed, all remaining unfinished map content will be revealed on the minimap.
Chill
Ailments guide →Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold, with a minimum of 30% and a default maximum of 50%.
Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
Chilled Ground
Ground Effects guide →Chilled Ground Chills those standing in it, and lasts 6 seconds by default.
Citadel
There are three types of Citadels, each located in different cities throughout Wraeclast.
Copper Citadels in Faridun Cities, Iron Citadels in Ezomyte Cities and Stone Citadels in Vaal Cities.
Complete one of each type of Citadel and collect their Crisis Fragments to gain access to The Burning Monolith.
Claws
Claws are One-Handed Melee weapons that require Dexterity to equip. Claws can be Dual Wielded with another Claw, but cannot be combined with other equipped items in the off hand.
Cleansed
The Corruption in this area has been Cleansed, which may add an additional modifier to the area.
Cleansed areas also contain monsters twisted by the disruption of power in the area.
Close Range
Coalesced Corruption
Monsters slain close together have a chance to merge together and manifest powerful Monsters.
Cold damage is one of the five Damage Types. It is reduced by Cold Resistance. Cold hits apply Chill and build up Freeze, but cannot build up Heavy Stun.
Cold Resistant
Monster has +50% to Cold Resistance and +10% to Maximum Cold Resistance.
Cold Rune
Monsters gain:
Extra Cold Damage
Combo is a counter on some Skills that can be required to use the Skill or grant extra effects. Skills gain Combo when you Strike Enemies. Combo will fall off after a short time without this happening.
Combo can only be built while using the same weapon as the Combo Skill is bound to, and will be lost if you Swap Weapons.
Companions
Spirit & Reservation guide →Compounding Ignite
Ailments guide →When Igniting a target which has already been Ignited by the same use of this Skill, the existing Ignite is removed to boost the new Ignite, multiplying its Magnitude by the total number of Ignites compounded this way.
Ignites cannot Compound when reflected, or when applied by Oil Ground that has been Ignited. They will neither remove existing Ignite, nor get any boost to Ignite Magnitude.
Concentration
Buffs, Charges & Stacking Effects guide →Enemies have less Cooldown Recovery Rate the lower their Concentration, scaling down to 50% less Cooldown Recovery Rate when Concentration is 0%.
Conditional Usage
Congealed Mist
A mysterious Augment that shifts and shimmers. Is that whispering you hear?
Conjures Flamewalls
Monster creates circular walls of Fire that deal damage to enemies standing in them.
Conjures Ice Prisons
Monster creates circular walls of Ice around enemies.
Connected Support Gems
Two gems are considered Connected if one is socketed into the other, or if both are socketed into a third gem.
A Support Gem socketed in a Meta Skill is still Connected to that Meta Skill and to all other Skills socketed in that Meta Skill, even if it cannot Support some of those skills.
Consecrated Ground
Ground Effects guide →Cooldown Recovery Rate
Cooldown Recovery Rate modifies the speed at which your Skill cooldowns are restored. For example, with 100% increased Cooldown Recovery Rate your Skill cooldowns will effectively be halved.
Cooldown Recovery Rate does not affect anything other than Skill cooldowns.
Copper Citadel
Corpses
Corrupted Blood
Corrupted Boss
Each Corrupted Nexus is guarded by a powerful Corrupted Boss. Defeat the Corrupted Boss to cleanse the Nexus.
Corrupted Items
Certain items can be found Corrupted or made Corrupted using a Vaal Orb, changing their properties unpredictably.
Most methods of item crafting and modification cannot be used on Corrupted items. There is no penalty for using Corrupted items.
Corrupted Monsters
Corrupted Monsters have an additional Corrupted Modifier.
These modifiers may increase the difficulty and reward of the Monster, or may make it easier to defeat.
Corrupted Nexus
A Corrupted Nexus is the source of immense corruption, guarded by a powerful Corrupted Boss.
Corruption
Contains Corruption, which may add an additional modifier to the area.
Corrupted Areas cause slain monsters to Coalesce Corruption to manifest powerful monsters.
Covered in Oil
Enemies covered in Oil have their movement speed Slowed, are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
Ignited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite.
Covetous Arrows
Enemies killed with Covetous Arrows drop items with 600% increased Rarity.
Crafted Modifiers
Some methods of item crafting guarantee that a specific Modifier will be crafted onto the item. An item can only have one Crafted Modifier, but they otherwise behave identically to other Modifiers.
Crafted Modifiers are displayed in a lighter blue colour than regular Modifiers.
Crescendo Arrows
Crimson Assault
Bleeding you inflict is Aggravated
Base Bleeding Duration is 1 second
Crit Resistant
Hits against this Monster have 80% reduced Critical Damage Bonus.
Critical Damage Bonus
Damage Types, Conversion & Critical Hits guide →Multiplies the damage dealt by Critical Hits. Default value is +100% (i.e. twice as much damage).
Critical Hits
Damage Types, Conversion & Critical Hits guide →Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value.
Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill.
Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
Critical Weakness
Critical Weakness causes hits against affected targets to have +0.5% to Critical Hit Chance, and can stack up to 20 times. If not otherwise specified, each stack lasts for 4 seconds.
Crossbow Ammunition Skills
Crossbows
Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills.
Multiple Projectiles fired from a single Crossbow skill can all hit the same target, and single-Projectile skills fire additional Projectiles in sequence rather than in a spread.
Crushed
Stun & Crowd Control guide →Crushing Blows
Stun & Crowd Control guide →Crushing Blows cause a Heavy Stun on enemies that are Primed for Stun.
Culling Strike
Culling Strikes kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the Hit is applied.
Curses
Cyclonic Rune
Monsters gain:
Chance to inflict Exposure on Hit
Armour Break on Hit
Wither on Hit
D
Daggers
Daggers are One-Handed Melee weapons that require Dexterity and Intelligence to equip.
Dagger Attacks are commonly related to ambushing or debilitating enemies. Some blade-related Spells also require a Dagger.
Damage Absorption
Absorption effects include Guard, Encased in Jade and Sorcery Ward.
Damage Contributing to Ailments
Ailments guide →By default, specific Ailments are calculated based on only specific damage types, such as only the Fire damage of a Hit mattering when inflicting Ignite.
Allowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment.
For Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment. For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).
Damage Conversion
Damage Types, Conversion & Critical Hits guide →Damage can be converted from one type to another. This causes it to deal the new damage type, scale with modifiers to the new damage type, and no longer scale with modifiers to the old damage type.
For example, Fire damage converted to Lightning now scales with Lightning damage modifiers and causes Shock, but no longer scales with Fire damage modifiers or causes Ignite.
Conversion is a two step process. Conversion inherent to Skills occurs first, then Conversion from all other sources. Damage over time cannot be converted.
Damage Gained as extra X
Damage Types, Conversion & Critical Hits guide →Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type).
For example, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers.
Damage Gain occurs in the same two step process as Damage Conversion. Damage over time cannot benefit from damage Gain.
Damage Taken From Minions First
Damage Types
Damage Types, Conversion & Critical Hits guide →Damaging Ailments
Ailments guide →Dance with Death
25% more Skill Speed while Off Hand is empty and you have a One-Handed Martial Weapon equipped in your Main Hand.
Dark Whispers
Curses you inflict have 4% increased Curse Magnitudes for each Dark Whisper you have. You can have a maximum of 10 Dark Whispers.
Dark Whispers last for 8 seconds, and this duration is refreshed whenever you gain more.
When Dark Whispers expire, you Lose 3% of Life, Mana, and Energy Shield for each of them, over 4 seconds.
Some skills and effects have a chance to apply Daze to enemies on Hit.
Daze lasts for 8 seconds, and a Dazed enemy will take 50% more Stun Buildup. There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
Deadly Map Boss
Deadly Map Bosses are specific Powerful Map Bosses that appear in specific Maps and are more difficult and drop better rewards.
These rewards are often accompanied by a specific item, usually from a pool of items. For example Unique Items, or Lineage Supports.
Deadly Map Bosses can also drop items that grant access to Pinnacle Bosses.
Death Rune
Monsters gain:
Slain Monsters may merge into stronger Monsters
Debilitate
Debilitate is a Debuff that inflicts 20% reduced movement speed and 10% reduced damage dealt. Unless specified, Debilitate lasts 1 second.
Debuffs
Spirit & Reservation guide →Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.
Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
Decimating Strike
Default Attack
Default Attacks are the innate Attack skills provided by Martial Weapons, and the innate Unarmed Attack skill "Punch".
The skill level of your Default Attacks is determined by your character level, and in turn determines the Attack Damage scaling of the skill, which is the percentage of your Weapon's damage the Default Attack deals.
Default Attacks never have any cost.
Default Attack Damage
Your Default Attack Damage is the expected damage of a Default Attack, and is determined by the damage of your Weapon and an Attack Damage scaling value based on your character level.
Your Default Attacks will always deal Default Attack Damage unless modifiers are applied to change their damage or skill level.
Some Attack skills provided by Support Gems do not determine their Attack Damage scaling from skill level, but instead deal a percentage of Default Attack Damage.
Deflect
Defences guide →Delirious Players
Delirious players are assaulted by illusions, making combat more difficult. Higher delirium causes monsters to deal more damage and have additional Toughness. It can also cause additional monsters to appear or can grant additional modifiers to existing monsters. Monster item drops are improved by higher delirium.
Maps within Fog Banks gain Deliriousness as Map Bosses, Rare Monsters or Unique Monsters are killed.
Delirium
Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the Delirium or it will disappear.
Magic monsters are able to gain Delirium specific Modifiers while inside the fog.
Rare or Unique monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.
Fractured Mirrors may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror Shards are found at set depths, with more varied rewards.
Defeating Map Bosses has a chance to summon a Grand Mirror on a nearby map.
Desecrated Ground
Ground Effects guide →You take Chaos damage over time while standing in Desecrated Ground.
Desecrated Modifiers
Desecrating an item adds an Unrevealed Desecrated modifier. If modifiers are full then a random modifier is also removed. These modifiers can be revealed at the Well of Souls.
Items with Desecrated Modifiers cannot be Desecrated again.
Despair
Despair is a Curse that lowers the Chaos Resistance of those affected. If not otherwise specified, Despair lowers Chaos Resistance by 25%.
Detonation Time
Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
Detonator Skills
Detonator Skills can cause flammable gas, Oil, explosives, and similar effects to explode on contact.
Dexterity
Dexterity is an Attribute required to use most equipment that grants Evasion Rating, as well as various range-aligned Weapons and Skills.
Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.
Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
Diamond Arrows
All Hits with Diamond Arrows are Critical Hits with 60% increased Critical Damage Bonus.
Difficulty
Difficulty causes monsters to have increased damage and life, as well as improving the items they drop.
Certain Bosses with increased difficulty will gain new abilities and begin to drop exclusive items, and have a reduced number of Respawn Attempts.
Difficulty above 4 has no additional effect.
Divinity
Divinity can be spent for skills, similar to Mana.
Divinity inherently Regenerates at a rate of 25% per second.
Dreamer's Gift
A skill created by Ailith that sacrifices half her life to grant players 100% increased Item Rarity in Breach Hives.
Dreamer's Inspiration
A skill created by Ailith that creates a zone which adds a Modifier to Rare Breach Monsters which enter it.
A Rare Monster can only have one Modifier added.
Dreamer's Might
A skill created by Ailith that sacrifices half her life to grant players 1000% more Damage and immunity to Damage for 10 seconds.
Dreamer's Sight
Dreaming Gloom Shrine
Slain enemies explode, dealing Chaos damage equal to a quarter of their maximum Life.
Druidic Prowess
Druidic Prowess is a stacking Buff which grants 10% increased Skill Speed and causes Hits with Spell Damage to grant 3 Rage per stack for 10 seconds. Each stack has an independent duration. Maximum 3 stacks.
Dual Wielding
Weapon Sets & Weapon Swap guide →Dual Wielding refers to using two Martial Weapons, one in each hand.
