PoE 2 Ref

Glossary

Every keyword Path of Exile 2 defines in its tooltips, in one place — from the five damage types and every ailment to charges, defences, monster modifiers and endgame mechanics. Search for a term, or jump by letter.

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 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.

Acrobatics

Can Evade all Hits

75% less Evasion Rating

Activating Marks

Marks all have a condition that makes them Activate.

When a Mark Activates, it will cause an extra effect and then be Consumed.

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:

Adaptation

Added Skill Use Time

This additional use time is fixed and will not be modified by skill use speed stats.

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

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.

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 →

Ignite that has been Aggravated deals 100% extra damage.

Once an Ignite has been Aggravated, it will remain Aggravated until its duration expires.

Just like Bleeding, each Ignite Debuff can be Aggravated, or not, independently of others on the target.

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 are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding, Ignite, Chill, Freeze, Shock, Electrocute, and Poison.

Aldur's Legacies

Aldur's Legacies are Augments which have taken the power of a Unique Ezomyte or Kalguuran Unique. You may not have more than one Augment of this type socketed at a time.

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

An Audience with the King is an item that is an exclusive drop from the Ritual mechanic. This item allows you to access the Crux of Nothingness via the Realmgate.

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

Your Totem Limit is doubled

No cost or Charge requirement for placing Totems

Totems reserve 75 Spirit each

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

These are Augments which have powerful singular effects, but are more limited. You may not have more than one Augment of this type socketed at a time.

Ancient Blooms

Ancient Blooms are Remnants that grant the following bonuses when collected:

Vivid Blooms grant 5 Charges to all of your Charms

Primal Blooms grant 5 Charges to all of your Mana Flasks

Wild Blooms grant 5 Charges to all of your Life Flasks

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.

Anomaly Map

Anomaly Maps have added requirements to access on the World Map.

Bosses of these maps are Deadly and may drop an additional lineage support.

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 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 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 →

Enemies with Armour Broken below 0 have negative Armour. This means they take more Physical damage from Hits. Armour broken below 0 is capped by the enemy's base Armour.

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

Monster gains extra Armour based off of their Strength.

Armoured Shields

Armoured Shields are any Shields that grant the player Armour — that is, any type of Shield other than Bucklers.

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.

Auras apply Buffs to Allies within a radius, or Debuffs to enemies within a radius of the source of the Aura.

Avatar of Fire

75% of Damage Converted to Fire Damage

Deal no Non-Fire Damage

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

This refers to the base amount of time to perform an Attack Skill, accounting only for the Attacks per Second value of the relevant Weapon and the percentage of Base Attack Speed listed on the Attack gem.

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

Binding Chains is a stacking Debuff that Slows character movement speed by 8% for each stack applied.

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 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.

Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.

Blocking completely prevents the damage of an incoming Hit.

You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen.

Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.

Blood Loss

All Physical damage over time taken by a target (including Bleeding) is accumulated as 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

Some modifiers on Runes and Idols are available only to players who have allocated the Shaman's Wisdom of the Maji Ascendancy Notable.

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

Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block.

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

Enemies taking Fire damage over time are Burning. Usually this occurs because the enemy is Ignited.

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 are Sceptres, Staves and Wands.

Catalysts

Catalysts are Currency items that are exclusive drops from the Breach mechanic. Catalysts add Quality that affect certain modifiers on items. There are two categories of Catalyst, one that affects Jewellery and one that affects Jewels.

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 →

Chance to Block only includes modifiers that are explicitly chance-based. Guaranteed Block (such as raising your Shield) does not affect your Chance to Block.

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 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 →

Maximum Life is 1

Immune to Chaos Damage and Bleeding

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 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 Chills those standing in it, and lasts 6 seconds by default.

Circular Teachings

Gain no inherent bonus from Dexterity

1% increased Armour per 2 Dexterity

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.

Claw Attacks are commonly fast and cause Bleeding.