Duration Skills
This Skill has a Duration that can be modified.
E
Earth Rune
Remnant gains:
Conjures Earthly Spires
Easy Target
Easy Target is a Debuff which causes the next Projectile Attack Hit against the affected target to deal increased Damage, at which point the Debuff is consumed.
Eaten Souls
Each Soul eaten grants 1% increased Skill Speed. You can have up to 50 eaten Souls, and lose a Soul every 0.5 seconds if you have not eaten one in the past 4 seconds.
Effect Consumption
Buffs, Charges & Stacking Effects guide →Effective Chance
Some effects manipulate how random chances are rolled in ways that affect the result without changing the stated chance for the effect, such as a chance being Lucky causing it to be rolled twice and use the better result, or an effect skipping the roll entirely to force something to succeed or fail. The Effective chance is the real chance to get a specific result, accounting for all such roll-manipulating effects.
For example, if you had a Critical Hit chance of 20%, and your Critical Hit chance was Lucky, you would have an Effective Critical Hit chance of 36%, which is the chance that at least one of the two 20% rolls succeeds.
Efficiency
Spirit & Reservation guide →Efficiency modifiers act as divisors to the stat they modify. For example, 50% increased Reservation Efficiency causes your Reservations to be 67% of their base value, 100% increased Reservation Efficiency causes your Reservations to be 50% of their base value, and so on. Reduced Reservation Efficiency will cause the modified stat to grow larger instead of smaller.
Effigy
Effigy Pieces can be placed on an incomplete Effigy in Caer Tarth to complete the Rite of the Nameless.
Eldritch Battery
Defences guide →Converts 100% of maximum Energy Shield to maximum Mana
Doubles Mana Costs
Electrocute Threshold
Ailments guide →Electrocute Threshold determines how much Electrocute buildup is needed to Electrocute a target.
Electrocuting Rune
Monsters gain:
Extra Lightning Damage
Lightning Damage Electrocutes
Shocked Ground Trails
Electrocution
Ailments guide →Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.
Only Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted. Other sources of Lightning damage will not build up towards Electrocution.
Elemental Ailment Threshold
Ailments guide →A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment, as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.
Elemental Ailments
Ailments guide →Elemental Archon
Elemental Archon is a type of Archon Buff. It grants:
• 25% more Elemental Damage with Spells
• Cannot deal Non-Elemental Damage with Spells
• Hits with Spells cause 100% more Freeze Buildup
• Spells have 100% more Flammability Magnitude
• Hits with Spells have 100% more Shock chance
Using a non-instant Attack causes Elemental Archon to be removed immediately.
Elemental Damage Types
Damage Types, Conversion & Critical Hits guide →Elemental Equilibrium
Elemental Ground Surfaces
Ground Effects guide →Elemental Ground Surfaces include Shocked Ground, Chilled Ground, and Ignited Ground.
Elemental Infusions
Buffs, Charges & Stacking Effects guide →Some Skills create Elemental Infusion Remnants when specific conditions are met. Picking up the Remnant grants you the Infusion for 20 seconds or until it is Consumed by another Skill. You can have up to 3 of each Infusion by default.
Skills that can Consume Infusions specifically mention the type(s) of Infusion they can Consume and the benefits for doing so. If a Skill repeats or reoccurs, each of them must Consume an Infusion separately to gain the effect.
Elemental Resistance Aura
Monster creates an Aura that grants +35% to all Elemental Resistances to Allies within 5 metres.
Elemental Surges
Buffs, Charges & Stacking Effects guide →Elemental Surges are consumed when you use a non-Melee Projectile Attack to suffuse the Projectiles fired by that Attack, causing them to trigger a Surging Blast when they reach the end of their flight.
Your weapon can have a maximum of 6 of each type of Surge active by default. Surges last 15 seconds. Surges are specific to your current weapon, so do not affect non-weapon damage and are not carried over if you weapon swap.
Projectiles which Split or Fork do not gain the benefits of Surges.
Elemental Weakness
Resistances guide →Elemental Weakness is a Curse that lowers Elemental Resistances. If not otherwise specified, it lowers Elemental Resistances by 30% and has a duration of 20 seconds.
The Elusive buff grants increased Movement Speed, and additional chance to avoid damage. The effects of Elusive are reduced over time.
Embankment Auras
Totems you place which grant Embankment Auras give a different Aura Buff to Players in range depending on the kind of Totem, as follows:
Artillery Ballista grants 20% increased Skill Speed.
Siege Ballista grants 25% more Damage against Immobilised Enemies.
Mortar Cannon grants 25% of Damage Gained as extra Fire.
Shockwave Totem grants 30% increased Area of Effect.
Ancestral Warrior Totem grants 40% increased Glory Generation.
Dark Effigy grants 40% increased Damage over Time.
Spell Totem grants 50% increased Critical Hit Chance.
Embrace of the Wild
Empowered
Monster has 25% increased Damage and 50% increased Life
Empowered Monster Minions
Empowered Monster Minions deal increased damage and have increased health.
Empowerment does not inherently increase rewards but some effects add rewards when Empowering Minions.
Empowered Periodic Invulnerability Aura
Monster releases a nova that makes Allies invulnerable for 5 seconds while the monster is alive within 5 metres every 12 seconds.
Empowered Skills
Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
Empowering Volatile Crag
Monster periodically creates Powerful Volatile Crag that moves towards enemies; exploding when they get close enough; dealing Fire Damage.
Empowering Volatile Plants
Monster periodically creates Powerful Volatile Plants, releasing orbs that move towards enemies; exploding when they get close enough; dealing Chaos Damage.
Empowerment
Empowering a Map Boss upgrades it to a Powerful Map Boss
Enemy Stun Threshold
Stun & Crowd Control guide →The lower an enemy's Stun Threshold, the less Stun buildup is needed to Stun or Heavy Stun them.
Energised Crystal
Energised Crystals are collected by energising Vaal Beacons throughout Wraeclast, and are required to access Atziri's Temple.
6 Energised Crystals are required to power the Temple Console.
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
Energy Shield
Defences guide →Energy Shield Aura
Monster creates an Aura that grants 20% of Maximum life as added Energy Shield to Allies within 5 metres.
Energy Shield Leech
Life, Mana & Recovery guide →When you deal damage with a Hit, Energy Shield Leech causes you to recover an amount of Energy Shield to a percentage of the damage dealt, over a period of one second.
Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types, the ratios between them will stay the same.
Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them.
You can only recover from a single instance of Energy Shield Leech at a time, and all Energy Shield Leech is removed when Energy Shield is filled.
Modifiers specific to Life Leech will not apply to Energy Shield Leech.
Energy Shield Protecting Mana
Defences guide →Energy Shield will no longer protect you from Damage, unless that damage would be dealt to Mana.
Energy Shield Recharge
Defences guide →Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.
Energy Shield Recharge Rate
Defences guide →Affects how quickly Energy Shield is recovered by Recharge once it starts Recharging.
Enfeeble
Enfeeble is a Curse that lessens the damage dealt by those affected. If not otherwise specified, Enfeeble lessens damage dealt by unique targets by 10%, and other targets by 20%.
Enlightening Shrine
Enlightening Shrines cause you to gain increased Experience.
Enraged
Monster is Enraged; gaining 30% increased Damage, 25% increased Skill and Movement Speed and 33% less damage taken.
Equipment
Equipment are items that can be Equipped
Equippable Armours
Escalating Threats
Adds an additional Modifier to the area. These modifiers generally add danger and reward.
These modifiers will apply for all remaining waves in the Simulacrum.
Essence
Essence monsters are powerful monsters trapped in crystallised corruption.
Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.
Any monsters with Essences Modifiers drop an additional Essence of that type.
Essence of Delirium
A monster empowered by an Essence of Delirium will periodically summon the demons that lay behind the Delirium Mirror.
Estazunti's Medallion
Estazunti's Medallion allows you to place an additional Restricted Room Card after defeating the Architect
Eternal Youth
Life, Mana & Recovery guide →Life Recharges instead of Energy Shield
50% less Life Recovery from Flasks
Evasion
Defences guide →Everlasting Sacrifice
When you reach full Energy Shield, Sacrifice all Energy Shield to gain +5% to all Maximum Resistances for 4 seconds
Exceptional Item
Expected Knockback
The Expected Knockback distance is the distance a target would be Knocked Back were there nothing impeding that Knockback, such as terrain, other entities, or other mitigating circumstances.
Expedition
Expeditions are Ancient Kalguuran burial sites, with Verisium Remnants and dangers buried beneath the ground.
Set up a chain of explosives and unearth the treasures, but beware of the dangers that hide in wait. Verisium Remnants apply their Modifiers to Monsters and Chests that are excavated with the same explosive that destroys the Remnant and all subsequent unearthed Monsters and Chests.
Using Logbooks on the Atlas can reveal Grand Expeditions which are larger versions of regular Expeditions and can contain special types of Remnants.
Explosive Fervour
Explosive Fervour is a Buff that grants 15% increased Attack Speed per different Grenade Skill you've used Recently, causes Grenade Skills to ignore their cooldown and fire an additional projectile, and makes Grenades explode on any impact.
You cannot gain Explosive Rhythm while you have Explosive Fervour.
Explosive Rhythm
Each Explosive Rhythm Buff grants 10% increased Cooldown Recovery Rate to your Grenade Skills.
Exposure
Ailments guide →Exposure is a type of Debuff that lowers the affected enemy's Total Elemental Resistances. By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances, this can cause the enemy's Resistance to become negative.
Higher Rarity enemies are less affected by Exposure:
15% less Exposure effect on Magic monsters
30% less Exposure effect on Rare monsters
50% less Exposure effect on Unique monsters
Extra Content
Random Extra Content is Shrines, Strongboxes, Essences, Rogue Exiles, Azmeri Spirits and Summoning Circles.
Extra Crits
Monster has 300% increased chance to Critically Hit.
Extra Energy Shield
Monster gains 25% of Maximum life as added Energy Shield.
F
Faerie Fire
Faster Start of Energy Shield Recharge
Defences guide →Affects the delay before your Energy Shield starts Recharging after losing Energy Shield.
Fear Incarnate
Each Fear Incarnate grants 10% increased Culling Strike Threshold and lasts 10 seconds. This duration is refreshed when you gain another Fear Incarnate.
You can have up to a maximum of 20 Fear Incarnate.
Fear Overwhelming
Each Fear Overwhelming grants 5% increased Area of Effect for Attack Skills and lasts 10 seconds. This duration is refreshed when you gain another Fear Overwhelming.
You can have up to a maximum of 20 Fear Overwhelming.
Final Strike
Skills that meet this requirement use the term "Final Strike" to refer to the last strike of their sequence.
Finality
Finality is a Buff that grants 100% increased Critical Hit Chance with Final Strikes, and makes your Strike skills skip to their Final Strike if they have one.
Skills cannot gain Combo while you have Finality.
Fire damage is one of the five Damage Types. It is reduced by Fire Resistance. Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite.
Fire Resistant
Monster has +50% to Fire Resistance and +10% to Maximum Fire Resistance.
Fire Rune
Monsters gain:
Extra Fire Damage
Flails
Flails are One-Handed Melee weapons that require Strength and Intelligence to equip. Flails cannot be Dual Wielded.
Flail Attacks tend to reward careful placement and long wind-up times with devastating effects.
Flame Archon
Flame Archon is a type of Archon Buff. It grants:
• 25% more Fire Damage with Spells
• Convert 100% of Elemental Damage with Spells to Fire Damage
• Cannot deal Non-Fire Damage with Spells
• Spells have 100% more Flammability Magnitude
Using a non-instant Attack causes Flame Archon to be removed immediately.
Flame of Chayula
Flames of Chayula are Remnants that grant the following bonuses when collected:
Red Flames of Chayula Leech 20% of your maximum Life to you
Blue Flames of Chayula Leech 20% of your maximum Mana to you
Purple Flames of Chayula provide a stacking Buff granting 7% of damage as extra Chaos damage for 8 seconds, and stacks up to 10 times.
Flammability
Ailments guide →Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment, but is closely associated with Ignite, which is.
Fire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.
The base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite.
Since chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.
Effects which do not Hit targets, but Ignite as if they had, such as Ignited Ground, also inflict Flammability, but do not roll a random chance to Ignite. Such effects will only Ignite once the total Flammability on the target reaches 50%.
Multiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.
Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies.
Normal enemies grant Flask charges equal to half their Power
Magic enemies grant Flask charges equal to their Power
Rare and Unique enemies grant Flask charges equal to twice their Power
Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
Foci are armour items that are equipped in your off hand and require Intelligence to equip.
Foci can grant significant amounts of Energy Shield and powerful bonuses to your Spells.
Foretold Bounty
The first list of Favours at Ritual Altars in this Map will contain the specified Item.
Foretold Proliferation
Completing this Map will apply the specified Modifier to other Maps in the Rite of the Nameless.
Fork
Projectiles that Fork split into two the first time they collide with an enemy and do not Split from it or Pierce it.
Fractured Modifiers
A Fractured Modifier is locked onto the item permanently. It cannot be removed or altered.
Fracturing Mirror Shards
Fracturing Mirror Shards are a type of Fracturing Mirror found within Delirium Fog at set depths.
Escalation Shards may add modifiers to rare Delirium monsters, summoning more difficult and rewarding monsters, or pausing the Fog.
Deceptive Shards summon Delirium bosses or lead to an extra Delirious area.
Capricious Shards do not manifest by default, once unlocked they may summon a mirrored Map Boss, or cause Map Bosses to manifest Grand Mirrors.
Fracturing Mirrors
Fracturing Mirrors are structures found in Delirium Fog that shatter when you get near them, spawning Delirium monsters.
Occasionally Fracturing Mirrors Shards may appear with other bonuses, such as adding Liquid Emotions to monsters or summoning a Mirrored Boss.
Fragment of Divinity
Fragments of Divinity are Consumed by certain Skills to grant additional effects. Divine Fragments last 10 seconds.
Fragmented Mirror
Each Mirror offers a rare item of one of the following base types:
• Dusk Ring
• Gloam Ring
• Penumbra Ring
• Tenebrous Ring
• Dusk Amulet
• Gloam Amulet
• Penumbra Amulet
• Tenebrous Amulet
Free Rerolls
Ritual Free Rerolls allow rerolling Favours an additional time at no Cost.
Freeze
Ailments guide →Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen.
Freeze Threshold
Ailments guide →Frozen
Ailments guide →A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.
G
Gaining Stats from other Stats
Gaining a percentage of stat A as stat B is calculated from the base value of stat A. The portion gained scales with percentage modifiers to stat B, but not with percentage modifiers to stat A.
For example, if you gained 50% of Evasion as Armour, the portion gained would be scaled by percentage modifiers to Armour, but not by percentage modifiers to Evasion.
Gasp Rune
Volcanic Rune
Monsters gain:
Extra Fire Damage
All Damage can Ignite
Burning Ground Trails
Giant's Blood
Weapon Sets & Weapon Swap guide →Gigantic
Gigantic Minions have 20% more Maximum Life, 20% more Damage and 20% increased size.
Gloom Shrine
Glory
Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power. Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster.
Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner, but different Skills can generate Glory from the same Glorious action.
Grand Expedition
Grand Expeditions are a larger version of Expeditions with many more explosives. These contain special Remnants and treasures to unearth.
These are only found in Ocean Biomes revealed with Logbooks.
These areas have additional modifiers to improve their rewards.
Grand Mirror
A Grand Mirror causes a reflection of the Map Boss. When the bosses are defeated Delirium fog spreads to nearby Maps.
When the fog reaches 100% Deliriousness one of the remaining maps will be transformed into a Simulacrum.
Grasping Vines
Great Beast
Great Beasts are Map Bosses marked by Hilda as worthy targets to defeat. Defeating a Great Beast will earn you Hilda's Favour.
Greed Shrine
Greed Shrines cause item drops to be converted to Gold and monsters to drop increased Gold.
Grenade Skills
Grenade Skills are only usable when wielding a Crossbow. They have cooldowns, but generally deliver high damage or powerful utility.
Grenade Skills have a fuse duration and will generally not explode until the fuse has expired, so they are strongest when you aim carefully and predict enemy movements.
Gruelling Madness
The first Gruelling Madness on a target Slows their movement speed by 15%.
Each additional Gruelling Madness instead increases the Slowing Potency of Debuffs on the targets by 10%, which affects both the first Gruelling Madness and any other Debuffs that are Slowing the target.
A maximum of 10 Gruelling Madness can be inflicted on each target. Targets will lose 1 Gruelling Madness every 2 seconds that passes without more being inflicted.
Guard
Guard is a Buff that provides a buffer against damage from Hits, taking the damage before your Life or Energy Shield until the buff expires or is depleted.
You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
Guided Freezing Shrine
Freezing shards fire around you in a spiral when in range of enemies.
Guided Meteoric Shrine
Meteors rain down around you when in range of enemies.
Guided Tempest Shrine
Lightning bolts strike the ground around you when in range of enemies.
H
Haste Aura
Hasted
Monster has 30% increased Attack, Cast and Movement speed.
Hayoxi's Medallion
Hayoxi's Medallion rerolls a Restricted Room in the Temple
Hazards
Hazards are objects created in the world (usually by some player skill) and which are destroyed when traversed by an enemy, dealing damage and/or applying some effect to the enemy which triggered the Hazard.
Heals Allies and Suppresses Foe Recovery
Monster releases a nova that reduces Enemy Life and Energy Shield Recovery Rate by 60% and causes Allies to Regenerate 5.5% of Maximum Life per second for 4 seconds within 5 metres every 8 seconds.
Heartstopper
Take 50% less damage over time if you've started taking damage over time in the past second
Take 50% more damage over time if you haven't started taking damage over time in the past second
Heat
Heat is gained from using specific Crossbow Skills, and can be either beneficial or detrimental depending on the Skill.
Heavy Stun
Stun & Crowd Control guide →Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned, but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield, Parrying with a Buckler, or riding a mount).
While an enemy is Heavy Stunned, they cannot act and count as Immobilised. It will also be harder to Heavy Stun them again for a short time afterwards.
Physical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.
Helbrym's Composure
Herald Skills
Spirit & Reservation guide →Herald Skills are a type of Persistent Buff that grant powerful effects on killing enemies.
Hex Master
You can apply an additional Curse
Double Activation Delay of Curses
Hexproof
Hexproof means that you are Unaffected by Curses.
Hideout
Contains a Hideout that can be fully cleared to unlock the Hideout for personal use.
All monsters in the area are at least Magic.
High Infernal Flame
You are on High Infernal Flame if you have 65% of your maximum Infernal Flame or more.
Hilda's Favour
Hilda will reward you with an Atlas Master point to spend on Atlas Keystones.
Historic Jewels
You can only have one Historic Jewel socketed.
Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
Hiveblood
Hiveblood is used to birth Wombgifts from The Genesis Tree in Monastery of the Keepers.
The maximum amount of Hiveblood you can have is 100,000.
Hobble
Hollow Palm Technique
Can Attack as though using a Quarterstaff while both of your hand slots are empty
Unarmed Attacks that would use an Equipped Quarterstaff's damage have:
• Base Unarmed Physical damage replaced with damage based on their Skill Level
• 1% more Attack Speed per 75 Item Evasion on Equipped Armour Items
• +0.1% to Critical Hit Chance per 10 Item Energy Shield on Equipped Armour Items
Honour
Honour is an additional resource you have to manage within the Trial of the Sekhemas. A percentage of the damage you take from enemies in the Trial will be taken from your Honour. If your Honour reaches zero then the Trial is failed.
Your starting and maximum Honour are the sum of your maximum Life, Energy Shield and Runic Ward. Your maximum Mana is also added if you have Mind Over Matter.
Honour Resistance
Resistances guide →You lose this much less Honour.
Maximum Honour Resistance is capped at 75% by default and cannot be higher than 90%.
I
Ice Archon
Ice Archon is a type of Archon Buff. It grants:
• 25% more Cold Damage with Spells
• Convert 100% of Elemental Damage with Spells to Cold Damage
• Cannot deal Non-Cold Damage with Spells
• Hits with Spells cause 100% more Freeze Buildup
Using a non-instant Attack causes Ice Archon to be removed immediately.
Ice Crystal Shattering
Skills which Consume Freeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
Ice Crystals
Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal Cold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path.
Skills which Consume Freeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
Ice Fragments
Ice Fragments are created by a variety of Skills and Detonate in an Area to deal Cold damage. If a Skill creates multiple Ice Fragments at the same time, only one of them can damage a single enemy.
Some skills can interact with Ice Fragments. Unless otherwise specified, each Ice Fragment can only interact with a single Skill use during its lifetime.
Idol
Idols are a type of Augment fashioned by the Azmeri.
Ignite
Ailments guide →Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit.
Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit, but not any modifiers on the target that affect how much damage they will take from the Hit. This Magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration) do not affect Ignite damage.
Ignited Ground
Ground Effects guide →Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
Ignoring Resistances
Damage Types, Conversion & Critical Hits guide →Ignoring Resistances means your damage cannot be modified in any way by the target's Resistance stats.
Immobilised
Stun & Crowd Control guide →A target is immobilised if it cannot move, for example due to being Frozen, Pinned, Heavy Stunned, or Electrocuted.
Immured Fury
The Immured Fury is a powerful monster that has appeared due to the Cleansing process. This monster has dangerous abilities but greatly increased rewards.
Impale is a Debuff inflicted by Hits, which stores 30% of the Pre-mitigation Physical Hit damage of the Impaling hit as its Magnitude.
Subsequent Attack Hits against Impaled targets will Extract the Impale debuff. When this occurs, the Magnitude of the Impale is added to the Pre-mitigation Physical damage of that attack hit.
A maximum of 60 Impale Debuffs can be present on a target at once. If multiple Impales are present on a target, each Attack's Hit only Extracts and benefits from the strongest one of them.
Incision
Incision is a Debuff which causes the affected target to gain increasingly higher chance to be inflicted with Bleeding when Hit. All Incision stacks are removed when Bleeding is inflicted.
Each stack of Incision applies 10% chance to be inflicted with Bleeding when Hit. A maximum of 10 Incision stacks can be present on a target at once.
Increased Area of Effect
Monster has 100% Increased Area of Effect.
Increased Life
Monster has 50% increased Life.
Increased Stun Threshold
Monster cannot be Stunned.
Inevitable Critical Hits
Damage Types, Conversion & Critical Hits guide →Hits which could potentially be a Critical Hit but do not roll a Critical Hit will re-roll Critical Hit chance until they succeed.
Hits have 30% less Critical Damage Bonus for each time Critical Hit chance was re-rolled.
Intelligence
Intelligence is an Attribute required to use most equipment that grants Energy Shield, as well as various spell-aligned Weapons and Skills.
Intelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence
Intelligence does not grant damage to Skills or any other benefits except where specifically stated.
Intimidate
Stun & Crowd Control guide →Intimidate is a Debuff that inflicts 10% increased damage taken and 10% reduced damage dealt.
Invaded City
Invocation
Invocation Skills are Persistent Skills that gain Energy through some condition and can be used once sufficient Energy has been gathered to Invoke socketed Skills, expending the Energy to Trigger them. Invocations can Trigger socketed Skills multiple times if enough Energy is expended, unless otherwise specified.
Invoke
Invoked Skills are those Triggered by Invocation Skills.
Iron Citadel
Iron Grip
Gain no inherent bonus from Strength
1% increased Projectile Attack damage per 2 Strength
Iron Reflexes
Defences guide →Converts all Evasion Rating to Armour.
Irradiated
Area has +1 to Monster Level.
Irradiated
Irradiated Areas have +1 to Monster Level
Isolated
A target is Isolated if none of its allies are within 6m of it.