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

Close Range is anywhere within 2 metres of your character. Normally, Melee Attacks you make are in 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 are a type of Reviving Minion that are more complex and powerful than typical Minions. By default you can only have one Companion of any type summoned at a time.

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.

Enemies have less Cooldown Recovery Rate the lower their Concentration, scaling down to 50% less Cooldown Recovery Rate when Concentration is 0%.

Conditional Usage

Skills which are Conditional require some sort of condition to be met before they can be used. Combo is an example of this, but almost anything can be a condition, such as having to have killed a certain number of enemies Recently or having to have moved a certain distance.

Conduit

If you would gain a Charge, Allies in your Presence gain that Charge instead.

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 →

You and Allies standing on your Consecrated Ground Regenerate 5% of their maximum Life per second, and Curses have 50% reduced effect on them.

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

The Copper Citadel is an endgame area which can be accessed with a Tier 15 or above Waystone. The boss of this area will drop a Faded Crisis Fragment.

Increases to Waystone Drop Chance gives a chance for additional Crisis Fragments to drop.

Corpses

Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain Allies do not leave usable Corpses.

Corrupted Blood

Corrupted Blood is a Debuff that deals Physical damage over time.

Up to 10 Corrupted Blood debuffs can be inflicted on each target.

Corrupted Blood is not Bleeding and is not affected by any stats related to Bleeding.

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

Crescendo Arrows Chain 6 additional times and deal 60% increased Damage for each time they have Chained.

Crimson Assault

Bleeding you inflict is Aggravated

Base Bleeding Duration is 1 second

50% more Magnitude of Bleeding you inflict

Crit Resistant

Hits against this Monster have 80% reduced Critical Damage Bonus.

Multiplies the damage dealt by Critical Hits. Default value is +100% (i.e. twice as much damage).

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

Using a Crossbow Ammunition Skill replaces your Crossbow's basic Attack with the skill indicated. The Ammunition Skill itself does not fire the Ammunition, only load it into your Crossbow. Most Crossbow Ammunition Skills that directly Hit enemies have Knockback.

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 lowers Physical Damage Reduction by 15%. This can result in Physical Damage Reduction being negative, causing more damage to be taken.

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

Curses significantly Debuff affected targets. By default a target can have one Curse on them at a time.

Higher Rarity enemies are less affected by Curses:

15% less Curse effect on Magic monsters

30% less Curse effect on Rare monsters

50% less Curse effect on Unique monsters

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 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 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

50% of damage taken from Monster is taken from Monster's Pack Minions instead

Damaging Ailments

Ailments guide →

Ailments that deal damage are Bleeding, Ignite, and Poison.

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 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

Hits against Full Life Enemies remove between 5% and 30% of Life, before the damage of the Hit is applied.

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.

Deflection Rating provides a chance to Deflect damage from Hits, preventing 40% of the damage from those Hits. Exact chance to Deflect also depends on the attacker's Accuracy.

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

A skill created by Ailith that creates a zone which upgrades the Rarity of Breach Monsters which enter it.

Monsters can only have their Rarity upgraded once, and can not be upgraded beyond Rare.

Dreaming Gloom Shrine

Slain enemies explode, dealing Chaos damage equal to a quarter of their maximum Life.

Drenched

Drenched is a Debuff that causes enemies to be easier to Shock and Freeze.

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 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.

Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.

Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.

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 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 Ailments are Ignite, Chill, Freeze, Shock, and Electrocute.

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.

The three Elemental damage types are Fire, Cold, and Lightning.

Elemental Equilibrium

Create Lightning Infusion Remnants instead of Fire

Create Cold Infusion Remnants instead of Lightning

Create Fire Infusion Remnants instead of Cold

Elemental Ground Surfaces

Ground Effects guide →

Elemental Ground Surfaces include Shocked Ground, Chilled Ground, and Ignited Ground.

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 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

Protects the Bear Spirit's Allies while they are in its Presence, granting them 2% of maximum Life regenerated per second and causing 8% of the damage they would take to be taken by the Bear Spirit instead.