Item Armour
Item Energy Shield
Stats that refer to an item's Energy Shield use the exact value listed on the item. This means that Quality and local modifiers on the item are taken into account, but stats from other sources that change the amount of Energy Shield actually granted to your character are not considered.
Item Evasion
Item Rarity
Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.
Magic items can have 2 Modifiers; a Prefix and a Suffix.
Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.
More powerful and dangerous enemies are more likely to drop rarer Items.
J
Jade
Jade is a stacking Buff which grants 1% additional Physical Damage Reduction per stack. Maximum of 10 Jade stacks.
Jagged Ground
Ground Effects guide →Jagged Ground Slows the movement speed of enemies in its area by 20%.
Jewellery
Amulets and Rings are considered Jewellery
Jewels
Jewels are items that can be socketed into Jewel Sockets on the Passive Skill Tree to grant bonuses. Basic Jewels simply grant you the listed stats, while some other kinds of Jewel can have more complicated effects, such as modifying other Passive Skills within a certain radius.
Juatalotli's Medallion
Juatalotli's Medallion prevents the next Destabilisation of a Room
K
Kalguuran Support Gem Limit
The number of Kalguuran Support Gems you can use is limited by your character level:
Level 1+: 1
Level 17+: 2
Level 33+: 3
Level 45+: 4
Level 65+: 5
Level 80+: 6
Khatal's Rejuvenation
Khatal's Rejuvenation stacks up to 8 times and grants 5% increased Cooldown Recovery Rate per stack. Each stack of Khatal's Rejuvenation lasts for 10 seconds.
Killing Blow
A Killing Blow is any Hit Damage which successfully reduces a target to zero Life, killing them. Damage over time cannot cause Killing Blows.
Knightly Tenets
Gain no inherent bonus from Intelligence
1% increased Evasion Rating per 2 Intelligence
Knockback
Stun & Crowd Control guide →Knockback pushes Enemies away when Hit.
L
Landmark Area
Landmark Areas in the Atlas may be accessed multiple times and do not require a Waystone to access.
Legacy of Amethyst
Legacy of Amethyst is a Mage's Legacy which grants +45% to Chaos Resistance.
Legacy of Basalt
Legacy of Basalt is a Mage's Legacy which grants 150% increased Armour.
Legacy of Bismuth
Legacy of Bismuth is a Mage's Legacy which grants +45% to all Elemental Resistances.
Legacy of Diamond
Legacy of Diamond is a Mage's Legacy which grants 75% increased Critical Hit Chance.
Legacy of Gold
Legacy of Gold is a Mage's Legacy which grants 45% increased Rarity of Items found.
Legacy of Granite
Legacy of Granite is a Mage's Legacy which grants +2000 to Armour.
Legacy of Jade
Legacy of Jade is a Mage's Legacy which grants +2000 to Evasion Rating.
Legacy of Quicksilver
Legacy of Quicksilver is a Mage's Legacy which grants 30% increased Movement Speed.
Legacy of Ruby
Legacy of Ruby is a Mage's Legacy which grants +60% to Fire Resistance and +5% to Maximum Fire Resistance.
Legacy of Sapphire
Legacy of Sapphire is a Mage's Legacy which grants +60% to Cold Resistance and +5% to Maximum Cold Resistance.
Legacy of Silver
Legacy of Silver is a Mage's Legacy which grants 30% increased Skill Speed.
Legacy of Stibnite
Legacy of Stibnite is a Mage's Legacy which grants 150% increased Evasion Rating.
Legacy of Sulphur
Legacy of Sulphur is a Mage's Legacy which grants 60% increased Damage, and makes the area within 2.5 metres of you Consecrated Ground while you're stationary.
Legacy of Topaz
Legacy of Topaz is a Mage's Legacy which grants +60% to Lightning Resistance and +5% to Maximum Lightning Resistance.
Life Leech
Life, Mana & Recovery guide →When you deal damage with a Hit, Life Leech causes you to recover an amount of Life to a percentage of the damage dealt, over a period of one second.
Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types, the ratios between them will stay the same.
Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them.
You can only recover from a single instance of Life Leech at a time, and all Life Leech is removed when Life is filled.
Life Loss
Life, Mana & Recovery guide →Life Loss is not damage, and can't be mitigated or absorbed by Energy Shield. Life Loss can still kill you.
Life Recharge
Life, Mana & Recovery guide →Lost Life will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Life resets this delay, interrupting Recharge.
Modifiers to Energy Shield Recharge Rate or to how fast it starts will also apply to Life Recharge.
Life Rune
Monsters gain:
Shared Life
Light Radius
Your Light Radius determines the distance from your character which will be illuminated in dark areas, and the radius within which terrain and points of interest are revealed on the map.
Light Stun
Stun & Crowd Control guide →Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.
Physical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.
Lightning Ailments
Shock and Electrocute are Lightning Ailments.
Lightning Archon
Lightning Archon is a type of Archon Buff. It grants:
• 25% more Lightning Damage with Spells
• Convert 100% of Elemental Damage with Spells to Lightning Damage
• Cannot deal Non-Lightning Damage with Spells
• Hits with Spells have 100% more Shock chance
Using a non-instant Attack causes Lightning Archon to be removed immediately.
Lightning Damage
Damage Types, Conversion & Critical Hits guide →Lightning damage is one of the five Damage Types. It is reduced by Lightning Resistance. Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
Lightning Mirage When Hit
Lightning Mirages When Hit
Lightning Resistant
Monster has +50% to Lightning Resistance and +10% to Maximum Lightning Resistance.
Lightning Rune
Monsters gain:
Extra Lightning Damage
Limb Modification
Limb Modification can be performed by using a Transcension Device. Limb Modification will replace a chosen body part with a modified version, granting you an additional stat. Limb Modifications are lost when you resurrect after dying.
Limit
Certain skills can only have a limited number of effects active at once.
If a new effect is created while at the maximum number of effects, the oldest effect will dissapear.
Certain support gems and items can modify skill effect limits.
Lineage Supports
Lineage Supports are powerful and transformative Support Gems which can drop in maps, or come from specific sources like a particular Boss.
You may only Socket one copy of any given Lineage Support across all of your Skills at once.
Link Skills
Liquid Emotions
Liquid Emotions are Currency items that are exclusive drops from the Delirium mechanic. Liquid Emotions allow you to instil an amulet with a Notable Passive Skill from the Passive Tree. Instilling a Notable Passive Skill which you have already allocated normally will not grant its effects a second time.
Lord of the Wilds
You can equip a non-Unique Sceptre while wielding a Talisman
50% less Spirit
Non-Minion Skills have 50% less Reservation Efficiency
Low Energy Shield
Life, Mana & Recovery guide →You are on Low Energy Shield if you have 35% of your Maximum Energy Shield or less.
Low Infernal Flame
You are on Low Infernal Flame if you have 35% of your maximum Infernal Flame or less.
Low Life
Life, Mana & Recovery guide →A player or monster is on Low Life if it has 35% of its Maximum Life or less.
Low Mana
Life, Mana & Recovery guide →You are on Low Mana if you have 35% of your Maximum Mana or less.
Low Runic Ward
Defences guide →You are on Low Runic Ward if you have 35% of your maximum Runic Ward or less.
Lucky things are rolled twice and the better result used.
M
Maces
Maces are Melee weapons that can be One-Handed or Two-Handed. Maces require Strength to equip.
Mace Attacks are often Slams or slow Strikes that deal Physical or Fire damage.
Mage's Legacy
There are a number of possible Mage's Legacies, each granting a different bonus:
Only one instance of each Mage's Legacy can apply its bonus to you at a time.
Magma Barrier
Monster creates a 90% damage absorption barrier that explodes after taking a certain amount of damage, dealing Fire Damage
Maimed enemies suffer from 30% Slower Movement Speed and 15% reduced Evasion Rating. Maim lasts for 4 seconds unless otherwise specified.
Mana Leech
Life, Mana & Recovery guide →When you deal damage with a Hit, Mana Leech causes you to recover an amount of Mana to a percentage of the damage dealt, over a period of one second.
Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types, the ratios between them will stay the same.
Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them.
You can only recover from a single instance of Mana Leech at a time, and all Mana Leech is removed when Mana is filled.
Map Boss
Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.
Defeating the Map Boss will complete the Map.
Map Node
Map Objective Waystone Drops
The final Rare Monster slain in a Map Area has a chance to drop a Waystone equal to the tier of the Waystone used to create that Map Area.
The chance diminishes the tier of the Waystone used to the create the Map Area, but can be increased again by adding modifiers to Waystones, additional modifiers on Waystones can give increased chance for Waystones to drop in the Map Areas they create.
Map Owner
The Map Owner is the player who created the Map area.
Mark
Marks are a family of Debuffs that apply powerful effects to a single enemy, usually for a limited duration. You can have multiple Marked enemies at once, but each individual enemy can only have a single Mark applied to them at once.
Marks can be Activated when specific conditions occur, which will case some extra effect and then Consume the Mark.
Mark of the Abyssal Lord
Desecrating an item with the Mark of the Abyssal Lord modifier always removes that modifier, replacing it with an Unrevealed Desecrated modifier of a higher tier.
Marked for Death
Marked for Death is a Debuff that causes you to take 50% increased damage.
Martial Weapons
Weapon Sets & Weapon Swap guide →Maximum
The maximum value of this modifier is applied to the whole modifier, including the constant part.
Maximum Item Level
You cannot use this currency on items above this level.
Maximum Quality
The default maximum Quality 20%.
Maximum Resistances
Resistances guide →Medallions
Medallions are obtained from Atziri's Temple and can be used to modify the Temple in various ways.
Melee
Melee Attacks are those that directly hit with a melee Strike or a Slam, dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.
Any Projectiles these attacks create do not count as Melee damage.
Merging
Meta Gems
Spirit & Reservation guide →Meta Gems are Skill Gems that other Skill Gems can be socketed into. They can use, Trigger, or otherwise apply the effects of those other Skill Gems. Skill Gems and Support Gems can be socketed into Meta Gems interchangeably, though most Meta Gems require at least one Skill Gem to be socketed to function.
Meta Gems can never be socketed into other Meta Gems.
Mind over Matter
Defences guide →All Damage is taken from Mana before Life
50% less Mana Recovery Rate
Minimum Modifier Level
Added random Modifiers are at least this level or higher, except if a specific Modifier type would be excluded entirely from being able to roll. Currency with a Minimum Modifier Level cannot be used on items with an item level below the Minimum Modifier Level.
Minion Commands
Minion Death and Killing Minions
Minions whose durations expire or that are despawned by the player are considered to have died. However, effects that state they trigger when a Minion is Killed do not trigger in these cases. Minions are only Killed if they reach 0 life, though this can be caused by their summoner as well as enemies.
Minion Reforming
Minions
Spirit & Reservation guide →Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active.
Mirrored Items
Certain items can be found Mirrored or made Mirrored using a Mirror of Kalandra.
Mirrored items are copies of an original item. Most methods of item crafting and modification cannot be used on Mirrored items.
Molten Fissures
Molten Fissures are long-lasting fissures created by some Slams that can themselves be Slammed to create Aftershocks.
Hitting a Molten Fissure with a Slam other than another Molten Fissure causes an Aftershock to propagate along its length, dealing the Fissure's damage again to enemies standing on it. This Aftershock will also spread to other intersecting Molten Fissures. Each Molten Fissure can Aftershock no more than once every 0.2 seconds.
Momentum Rune
Monsters gain:
Increased Movement Speed
Movement Speed Cannot be Slowed below base
Monster Category
Every Monster has exactly one Monster Category. These are Humanoid, Beast, Undead, Construct, Demon and Eldritch.
Certain Skills interact with specific Monster Categories.
Monster Effectiveness
For every 2% increased Effectiveness, Monsters gain 2% more Toughness, 1% more Experience granted and 1% more quantity of items dropped.
Monster Minions
Monster Modifiers
Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.
Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.
Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.
Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
Monster Power
Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's Rarity:
Normal: 1
Magic: 2
Rare: 5
Unique monsters always have 20 Power.
Monster Rarity
Monster Rarity increases the chance for monsters to be Rare and Magic.
Monster Rarity also increases Monster Modifier Chance for Rare Monsters.
Monster Soul Eater
Monsters with Soul Eater gain 1% increased Skill Speed and 1% less damage taken when a monster dies in their Presence, stacking up to 50 times. An eaten Soul is lost every 0.5 seconds if none have been eaten within the past 4 seconds.
Moon Rune
Remnant gains:
Conjures moon beams
Mountain's Teachings
While you have any amount of Mountain's Teachings:
• Attacks you use yourself and Attacks granted by this Ascendancy Class deal 15% more damage
• Enemy Hits you take that would deal damage less than or equal to 30% of your maximum Life (after mitigation such as Armour and Resistances, but before other modifiers to damage taken) deal 40% less damage
• You have 50% more Stun Threshold
All Mountain's Teachings are lost if you go 20 seconds without gaining any.
Mounting Greed
Players with Mounting Greed gain increased Rarity of Items on kill up to a limit of 100%. This increased Rarity decays over time.
Higher Rarity monsters grant a greater amount of Rarity.
N
Naturally Spawning Monsters
Naturally Spawning Monsters are those who are spawned upon entering an area for the first time. Monsters that spawn from Secondary Mechanics like Strongboxes or Expedition do not count as Naturally Spawning.
Nature's Archon
Non-Damaging Ailments
Ailments guide →Ailments that do not deal damage are Chill, Freeze, Shock, and Electrocute.
Non-Stacking Effects
Spirit & Reservation guide →This effect does not stack. Applying it again before the first expires will refresh the duration.
Nova Skills
Nova Skills take effect in a circular area around their user.
O
Oath Rune
Monsters gain:
A Monster summons Allies
Obelisk of Cleansing
An Obelisk of Cleansing is an object that activates once a player gets close enough; granting a 10 second Buff that grants 100% Item Rarity, 50% increased Armour, Evasion and Energy Shield and makes players Gain 30% of Damage as extra Lightning Damage.
Obelisk of Corruption
Offering Skills
Oil Ground
Ground Effects guide →Omens
Omens are Currency items that enable exclusive meta-crafting effects, allowing for more specialised crafting.
One-Handed
Weapon Sets & Weapon Swap guide →One-handed weapons can be placed in the main weapon slot. Some one-handed weapon types can be dual wielded in both main and off hand weapon slots.
Only Minimum or Maximum Damage
Hits from a weapon or skill with this property will not roll a random value between the minimum or maximum damage value, but instead will always roll either the minimum value or the maximum value, with a 50% chance for each.
Each Damage Type has its damage value rolled separately, so if the hit deals multiple types of damage, some types may roll the maximum while others roll minimum.
If the damage rolls are Lucky, that will still apply, make this roll twice and picking the maximum if either roll had that result, only picking minimum damage if both rolls selected minimum. Unlucky damage rolls will prefer minimum damage in the same way.
Onslaught grants 20% increased Skill Speed and 10% increased movement speed.
Unless specified, Onslaught lasts 4 seconds.
Opulent Rune
Monsters gain:
Increased Monster Rarity
Orb of Alteration
Reforges a Magic item with new random modifiers.
Orb Skills
Orb Skills create lasting effects at a location which damage enemies in an area around them.
Ornate Strongbox
Ornate Strongboxes have improved dropped Item Rarity.
Otherworldly Nemesis
A skill created by Ailith that adds an additional Pack with a Rare Monster to each wave.
Overcapped Block Chance
Defences guide →Overcapped Block Chance is the amount by which your Chance to Block would exceed your maximum Chance to Block if it were uncapped.
Overcapped Resistance
Resistances guide →Overcapped Resistance is the amount by which your Uncapped Resistance exceeds your Maximum Resistance for that damage type.
Overflow
Life, Mana & Recovery guide →Recovery which Overflows its maximum can be recovered up to 1.5 times that maximum.
Overflowing Chalice
Overflowing Chalice is a buff that causes Life and Mana Flasks to gain 2 charges per second and provide 30% increased recovery.
Overkill
Overkill damage is any damage from a Hit in excess of the enemy's remaining Life when it is killed.
P
Pacification
Pacified Enemies cannot deal damage.
Pack
A Pack Monster or Minion is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like Strongboxes.
Modifiers to Pack Size also provide a chance that there is an Additional Rare Monster in the Pack.
Monsters summoned or created by other Monsters do not count as Pack Monsters or Minions.
Pain Attunement
30% less Critical Damage Bonus when on Full Life
30% more Critical Damage Bonus when on Low Life
Parried
Defences guide →Parry
Defences guide →Parry is a Skill granted by Bucklers that allows you to Block and retaliate against an enemy Hit, leaving them off balance and inflicting the Parried Debuff.
Paths Not Taken
You see what is and what might have been. Reveal a suite of Oracle-only passive tree nodes after Ascending as an Oracle.
On taking The Unseen Path Ascendancy Notable, gain the ability to allocate these nodes.
Payoff Skills
Perfect Timing
Certain Channelling skills have extra effects and benefits if released within a certain timing window while using the skill.
Certain support gems and items can modify the duration of that timing window.
Perfection Buff
Perfection lasts for 10 seconds and can stack up to 4 times, granting 5% more Damage per stack. This Damage bonus is not limited to Skills Supported by Perfection Support.
Failing to successfully execute any Perfect Timing will remove all Perfection stacks on you.
Periodic Invulnerability Aura
Monster releases a nova that makes Allies invulnerable for 5 seconds while the monster is alive within 5 metres every 12 seconds.
Periodically Enrages
Monster periodically Enrages; gaining 30% increased Damage, 25% increased Skill and Movement Speed and 33% less damage taken for 5 seconds every 10 seconds.
Persistent Skills
Spirit & Reservation guide →Petrify
Stun & Crowd Control guide →Petrify is a Debuff which causes targets to become covered in stone and unable to move or act.
Phased Form
Phased Form is a notable Ascendancy Passive Skill granted by Chronomancer granting the following stats:
Take 30% less Damage.
4 seconds after being Damaged by an Enemy Hit, take Damage equal to 30% of that Hit's Damage.
Phasing
While Phasing, you can pass through enemies without being blocked by them.
Physical Damage
Damage Types, Conversion & Critical Hits guide →Physical damage is one of the five Damage Types. It is the most common and the only one reduced by Armour, rather than by a Resistance.
Most physical damage comes from Weapon Attacks, but some Spells and other skills deal physical damage as well. Physical damage over time can be inflicted with Bleeding.
Pierce
Projectiles that Pierce can pass through a target while still damaging them.
Pinnacle Boss
Pinnacle Bosses are endgame bosses accessed via specific keys or interactions with their mechanic.
Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.
Pinned targets count as Immobilised.
Plant Skills and Overgrowth
Plants created by Plant Skills can be Overgrown to gain power in ways detailed on the Plant Skill. This generally cannot be caused by the Skill that creates the Plants, and requires a different Skill or effect that specifically causes them to Overgrow.
Player Heavy Stun
Stun & Crowd Control guide →Players and their Minions usually cannot be Heavily Stunned, but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield, Parrying with a Buckler, or riding a mount). A player's stun bar only empties when they are not taking these actions or Heavily Stunned. While Heavily Stunned players cannot Block, Deflect or Evade.
Player Stun Threshold
Stun & Crowd Control guide →Poison
Ailments guide →Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield.
Physical and Chaos damage from Hits Contribute to Poison Magnitude.
Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration) do not affect Poison damage.
Possessed
A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
Possessed
Players possessed by Spirits of the Azmeri gain powerful buffs depending on what Spirit Animal has possessed them. Spiritual beasts will occasionally be summoned to aid the player. Players can only be possessed by one Spirit at a time.
Power
Power is provided to connected Paths by Generator rooms. Powered Paths provide Power to adjacent rooms.
The Generator rooms are Dynamo, Shrine of Empowerment, Solar Nexus and Infinite Horizon.
The Smithy, Synthflesh Lab, Transcendent Barracks and Golem Works rooms can be Upgraded by receiving Power.
Power Rune
Power Rune
Runes gain:
Empowered
Powerful Map Boss
Powerful Map Bosses are Map Bosses that are even more difficult and drop even better rewards.
Powerful Map Bosses frequently drop Waystones one Tier higher.
Pre-mitigation Damage
Damage Types, Conversion & Critical Hits guide →Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour, Resistances or Blocking, prevents any of that damage.
The target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.
Precursor Terraformer
Activating a Precursor Terraformer will change a group of nearby Basic Maps to the shown Biome.
The Terraformer shows which biome it will change maps to. All maps in the Terraformed area will be replaced with maps that can appear in the shown biome.
Precursor Towers
Precursor Towers are ancient structures that are scattered all throughout the Atlas. Precursor Tower Maps can be completed to reveal a large area around them and to obtain a Tablet.
Completing a Precursor Tower requires you to activate the Precursor Beacon at the end of the Map, after defeating the Map Boss.
Presence
Spirit & Reservation guide →Your Presence is an area around your character within which certain effects (such as many Auras) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
Prevents Recovery Above 50%
Monster creates an Aura that Debuffs enemies within 4.2 metres, causing their Life and Energy Shield to not be able to recover past 50%.
Primal Hunger
Primal Spirit
Primal Spirits are a type of Azmeri Spirit.
Monsters Influenced or Possessed by Primal Spirits deal increased damage, in addition to any bonuses from the specific spirit type.
Monsters Possessed by Primal Spirits drop Intelligence items.
Primed for Electrocution
Stun & Crowd Control guide →Normal enemies are Primed for Electrocution when they have at least 40% Electrocution buildup. Magic enemies are instead Primed at 50% buildup, Rare at 60%, and Unique at 70%.
Primed for Freeze
Stun & Crowd Control guide →Normal enemies are Primed for Freeze when they have at least 40% Freeze buildup. Magic enemies are instead Primed at 50% buildup, Rare at 60%, and Unique at 70%.
Primed for Pin
Stun & Crowd Control guide →Primed for Stun
Stun & Crowd Control guide →Normal enemies are Primed for Stun when they have at least 40% Heavy Stun buildup. Magic enemies are instead Primed at 50% buildup, Rare at 60%, and Unique at 70%.
Prismatic Rune
All Damage can Shock
All Damage can Chill
All Damage can Ignite
Increased Elemental Resistances
Projectile
Protective Rune
Monsters gain:
Periodically gain Verisium Proximity Shields
Proximal Tangibility
Monster cannot be damaged by enemies any further than 3 metres from them.
Puhuarte's Medallion
Puhuarte's Medallion allows you to reroll the Room Cards available for placement
Puppet Master
Puppet Master is a stacking Buff which grants:
10% increased Skill Speed with Command Skills
10% reduced Movement Speed Penalty with Command Skills
Minions deal 10% increased damage with Command Skills
Minions have 2% increased Movement Speed
Minions have 3% increased Skill Speed
Each stack has an independent duration of 8 seconds. Maximum 5 stacks.
Pure Emotions
Adds additional monster packs to the encounter.
Additional monster packs will be added to all remaining waves in the Simulacrum.
Q
Quality
Quality grants small bonuses to an item depending on the type of item, up to a default maximum of 20%.
Martial Weapons gain 1% more Physical damage per Quality.
Armours gain 1% more Armour, Evasion, Energy Shield and Runic Ward per Quality.
Rings and Amulets have a number of possible quality types that provide bonuses to specific modifiers on the item.
Flasks gain 1% more Life and Mana recovery per Quality.
Charms gain 1% increased duration per Quality.
Skill Gems or equipment that grant Skills grant a specific bonus to their Skill based on their Quality.
Quarterstaves
Quarterstaves are Two-Handed Melee weapons that require Dexterity and Intelligence to equip.
Quarterstaff Attacks often focus on high mobility in combat.
Quest Item
Quest items are used to progress the story. They cannot be sold or stashed, but can be discarded. Discarded quest items can be reobtained from their original source.