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 Reviving Minions

Monster periodically revives Pack Minions with increased Life and Damage.

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 protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.

Chaos damage removes twice as much Energy Shield.

Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.

Energy Shield Aura

Monster creates an Aura that grants 20% of Maximum life as added Energy Shield to Allies within 5 metres.

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

Enraged is a Buff that grants 25% Toughness and 25% increased damage.

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

Equippable Armours are pieces of equipment that you can wear to provide various defences. Equippable Armours include Helmets, Body Armours, Gloves, Boots, Shields and Foci.

Weapon, Armour, Belt, and Jewellery Items are Equipped to the character in the Inventory Panel. Flasks, Skill Gems, and Jewels are never considered to be Equipped.

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

Life Recharges instead of Energy Shield

50% less Life Recovery from Flasks

Evasion Rating grants a chance to Evade enemy Hits, preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy.

Evasive

Monster gains extra Evasion based off of their Dexterity.

Everlasting Sacrifice

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

Exceptional Item

Exceptional Items have Quality over maximum or an additional Augment Socket.

High Tier Rare Items found have a chance to instead drop as an Exceptional Normal 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 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 Chaos Damage

Monster Gains 40% of damage as extra Chaos damage.

Extra Cold Damage

Monster Gains 40% of damage as extra Cold damage.

Extra Content

Extra Crits

Monster has 300% increased chance to Critically Hit.

Extra Energy Shield

Monster gains 25% of Maximum life as added Energy Shield.

Extra Fire Damage

Monster Gains 40% of damage as extra Fire damage.

Extra Lightning Damage

Monster Gains 40% of damage as extra Lightning damage.

Extra Physical Damage Aura

Monster creates an Aura that grants 40% increased Physical Damage to Allies within 5 metres.

F

Faerie Fire

Each Faerie Fire Debuff causes Hits against the affected target to Gain 2% of damage as Extra Damage of a random Element. The Debuff lasts 8 seconds, and up to 10 can be applied to each target.

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 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 →

Freeze Threshold determines how much Freeze buildup is needed to Freeze a target.

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

You can wield Two-Handed Axes, Maces and Swords in one hand

Triple Attribute requirements of weapons

Inherent Life granted by Strength is halved

Gigantic

Gigantic Minions have 20% more Maximum Life, 20% more Damage and 20% increased size.

Glancing Blows

Chance to Evade is Unlucky

Chance to Deflect is Lucky

Gloom Shrine

Gloom Shrines cause you to Gain Damage as Extra Chaos Damage and slain enemies can explode dealing Chaos Damage based on their maximum Life.

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

Grasping Vines is a stacking Debuff that Slows character movement speed by 8% for each stack applied.

Moving will gradually remove stacks of 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.

Grenades cannot Fork or Chain.

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

Monster creates an Aura that grants 20% increased Attack and Cast speed and 10% increased Movement speed to Allies within 5 metres.

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 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

While you have this Buff, damage you take is stored. When the Buff expires, you gain Guard equal to 50% of the stored damage and Rage equal to 3% of the stored damage.

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.

Hinder is a Debuff that Slows movement speed by 30% unless otherwise specified. Unless Specified, Hinder has a duration of 4 seconds.

Hinder Aura

Monster creates an Aura that Hinders enemies within 3.6 metres.

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

Hobbling a target lowers their Evasion by a specified amount. If this brings that target's Evasion value to 0, they are fully Hobbled for 12 seconds.

Hobble from Players lowers Evasion by 3 times as much against Normal Monsters and 2 times as much against Magic Monsters.

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 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 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 means your damage cannot be modified in any way by the target's Resistance stats.

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.

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 is a Debuff that inflicts 10% increased damage taken and 10% reduced damage dealt.

Invaded City

Invaded Cities have their natural inhabitants plus 15 extra Packs of another faction.

Invaded Cities gain the Biome bonuses of the invading faction.

The Factions are the Ezomyte, Faridun and Vaal.