Quipolatl's Medallion
Quipolatl's Medallion Upgrades the Tier of a Room
R
Rage Leech
Life, Mana & Recovery guide →When you deal damage with a Hit, Rage Leech causes you to recover an amount of Rage to a percentage of the damage dealt, over a period of one second.
Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types, the ratios between them will stay the same.
Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them.
You can only recover from a single instance of Rage Leech at a time, and all Rage Leech is removed when Rage is filled.
Rage Rune
Monsters gain:
Periodically Enrage
Rarity
Raven-Touched
Raven-Touched items have been warped by the Raven Trickster, Tangmazu.
The influence of the mist allows you to instil the item with a Notable Passive Skill at the Withered Willow.
Items that are already instillable will not be able to gain an additional instillment if they become Raven-Touched.
Rebirth Rune
Monsters gain:
Chance to Rebirth on death
Recently refers to the past 4 seconds.
Recoup
Defences guide →When you take damage from a Hit, Recoup causes you to recover an amount of the stated resource equal to a percentage of the damage you took over 8 seconds.
Red Flames of Chayula
Red Flames of Chayula Leech 20% of your maximum Life to you to when collected.
Regenerates Life
Monster Regenerates 2% of Maximum Life per second.
Relics
Relics are items that are placed in the Relic Altar before the start of the Trial of the Sekhemas.
Relics influence various aspects of the Trial to make it easier. Your Relics persist between Trials.
Selected Relics cannot be changed while you have an active Trial.
Relics have varying dimensions, so arrange them carefully to maximise your benefits.
You can unlock more Relic slots by killing bosses deeper into the Trials.
Spare Relics can be stored in the Relic Locker or any of your personal stash tabs.
Remnants
Remnants are lingering objects in the world which are generally created by player Skills. Walking over a Remnant collects it to grant a bonus based on the type of Remnant. Remnants will generally disappear if not collected for some time.
Remote Skills
Repeating Skills
Some effects can cause Repeatable Skills to Repeat, causing you to perform the part of the skill where it fires off projectiles or other effects multiple times in quick succession from a single use of the skill.
Triggered skills, Instant skills, and Channelling skills cannot Repeat.
Skills take 5% longer to perform for each time they Repeat.
Rerolling Critical Hit Chance
Any mechanic where the calculation of a single Hit would roll Critical Hit Chance more than once is considered to be Rerolling. This includes anything that makes Critical Hit Chance Lucky, Unlucky, Bifurcated, or Inevitable.
Sustained Skills using an independent Critical Hit Chance roll for each different time they deal damage is not Rerolling.
Researcher's Strongbox
Researcher's Strongboxes drop Currency items.
Reservation
Spirit & Reservation guide →Reservation effects prevent a portion of a given resource — usually Spirit, though it can also be Life or Mana — from being used for other purposes while active. Reserving a resource does not change the maximum value of that resource.
Resistance Penetration
Damage Types, Conversion & Critical Hits guide →Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits. Resistances can only be Penetrated down to a minimum of 0% by default.
Since Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments.
Resistances
Resistances guide →Resistances reduce damage taken of the corresponding damage type — Fire, Cold, Lightning or Chaos — up to a Maximum. Fire, Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
Resisted by Other Value
Resistances guide →Damage from your Hits will effectively ignore the value of the target's relevant Resistance, and instead be mitigated by the specified value of Resistance.
This will still occur even if you Ignore the target's Resistance, as this mitigation is not based on their Resistance stats. Similarly, Penetration will not apply to this Resistance value.
Resolute Technique
Accuracy Rating is Doubled
Never deal Critical Hits
Gain Power Charges instead of Frenzy Charges
Gain Frenzy Charges instead of Endurance Charges
Gain Endurance Charges instead of Power Charges
Restricted Room
Restricted Rooms are those that are placed by using Xipocado's Console in the Architect's Chamber
Retaliate against all Hits
Retaliate with Thorns
Returning
Projectiles which Return will Return to the entity which originated them after reaching the end of their travel, or on hitting a final target.
Revealing Weaknesses
Revealed Weaknesses are highlighted on enemy Life bars, and occupy a total of 45% of their maximum Life (but in random segments). While the enemy's current Life is within a highlighted segment, they are considered to have an Open Weakness.
Revival Availability
Most endgame content allows for a limited number of deaths before you can no longer access the area. Most areas allow unlimited leaving and re-entry for other reasons except while fighting a boss.
On death during a boss fight, the Map Owner may respawn all players into a new instance of the area to attempt the boss fight again.
The number of modifiers on a Waystone will reduce the number of Revivals available allowed when opening a Map.
Reviving Minions
Rite of the Nameless
The Rite of the Nameless is a group of maps which each contain Ritual Altars and a Map Boss.
Completing all Ritual Altars will drop an Effigy Piece.
Ritual
Ritual Altars are sacrificial sites that absorb the monsters slain within their ritual circles. After an amount of monsters have been slain, the Ritual can be activated.
Activating the Ritual will resurrect the slain monsters, requiring you slay them once more.
Defeating these revived monsters earns you Tribute, a resource that you can trade for various Favours from the Ritual Altar.
The list of Favours tradable for Tribute can be rerolled, costing Tribute.
Favours can be deferred, paying a part of their cost but having them appear again later.
Ritual Cadence
Invocation Skills instead Trigger Spells every 2 seconds. Invocation Skills cannot gain Energy while Triggering Spells. Invoked Spells consume 50% less Energy.
Riven Armour
Riven Armour is a Debuff inflicted by Hits, which stores 5% of the Pre-mitigation Physical Hit damage of the Hit that inflicts it as its Magnitude.
The inflicter's subsequent Attack Hits against the target will gain additional unscaleable added Physical Damage equal to that magnitude.
Enemies with Riven Armour cannot get their Armour Broken further.
Rogue Exile
Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any Unique equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
Rogue Exile Hunting Ground
Rogue Exile Hunting Grounds contain 2 additional Rogue Exiles and 5 additional Packs of Rare Beasts.
Room Upgrades
Rooms in Atziri's Temple may have their tier upgraded in various ways, up to a default maximum of tier 3.
Most rooms are upgraded via their adjacent rooms, some rooms are upgraded via Powered Paths.
Garrisons may be transformed into a Legion Barracks when adjacent to a Viper Spymaster or to a Transcendant Barracks when adjacent to a Synthflesh Lab.
Flesh Surgeon and Thaumaturge instead have their level equal to the highest adjacent Synthflesh Lab or Sacrificial Chamber, respectively.
Quipolatl's Medallion may be used to upgrade the tier of a room by 1.
Rune
Runes are Augments of Kalguuran origin and make.
Runefather's Boast
You can have up to 10,000 Runefather's Boast Buffs.
Each Runefather's Boast grants +1 to Armour, +1 to Evasion Rating, and +1 to Stun Threshold.
Runefather's Boast does not have a duration, but is lost when you die or change area.
Runefather's Challenge
Runic Bindings
Each Runic Binding grants 10% reduced Spell Damage and 2% reduced Skill cost Efficiency. You can have up to 10 Runic Bindings. Runic Bindings last for 10 seconds.
Runic Bindings cannot be gained while Shapeshifted.
Runic Inscriptions
Certain Skills which create Areas of Effect on the ground create Runic Inscriptions when doing so. Various effects such as Support Gems and Unique Items can interact with these Inscriptions to cause many different effects.
Runic Monsters
Runic Monsters are powerful monsters encountered in Expeditions.
Runic Monsters are more commonly found by using explosives on larger Expedition markers.
Runic Ward
Defences guide →Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage.
Runic Ward constantly regenerates at a default rate of 5% per second.
Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled.
S
Sacred Water
Sacred Water is a resource you find within the Trial of the Sekhemas. It is used to purchase Boons from merchants and venerate Maraketh Shrines, granting you various effects within the Trial.
Sacrifice
Sacrificing is loss of a resource (commonly Life, Mana or Energy Shield) that does not count as taking damage. You cannot Sacrifice a resource you do not have. Sacrificing Life cannot reduce you below 1 Life, but Sacrifices you cause on others (such as Sacrificing Minion Life) can lead to their death.
Sanctified Items
Sanctifying an item will multiply the values of an items modifiers by a random value ranging from 78% to 122% for each modifier. The resulting item will now be Sanctified.
Most methods of item crafting and modification cannot be used on Sanctified items.
Sands of Time
Sands of Time grants 60% increased Skill Speed, scaling down to 1% over 10 seconds, at which point it will then scale back up to 60%. It also grants 1% increased Area of Effect, scaling up to 60% over 10 seconds, at which point it will then scale back down to 1%.
Savage Hit
Stun & Crowd Control guide →A Savage Hit is a Hit that removes at least 15% of Maximum Life.
Scarred Faith
5% of Physical Damage prevented Recouped as Energy Shield per enemy Power
Energy Shield does not Recharge
You cannot Recover Energy Shield from Regeneration
You cannot Recover Energy Shield to above Armour
Sceptres
Spirit & Reservation guide →Sceptres are One-Handed weapons that require Strength and Intelligence to equip. Sceptres can be equipped in your main hand or off hand, but you cannot Dual Wield two Sceptres.
Sceptres cannot be used to Attack and do not grant bonuses to Spellcasting. Instead, they grant additional Spirit and can provide bonuses to your Allies.
Seals and Sealed Skills
Sealed Skills are skills which gain Seals. Only skills you use yourself can be Sealed.
When you use a Sealed Skill, its Seals are broken, and that use of the skill will gain some benefit based on how many Seals it had.
Secured Strongbox
Secured Strongboxes are guarded by additional Packs of Rare Monsters and may roll Modifiers which add Monster Modifiers to any Rares guarding the Strongbox.
Shapeshifting
Shapeshifting changes you into a non-human form. Shapeshifting skills still use your character's stats as normal unless otherwise specified.
Using a skill that is not compatible with your Shapeshifted form will automatically Shapeshift you back to human form.
Shatter
Ailments guide →Frozen enemies Shatter when killed, destroying their corpse.
Shields are armour items that are equipped in your off hand. While holding a Shield you have a chance to passively Block. Most Shields can also be raised to Block all incoming Strikes and Projectiles from the front.
Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block.
Shock
Ailments guide →Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
Shocked Ground
Ground Effects guide →Shocked Ground Shocks those standing in it, and lasts 6 seconds by default.
Shrine
Shrines are Precursor Artifacts that empower monsters with its Presence with various effects.
Defeat all the monsters Worshipping the Shrine and interact with it to temporarily gain the power for yourself.
Shrine Worship
Shroud Walker
Monster periodically teleports to an enemy they can see, creating a Smoke Cloud where they leave and where they teleport to.
Shroud Walker
Monster periodically teleports to an enemy they can see, creating a Smoke Cloud where they leave and where they teleport to.
Sinister Jewel Sockets
Allocated Sinister Jewel Sockets are visible on the left edge of the character portrait in the centre of the passive skill tree.
Unique Jewels cannot be socketed in Sinister Jewel Sockets, and modifiers to the effect of Jewel Sockets do not apply to Sinister Jewel Sockets.
They are entirely disconnected from the rest of your passive skill tree - they are not considered to be within any radius of any other passive skill, and no passive skill is within any radius of a Sinister Jewel Socket. Multiple Sinister Jewel Sockets are also not within any radius of each other. Radius effects of Jewels will therefore have no effect when socketed in Sinister Sockets.
Siphons Flask Charges
Siphons Mana and Deals Lightning Damage
Monster creates a circular effect that drains Mana and deals Lightning Damage over time to enemies near the edge of the circle.
Siphons Mana and Deals Lightning Damage
Skill Speed
Sky Rune
Remnant gains:
Conjures Elemental Tornados
Slams
Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.
Higher Rarity enemies are less affected by Slows:
15% less Slow effect on Magic monsters
30% less Slow effect on Rare monsters
50% less Slow effect on Unique monsters
Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.
Slow Magnitude Modifier
Small Passives
Weapon Sets & Weapon Swap guide →Small Passive Skills are Passives that are not Notables, Keystones, Ascendancy Passive Skills or Passive Skills where you can select an Attribute.
Smoke Clouds
Ground Effects guide →Enemies standing in Smoke Clouds are Blinded.
Smoke Clouds have a radius of 2 metres unless otherwise specified.
Soaring Ground
Ground Effects guide →Socket-bound Augments
Soul Core
Soul Cores are artifacts of the ancient Vaal empire and function as a type of Augment.
Soul Eater
Eat the Souls of enemies that die in your Presence.
Each Soul grants 1% increased Skill Speed. You can have up to 50 eaten Souls, and lose a Soul every 0.5 seconds if you have not eaten one in the past 4 seconds.
Soul Rune
Monsters gain:
Spears
Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.
Spear combat is often a mix of both ranged and Melee, as many spear skills enable you to throw your spear.
Spectral Fire
Targets affected by a Spectral Fire Debuff do not take damage from Ignite. Instead that damage feeds the Spectral Fire. When the Spectral Fire Debuff expires or the target dies, the Spectral Fire explodes, dealing all the damage it has absorbed to all enemies within 1.8m, including the affected target. Damage modifiers do not apply to the explosion.
Spells
Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells.
Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
Spirit is a reserve of power used to activate and maintain skills with permanent effects. Spirit-powered skills are managed within the Skills Panel.
Weapon Sets can have differing amounts of available Spirit, due to weapons with Spirit (such as Sceptres), Weapon Set Passive Skills, or Persistent Skills that are active in specific Weapon Sets.
Spirit Of The Bear
Players possessed by the Spirit Of The Bear have 20% Increased Maximum Life, 60% increased Stun Threshold, 60% increased Stun Buildup and 20% reduced damage taken.
Players will also periodically summon a spiritual Bear that uses slam attacks.
Spirit Of The Boar
Spirit Of The Cat
Players possessed by the Spirit Of The Cat have 60% increased Evasion Rating, 100% increased Critical Hit chance, 30% increased Skill Speed and 15% increased Movement Speed.
Players will also periodically summon a ravaging flurry of spiritual Cats.
Spirit Of The Owl
Players possessed by the Spirit Of The Owl have 60% increased Energy Shield, 80% increased Damage and Gain 20% of Damage as Extra Cold Damage.
Players will also periodically summon a spiritual Owl that conjures a Cold tornado.
Spirit Of The Ox
Players possessed by the Spirit Of The Ox have 50% reduced Slowing Potency of Debuffs on them, 60% increased Elemental Ailment Threshold and Armour and 20% reduced damage taken.
Players will also periodically summon a spiritual stampede of Oxen that tramples over enemies.
Spirit Of The Primate
Players possessed by the Spirit Of The Primate have All Damage from Hits Contributes to Chill Magnitude, 60% Increased Freeze Buildup and 80% increased Damage.
Players will also periodically summon a group of spiritual Primates.
Spirit Of The Serpent
Players possessed by the Spirit Of The Serpent have All Damage from Hits Contributes to Poison Magnitude, Always Poison on Hit and 80% increased Damage.
Players will also be accompanied by Spiritual Snakes that periodically strike enemies.
Spirit Of The Stag
Players possessed by the Spirit Of The Stag have +30% to all Elemental Resistances, 30% increased Skill Speed, 15% increased Movement Speed and Gain 20% of Damage as Extra Lightning Damage.
Players will also periodically summon a spiritual Stag that calls down Lightning bolts.
Spirit Of The Wolf
Players possessed by the Spirit Of The Wolf have 50% chance to Maim on Attack Hit, 30% increased Skill Speed, 15% increased Movement Speed and Break Armour equal to 10% of Hit Damage dealt.
Players will also periodically summon a spiritual Wolf which uses a dash attack.
Spirit-Influenced
A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
Splash Damage
Splinter Arrows
Splintering Arrows Split towards 6 targets.
Split
The first time a Projectile or beam that can Split collides with a target, it splits into a multiple which will all aim at different targets within 6 metres if able. If there aren't enough targets, the rest will be aimed in random directions.
Spreading Ailments
Ailments guide →Spreading an ailment inflicts a new, matching ailment on another target, from the same source. The new ailment can potentially spread further, but never back to the same target twice.
Ailments can never spread to, or from, the entity that originally inflicted them.
Stage-Gaining Skills
Skills can gain Stages passively or while attacking/casting them, depending on the Skill in question.
Stages gained for a given Skill apply to that instance of the Skill and will not carry over from one area to another.
Stat Conversion
Converting stat A to stat B applies the base value of stat A to stat B instead. The converted stat scales with percentage modifiers to stat B, but not with percentage modifiers to stat A.
For example, if you converted your Evasion to Armour, the converted portion would be scaled by percentage modifiers to Armour, but percentage modifiers to Evasion would have no effect.
Stat Totals
Buffs, Charges & Stacking Effects guide →The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.
Staves
Staves are Two-Handed Spellcasting weapons that require Intelligence to equip.
Staves cannot be used to Attack. However, they grant inbuilt Spells based on the staff type and powerful bonuses to spells.
Stone Citadel
Stone Rune
Monsters gain:
Armoured
Increased Stun Threshold
Earthly Prison
Storm Skills
Storm Skills are long-duration weather-based Skills that have special interactions with other effects.
Stormsurge
Strength
Strike
Strongbox
Strongboxes are locked chests that contain various items.
Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.
Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.
Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:
Light Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.
Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned, but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield, Parrying with a Buckler, or riding a mount).
Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.
Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
Stun Recovery
Stun & Crowd Control guide →Increasing your Stun Recovery causes you to recover more quickly from being Stunned.
Stun Resistant
Monster has 250% increased Stun Threshold.
Stuns
Monster has 100% increased Stun buildup.
Summoning Circle
Activating a Summoning Circle will cause a Boss to be spawned.
If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
Sundered Armour
Sundered Armour is a Debuff that can be applied to enemies with Fully Broken Armour that increases the Physical damage they take from Hits by an additional 20%. This effect stacks with the target's normal Fully Broken Armour.
Unless otherwise specified, modifiers to Fully Broken Armour also apply to Sundered Armour. Enemies with Sundered Armour cannot get their Armour Broken further.
Support Gem Categories
Every Support Gem falls into one or more Categories. Support Gems from the same Category cannot be socketed into the same skill simultaneously, but can be used across multiple skills.
Support Gem Requirements
Support Gems
Support Gems can be inserted into sockets on a Skill Gem in order to modify the effects of that Skill. They only apply to the Skill Gem they are socketed into.
You cannot use multiple copies of the exact same Lineage Support across multiple Skills, or for Supports that grant global benefits to persistent reservation Skills while active.
Cannot use multiple Support Gems of the same Category in one Skill.
Suppress
50% of damage from Suppressed Hits and Ailments they inflict is prevented.
Surrounded
You are Surrounded if there are at least 5 enemies within 3 metres of you. The number of enemies required to be Surrounded cannot be reduced below 1.
Sustained Skills
Sustained skills cause a large number of Hits over a period of time. They roll for Critical Hits independently each time they damage enemies, rather than rolling once for the entire skill as other skills do.
Swords
Swords are Melee weapons that can be One-Handed or Two-Handed. Swords require Strength and Dexterity to equip.
Sword Attacks are commonly related to elemental damage.
T
Tablets
Tablets are special items that can be used in the Map Device to add more Endgame Mechanics to Maps on your Atlas.
Tailwind is a stacking Buff which grants 1% increased movement speed, 2% increased Skill Speed, 10% increased Evasion Rating and prevent 1% of Damage from Deflected Hits per stack. Maximum 10 stacks.
Take Mana Costs as Damage
Upfront Costs will result in taking the damage all at once as a Hit.
A per-second costs will instead result in taking Damage per second, which is damage over time, and thus not a Hit.
Talismans
Talismans are Two-Handed Melee weapons that require Strength and Intelligence to equip.
Talismans allow you to use Shapeshifting Skills associated with the Talisman's current form, and grants a basic Attack for that form. You can change the Talisman's form at any time.
While you have a Talisman in your active weapon set you will Shapeshift into its associated form. As a result, Skills that cannot be used in a Shapeshift form cannot be used with Talismans. Triggered Skills and Persistent Skills will continue to function.
Enemies you Taunt can only target you, and deal 10% less damage with hits to anyone else. If not otherwise specified, Taunt lasts for 3 seconds.
Tempest Rune
Monsters gain:
Cannot be Shocked or Chilled
All Damage can Shock and Chill
Temple Currency
Temple Currency are currency items found primarily throughout the Temple.
These currency items typically interact with Corrupted Items in a variety of ways.
Temple Destabilisation
Each time you enter the Temple a random selection of rooms are Destabilised, removing them permanently when you next exit.
In addition to the randomly selected rooms, some rooms are Destabilised upon completion. Restricted Rooms that are accessible will always destabilise upon exiting the Temple.
Defeating the Architect or Atziri causes greater Destabilisation.
Temporal Bubble
Monster creates an Aura that Debuffs Enemies within 3.2 metres; Slowing by 25%, making effects expire 40% slower and reducing Cooldown Recovery Rate by 60%.
Temporal Chains
Thaumaturgical Dynamism
While Thaumaturgical Dynamism is active, you passively generate a Power, Frenzy or Endurance Charge once every five seconds.
The kind of Charge you generate is determined by the Attribute Requirements of the Skills you have socketed in your Skill Gem sockets. The higher the total Strength Requirement total of your socketed Skill Gems, the more likely you will be to generate an Endurance Charge. Higher total Dexterity Requirement corresponds to a higher chance for Frenzy Charges, and Intelligence to Power Charges.
The Burning Monolith
The Realmgate
The Realmgate is a piece of Vaal Technology which allows the use of Atlas mechanic keys; accessing deadly areas and facing off against powerful enemies.
The Reliquary Vault
The Reliquary Vault is a Vaal Vault which can be accessed by using Reliquary Keys found throughout the Atlas.
Thorns
Defences guide →Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those.
If you have Thorns damage, you inherently Retaliate against Melee Attack Hits, dealing your Thorns damage to the enemy that Hit you.
Some skills and other effects may also deal your thorns damage to enemies at other times.
Thorny Ground
Ground Effects guide →Thorny Ground deals Spell damage to enemies upon being created, then continues to damage enemies that move over the Ground, no more than twice per second.
Tidal Rune
Remnant gains:
Conjures Tidal Waves
Time Rune
Monsters gain:
Slain Monsters may respawn as a higher Rarity
Totems
Toughness
Defences guide →The higher toughness a monster has, the less damage it takes. A monster with 100% increased toughness takes 50% less damage, a monster with 200% increased toughness takes 67% less damage, and so on.
Negative toughness instead causes the monster to take more damage. A monster with 100% reduced toughness takes 100% more damage, a monster with 200% reduced toughness takes 200% more damage, and so on.
Effectively, each 100% of toughness halves the damage a monster takes, and each -100% toughness doubles the damage a monster takes.
Toxic Rune
Monsters gain:
Chance to Poison on Hit
Chance for Toxic Volatiles on death
All Damage from Hits can Poison
Trail of Lightning
Monster leaves a trail of Shocked Ground as they move.
Traps
Traps are Two-Handed ranged weapons that require Dexterity and Intelligence to equip. Traps cannot be used to Attack directly.
Throwing a Trap places it on the ground, where it can either be detonated manually or triggered by Close by enemies depending on the Trap type.
Travel Skills
Travel Skills cover a large amount of distance without needing to target an enemy. If you have multiple Travel Skills with cooldowns, their cooldowns are shared.
Trial of the Sekhema Keys
Bronze, Silver or Gold Keys are sometimes awarded for completing rooms or for killing monsters within the Trial of the Sekhemas. After completing each floor of the Trial there will be an assortment of Bronze, Silver and Gold caches which can be opened by their respective key, revealing treasures within.
Triggered Skills
Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.
If multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.