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

The Iron Citadel is an endgame area which can be accessed with a Tier 15 or above Waystone. The boss of this area will drop a Ancient Crisis Fragment.

Increases to Waystone Drop Chance gives a chance for additional Crisis Fragments to drop.

Iron Grip

Gain no inherent bonus from Strength

1% increased Projectile Attack damage per 2 Strength

Iron Will

Gain no inherent bonus from Strength

1% increased Spell damage per 2 Strength

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

Stats that refer to an item's Armour 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 Armour actually granted to your character are not considered.

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

Stats that refer to an item's Evasion 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 Evasion actually granted to your character are not considered.

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 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 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.

Leech recovers an amount of Life, Mana, Energy Shield, or Rage over one second, usually as a result of Hitting an enemy and based on the damage of the Hit.

Only one instance of Leech for each resource can provide recovery at a time.

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.

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 is not damage, and can't be mitigated or absorbed by Energy Shield. Life Loss can still kill you.

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.

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 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

Monster creates a Mirage when Hit that moves towards enemies and explodes when it gets close enough, dealing Lightning Damage.

Lightning Mirages When Hit

Monster creates Mirages when Hit that move towards enemies and explode when they get close enough, dealing Lightning Damage.

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.

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

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.

A player or monster is on Low Life if it has 35% of its Maximum Life or less.

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:

Legacy of Amethyst

Legacy of Basalt

Legacy of Bismuth

Legacy of Diamond

Legacy of Gold

Legacy of Granite

Legacy of Jade

Legacy of Quicksilver

Legacy of Ruby

Legacy of Sapphire

Legacy of Silver

Legacy of Stibnite

Legacy of Sulphur

Legacy of Topaz

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.

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

This represents a Map. A Waystone can be used to access it.

If you fail to complete the Map, it may be attempted again but will not contain additional content, Essences, Shrines, or Strongboxes. It will not be Corrupted. Tablets cannot be used on failed Maps.

To complete a Map, defeat the Boss.

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 can be used to Attack. Axes, Bows, Claws, Crossbows, Daggers, Flails, Maces, Quarterstaves, Spears, Swords, and Talismans are Martial Weapons.

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 →

The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.

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

Merging Crossbow bolts have fragments that can hit the same target at the same time to combine their damage into a single Hit.

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

Some Minions can be Commanded to perform certain actions. This requires you to use the corresponding Command skill, which will cause one of your Minions to carry out the Command.

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

Minion Reforming is similar to Minion Reviving, but only occurs at the end of the "Minion Reforming" Buff Timer that is granted while Persistent Minions are dead, as opposed to other effects that may revive Minions.

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 Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as 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

Nature's Archon is a type of Archon Buff. It grants:

• 25% more Damage with Plant Skills

Plants have a 100% chance to immediately Overgrow

• 200% more Skill Effect Duration of Plant Skills

Plant Skills have +2 to Limit

Necromantic Talisman

All bonuses from Equipped Amulet apply to your Minions instead of you

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

Oasis

Cannot use Charms

30% more Recovery from Flasks

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

An Obelisk of Corruption is an object that activates once a player gets close enough; granting a 10 second Buff that makes enemies killed by you explode, dealing 10% of their life as Physical damage.

Offering Skills

Offering Skills target an active Skeleton Minion to create an Offering Spike. Offering Spikes grant various Buffs to you or your Minions, and can even directly damage Enemies. Offering Skills are themselves damageable Minions and their Buffs are lost if they die.

Enemies standing in Oil Ground have their movement speed Slowed and are inflicted with Exposure.

Ignited enemies, Ignited Ground, or Detonator Skills that touch the Oil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure.

Omens

Omens are Currency items that enable exclusive meta-crafting effects, allowing for more specialised crafting.

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.

Overencumbered

Slows by 10%, reapplying this Debuff stacks and refreshes it's duration.

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.

Overwhelm negates a certain amount of the target's Physical damage reduction, but never more than the total Physical damage reduction the target has.

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

Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.

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

Payoff Skills have powerful extra affects when Hitting enemies inflicted with specific Debuffs, often Consuming the Debuff in the process. Payoff Skills cannot inflict the Debuff they interact with.

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 are toggled in the Skills Panel instead of being used normally and often need to Reserve Spirit in order to be activated.

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 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.

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 →

Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits. A Stun chance of less than 10% is treated as 0%.

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

The Power Rune upgrades all other Runic Modifiers on the Remnant to a more powerful and rewarding variant.

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.

Powerful Minions

Monster's Pack Minions have 25% increased Damage and 50% increased Life.

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.

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

100% more Maximum Rage

Regenerate 1 Rage per second per 4 Rage spent Recently

No Rage effect

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%.

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%.

Normal enemies are Primed for Pin when they have at least 40% Pin buildup. Magic enemies are instead Primed at 50% buildup, Rare at 60%, and Unique at 70%.

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

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.

When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.

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.

Purple Flame of Chayula

Purple Flames of Chayula provide a stacking Buff granting 7% of damage as extra Chaos damage. Stacks up to 10 times.

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

Quivers are off hand items that are only usable while you have a Bow equipped. Quivers provide a variety of bonuses to Bow Attacks.

R

Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage.

Only one Hit every 0.5 seconds can cause you to gain Rage.

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

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their 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.

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

Remote Skills are Skills that are performed for you by a different entity, such as a Totem, Trap, or Clone. Minions are not 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 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.

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 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

Restricted Room

Restricted Rooms are those that are placed by using Xipocado's Console in the Architect's Chamber

Retaliate against all Hits

This allows your Thorns to Retaliate against any kind of Hit dealt to you by enemies, rather than just Melee Attacks, except that you can never Retaliate against the enemy's Thorns damage.

Retaliate with Thorns

Retaliating specifically refers only to the inherent ability to deal Thorns damage to enemies when they Hit you.

Some effects may cause you to deal Thorns damage in other ways, but those are not Retaliation, and effects which specifically care about when you Retaliate will ignore them.

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.

Reversing Arrows

Reversing Arrows Pierce all targets and Return to you.

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

Reviving Minions heal after avoiding damage for a short time, and automatically revive after a short delay when killed. This delay is reset whenever another Reviving Minion dies.

Reviving Minions

Monster periodically revives Pack 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

Runefather's Challenge is a Debuff which raises the Power of affected targets by 5.

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 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%.

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 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.

Seeking Shrine

Seeking Shrines grant increased Rarity of Items Found.

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.

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 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 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

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.

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

Monster creates an Aura that removes 3 Flask and Charm charges from enemies every 3 seconds within 3.6 metres.

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

Monster creates a circular effect that drains Mana and deals Lightning Damage over time to enemies near the edge of the circle.

Additionally, Monster will periodically create separate circles that drain Mana and deal Lightning Damage over time to enemies standing in them.

Skill Speed

Affects the speed at which all Skills are used. Increases and reductions to Skill Speed stack additively with increases and reductions to Attack Speed, Cast Speed, Warcry Speed, and similar stats.

Sky Rune

Remnant gains:

Conjures Elemental Tornados

Slams

Slams are Melee Attacks that cause damaging areas of effect, rather than Striking enemies with your weapon directly. Damage from Slams is still Melee damage.

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

This is modifier applies to Debuffs you inflict that Slow enemies, and scales only the specific Magnitude that slows the target. It will not affect any other Magnitudes that Debuff has if it does other things in addition to the Slow.

Slow Resistant

Monster has 50% reduced Slowing Potency of Debuffs on them.

Small Passive Skills are Passives that are not Notables, Keystones, Ascendancy Passive Skills or Passive Skills where you can select an Attribute.

Enemies standing in Smoke Clouds are Blinded.

Smoke Clouds have a radius of 2 metres unless otherwise specified.

Soaring Ground grants 30% increased Evasion Rating, 40% increased damage while on Full Life, and Onslaught to you or Allies standing on it. These effects Linger for 1 second.

Soaring Ground has a 6 second base duration unless otherwise specified.