Trusted Kinship
You can have two Companions of different types
30% more Reservation Efficiency of Companion Skills
20% less Reservation Efficiency of non-Companion Skills
Two-Handed
Weapon Sets & Weapon Swap guide →Two-handed weapons take up both weapon slots when equipped.
U
Umbral Souls
Umbral Souls grant varying Buffs depending on the kind of Skeletal Minion being replaced, as follows -
Umbral Souls from:
• Skeletal Warriors grant 15% increased Attack Damage.
• Skeletal Snipers grant 15% increased Projectile Speed.
• Skeletal Clerics grant 30% increased Energy Shield Recharge Rate.
• Skeletal Arsonists grant 15% increased Area of Effect.
• Skeletal Storm Mages grant 25% increased Spell Damage.
• Skeletal Frost Mages grant 35% increased maximum Energy Shield.
• Skeletal Brutes grant 60% increased Stun buildup.
• Skeletal Reavers grant 6% increased Skill Speed.
Unaffected
Debuffs you are Unaffected by can still be placed on you, but will not actually apply their effect.
You are considered Unarmed while you have no equipped Martial or Caster Weapon.
Unarmed Attacks
Weapon Sets & Weapon Swap guide →Unarmed Attacks are Attacks which are performed while Unarmed and use your character's base Unarmed Damage where other Attacks would use the base Damage from a Martial Weapon.
Attacks which can be performed while Unarmed but draw their base damage from other sources, such as skills which use a Shield to attack, are not considered Unarmed Attacks.
Unarmed Damage
Unarmed Damage refers to the Hit Damage of Unarmed Attacks. As such, Unarmed Damage is always Attack HitDamage.
Players' base Unarmed Damage is Physical, and has a minimum roll of 2, and a maximum roll between 5 - 8, depending on how aligned their class is with Strength.
Other Damage is not considered Unarmed Damage, even if you are Unarmed while dealing it.
Unbound Fury
Buffs, Charges & Stacking Effects guide →Chilling, Shocking, or Igniting Enemies grants 1 Unbound Fury. Freezing or Electrocuting Enemies grants 6 Unbound Fury.
Unbound Potential
Each Unbound Potential grants 20% increased Damage, 10% increased Armour, and 10% increased Energy Shield. You can have up to 10 Unbound Potential, and will lose one every 5 seconds.
Lose all Unbound Potential when you Shapeshift into a Human.
Uncapped Resistance
Resistances guide →Uncapped Resistance is the value a Resistance would have if ignoring Maximum Resistance. These values are shown in parentheses at the top of the Character Panel.
Unholy Might
Buffs, Charges & Stacking Effects guide →Unholy Might is a Buff that grants 30% of all damage as extra Chaos Damage.
Union of Souls
Unique Culture
Unique items may be closely tied to certain cultures as indicated by an icon in their tooltip. These cultures may hold secrets to manipulating these unique items.
Unique Map
Contains a Unique Map layout which may contain specialised rewards.
Unique Maps cannot gain additional content, Essences, Shrines, or Strongboxes.
Unleash
Unlucky things are rolled twice and the worse result used.
Unravelling
While affected by Unravelling, your Chaos Damage randomly either also contributes to Freeze buildup, Flammability and Ignite Magnitudes, or Shock chance - changing which it contributes to every two seconds.
Unstable Desecration
This item can be Desecrated using the Preserved Cranium currency item. There is an increasing chance for it to be destroyed each time it is Desecrated.
Unwavering Stance
Cannot be Light Stunned
Cannot Dodge Roll or Sprint
Upfront Costs
An upfront cost is one that lists just an amount of resource to pay, rather than a per-second rate to pay at.
"3 Mana" is an Upfront Cost, while "3 Mana per second" is not.
Uromoti's Medallion
Uromoti's Medallion allows you to place a specific Room in the Temple
Utility Flasks
Life, Mana & Recovery guide →Utility Flasks can only hold charges while in a flask slot. They can be bound to action buttons to trigger strategically during combat. Utility Flasks offer a buff or combat ability for a limited time.
Flasks refill at Checkpoints, Wells or by killing Monsters. More powerful Monsters will grant more charges.
V
Vaal Beacon
Activating Vaal Beacons Energises Crystals allowing access to Atziri's Temple.
Within the Vaal Ruins a Vaal architect's console may be activated to allow the manipulation of the Temple before activating a temporal portal to travel back in time to 400 BIC, during the reign of Queen Atziri.
Vaal Pact
Life, Mana & Recovery guide →50% more amount of Life Leeched
Leech Life 67% less quickly
Cannot Recover Life other than from Leech
Life Leech effects are not removed when Unreserved Life is Filled
Vaal Siphoner
An item with a Vaal Siphoner will require a set number of kills to complete. Once complete the tier of a random modifier on the item will be downgraded and all other modifiers will have their numeric values improved.
These improved modifier will have their values randomised between their current value and 10% above their maximum value.
Valour is used to fuel Banner Skills. Killing an enemy with an Attack generates 1 Valour, and Banners passively gain 1 Valour per second while a Unique enemy is in your Presence. You can only gain Valour once every 0.5 seconds, and a Banner skill cannot gain Valour while its Banner is placed.
Each Banner has 50 maximum Valour by default. If you have multiple Banner skills active, each gains Valour separately.
Verisium Infusion
A Verisium Infusion can be used instead of any of the Elemental Infusions. Skills will prioritise using non-Verisium Infusions. Verisium Infusions last for 20 seconds or until Consumed by another Skill.
Your maximum number of Verisium Infusions is equal to the maximum number of any single type of Elemental Infusion you can have (3 by default).
Verisium Remnant
Verisium Remnants are fragments of the stars themselves, called down by Kalguurans to harness their power.
Verisium Remnants allow you to craft a variety of rewards. Each Remnant has a number of slots available for runes to be inscribed, and when you first find it, it will have one rune already inscribed.
Based on the inscribed rune, you'll be able to select a reward and, based on the runes required for the recipe, you will have to fight waves of Verisium infused monsters to complete the encounter and receive your reward.
The number of monster waves are one less than the total number of inscribable slots for the chosen recipe. Each wave of the encounter will activate an additional runic effect, starting from the first two runes on the left.
Verisium Sentry
Verisium Sentries are ancient remnants of Kalguuran technology found within Expeditions.
When unearthed they follow the player, adding Runic Modifiers to Monsters throughout the area.
Vision Rune
Monsters gain:
Reflect Curses
Chance to Reflect Shock
Chance to Reflect Chill
Vivid Spirit
Vivid Spirits are a type of Azmeri Spirit.
Monsters Influenced or Possessed by Vivid Spirits gain increased Skill Speed, in addition to any bonuses from the specific spirit type.
Volatile Crag
Monster periodically creates Volatile Crag that moves towards enemies; exploding when they get close enough; dealing Fire Damage.
Volatile Crystals
Volatile Plants
Monster periodically creates Volatile Plants, releasing orbs that move towards enemies; exploding when they get close enough; dealing Chaos Damage.
Volatiles
Volatiles are homing orbs which move towards a target before exploding after a duration or when they get close enough, dealing damage in a larger area.
Volatility
Volatility explodes after 4 seconds, dealing 100 Physical Damage to you per Volatility. For 10 seconds after explosion, you will gain Volatile Power, Gaining 1% of Damage as Chaos for each Volatility which exploded. The explosion timer will reset on gaining another stack of Volatility.
Volatility can be gained once every 0.1 seconds, and the default maximum for Volatility stacks on you at once is 200.
W
Waking Nightmare
This Debuff causes you take 10% increased damage and have 10% reduced Light Radius for 10 seconds per stack.
Wandering Trader
Contains a Wandering Trader who may offer you powerful rewards.
Wands
Wands are One-Handed Spellcasting weapons that require Intelligence to equip.
Wands cannot be Dual Wielded and cannot be used to Attack directly. However, they grant inbuilt Spells based on the wand type and powerful bonuses to spells.
Warcries
Ward Rune
Monsters gain:
Protected by Runic Ward
Waypoints
Waystone Tier Progression
Only the Final Powerful Map Boss in a Map Area has a chance to drop a Waystone of a higher tier than the tier of that Map Area.
The chance diminishes the higher the tier of the Waystone used to the create the Map Area, but can be increased again by adding modifiers to Waystones, additional modifiers on Waystones can give increased chance for Waystones to drop in the Map Areas they create.
Waystones
Waystones are items that can be used to travel to Maps on the Atlas.
Higher Waystone tiers open higher level areas containing more difficult monsters which drop higher level items and allows the use of higher tier Atlas Passives.
Waystones can be modified to increase the difficulty and reward of monsters encountered in Maps.
Weapon Set Passive Skill Points
Weapon Sets & Weapon Swap guide →Weapon Set Passive Skill Points can be allocated differently in each of your Weapon Set Passive Trees, including your default Passive Tree.
Weapon Sets
Weapon Sets & Weapon Swap guide →Your character has two Weapon Sets that can be used independently by equipping items into both sets.
By default your Skills will use the currently active Weapon Set if possible, or automatically swap to your other Weapon Set if required to use the Skill. You can also specify the Weapon Set you want to automatically swap to for each Skill in that Skill's information panel.
In addition to changing your active items, Weapon Sets also have dedicated Passive Skill Points that can be allocated differently in each Weapon Set.
Weapon Sets can have differing amounts of available Spirit, due to weapons with Spirit (such as Sceptres), Weapon Set Passive Skills, or Persistent Skills that are active in specific Weapon Sets.
Wells
Wells are present in every Town, and will refill your Flasks as well as restoring your Life and Mana when used.
Werewolf Form
Shapeshift into a Werewolf to draw power from the Cold light of the moon, leading your pack with rabid Attacks.
While in Werewolf form, you drop to all fours after moving for a short time, gaining 30% increased movement speed when not Sprinting.
Whirlwinds
Whirlwinds Blind and Slow the movement speed of enemies within them. If their creator crosses the edge of the Whirlwind it collapses, damaging and Knocking Back enemies caught inside. The collapse deals Melee damage.
Trying to create a Whirlwind that would overlap with an existing Whirlwind instead moves the existing Whirlwind and grants it a stage, making it larger and more damaging.
A Whirlwind that overlaps an allied Elemental Ground Surface takes on that element, gaining 50% of damage as the corresponding type and applying the Ground Surface's debuff to enemies inside the Whirlwind for 8 seconds.
Wild Spirit
Wild Spirits are a type of Azmeri Spirit.
Monsters Influenced or Possessed by Wild Spirits gain increased Toughness, in addition to any bonuses from the specific spirit type.
Wildsurge Incantation
Wildwood Wisp
Wildwood Wisps grant 30% increased Tribute Gained to Players within 3 metres of it.
Wind Skills
Wind Skills gain additional interactions with other specified Skills, typically Fire Skills.
Wisdom Rune
Monsters gain:
Increased Experience
Withered
Withered applies 5% increased Chaos damage Taken, and can be inflicted up to 10 times.
Withering Ground
Ground Effects guide →Withering Ground applies Withered every second to enemies standing in it.
Wombgifts
Wombgifts are found within Breaches and are grown on The Genesis Tree.
The 4 types of Wombgifts are:
* Lavish Wombgift
* Ornate Wombgift
* Banded Wombgift
* Signet Wombgift
Wyvern Form
Shapeshift into a Wyvern to bombard your enemies with Fire and Lightning, then close in for the kill.
While in Wyvern form, you gain:
• 50% increased Stun Threshold
• 50% increased Elemental Ailment Threshold
X
Xesht's Fervour
A skill created by Ailith that increases the Effectiveness of Monsters in Breach Hive encounters.
Xopec's Medallion
Xopec's Medallion increases your Maximum Crystal Capacity by 6 (up to 60)
Z
Zantipi's Medallion
Zantipi's Medallion adds one to the number of random Waystone Modifiers added to your Temple.
Zealot's Oath
Life, Mana & Recovery guide →Excess Life Recovery from Regeneration is applied to Energy Shield.
Energy Shield does not Recharge.