Socket-bound Augments

Socket-bound Augments permanently fill any Augment Socket they are placed into.

Once Socketed, they cannot be removed, replaced or extracted by any means.

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:

Union of Souls

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

Players possessed by the Spirit Of The Boar Gain 20% of Damage as Extra Fire Damage, always inflict Bleeding on Hit and have 20% reduced damage taken.

Players will also periodically summon spiritual Boars that explode, dealing Fire Damage.

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

Strike Skills can be made to deal Splash damage when hitting an enemy, causing an additional Hit to other enemies around the one hit by the Strike.

The base radius of Splash damage is 1.5 metres.

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.

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

The Stone Citadel is an endgame area which can be accessed with a Tier 15 or above Waystone. The boss of this area will drop a Weathered Crisis Fragment.

Increases to Waystone Drop Chance gives a chance for additional Crisis Fragments to drop.

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

Each Stormsurge on this Weapon grants 3% of damage Gained as Extra Lightning damage for 5 seconds. Maximum 10 Stormsurge.

Strength

Strength is an Attribute required to equip most equipment that grants Armour, as well as various melee-aligned Weapons and Skills.

Strength provides an inherent bonus of +2 to maximum Life per 1 Strength.

Strength does not grant damage to Skills or any other benefits except where specifically stated.

Strike

A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.

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.

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

Every Support Gem you have socketed will incur a cumulative Attribute requirement, generally at a value of five of the relevant stat for each support gem used.

This Attribute requirement is separate from that required by your Skill Gems and Equipment.

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

Temporal Chains is a Curse that slows those affected and makes other effects on them expire more slowly. If not otherwise specified, Temporal Chains slows by 26%.

Temporary Minion

A Temporary Minion is a Minion that does not revive after it dies.

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 Burning Monolith houses the most dangerous foe in all of Wraeclast.

Access to this foe requires three different Crisis Fragments from the Copper, Iron and Stone Citadels.

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 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 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

Totems are allied constructs which use skills for you. Totems are not Minions and their skills benefit from your stats, though they have their own defensive stats and can be damaged or killed.

Totem Limit is shared between different types of Totem by default.

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 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 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.

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 is a Buff that grants 30% of all damage as extra Chaos Damage.

Union of Souls

Monster Packs in a Union of Souls transfer their soul to another Monster in their Pack when slain, granting the receiving Monsters 6% Toughness, and 2% increased damage.

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

Unleash is an effect that allows Spells to accumulate Seals that allows the Spell to reoccur when being cast. There is a limit of 2 Seals per Spell.

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 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.

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.

Monsters Possessed by Vivid Spirits drop Dexterity items.

Volatile Crag

Monster periodically creates Volatile Crag that moves towards enemies; exploding when they get close enough; dealing Fire Damage.

Volatile Crystals

Monster creates Volatile Crystals when Hit, which explode upon the Monster's death, dealing Chaos damage.

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.

Vulnerability

Vulnerability is a Curse that lowers the Armour of those affected. If not otherwise specified, Vulnerability removes 191 Armour.

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

Warcries are skills which count enemy Power within their area and Empower your subsequent Melee Attacks, sometimes depending on the total Power of enemies counted.

Ward Rune

Monsters gain:

Protected by Runic Ward

Waypoints

Waypoints are a form of saving your progress through Wraeclast. Most areas (though not all) will have one, and they can be used to quickly travel from area to area. Reaching a Waypoint will refill your Life, Mana, Flasks and Charms.

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.

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.

Whispers of Doom

You can apply an additional Curse

Double Activation Delay of Curses

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.

Monsters Possessed by Wild Spirits drop Strength items.

Wildsurge Incantation

Storm and Plant Spells deal 50% more damage

Storm and Plant Spells have 75% less duration

Storm and Plant Spells have 50% less cost

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

• 50% faster start of Energy Shield Recharge

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.

Excess Life Recovery from Regeneration is applied to Energy Shield.

Energy Shield does not Recharge.