{0}% chance to gain a Frenzy Charge on Kill
Gain a Frenzy Charge on Kill
Precision has {0}% increased Aura Effect
Precision has {0}% reduced Aura Effect
{0}% chance to gain a Power, Frenzy or Endurance Charge on Kill
Gain a Power, Frenzy or Endurance Charge on Kill
Rejuvenation Totem also grants Mana Regeneration equal to {0}% of its Life Regeneration
{0}% increased Siege and Shrapnel Ballista attack speed per maximum Summoned Totem
{0}% reduced Siege and Shrapnel Ballista attack speed per maximum Summoned Totem
{0}% chance when you inflict Withered to inflict up to 15 Withered Debuffs instead
Arc and Crackling Lance gains Added Cold Damage equal to {0}% of Mana Cost, if Mana Cost is not higher than the maximum you could spend
{0}% increased Cost of Arc and Crackling Lance
{0}% reduced Cost of Arc and Crackling Lance
Arcane Surge grants {0}% more Spell Damage to you
Arcane Surge grants {0}% less Spell Damage to you
Barrage and Frenzy have {0}% increased Critical Strike Chance per Endurance Charge
Barrage and Frenzy have {0}% reduced Critical Strike Chance per Endurance Charge
Bear Trap and Siphoning Trap Debuffs also apply {0}% reduced Cooldown Recovery Rate to affected Enemies
{0}% chance for Blade Vortex and Blade Blast to Impale Enemies on Hit
Blade Vortex and Blade Blast Impale Enemies on Hit
Blade Vortex and Blade Blast deal no Non-Physical Damage
Enemies in your Rage Vortex or Bladestorms are Hindered and Unnerved
All Damage from Blast Rain and Artillery Ballista Hits can Poison
{0}% chance for Poisons inflicted with Blast Rain or Artillery Ballsita to deal 100% more Damage
Blazing Salvo Projectiles Fork when they pass through a Flame Wall
Blight has {0}% increased Area of Effect per second you have been Channelling, up to a maximum of 200%
Killing Blows with Burning Arrow or Explosive Arrow Shatter Enemies as though Frozen
Trigger a Socketed Spell every second while Channelling Blade Flurry or Charged Dash
Trigger Level 20 Blink Arrow when you Attack with Mirror Arrow
Trigger Level 20 Bodyswap when you Explode a Corpse with Detonate Dead
Trigger Level 20 Bone Corpses when you Stun an Enemy with Heavy Strike or Boneshatter
Trigger Level 20 Gravity Sphere when you Cast Storm Burst or Divine Ire
Trigger Level 20 Hydrosphere while you Channel Winter Orb
Trigger Level 20 Ice Nova from the Final Burst location of Glacial Cascades you Cast
Trigger Level 20 Mirror Arrow when you Attack with Blink Arrow
Trigger Level 20 Stance Swap when you Attack with Perforate or Lacerate
Trigger Level 20 Summon Spectral Wolf on Critical Strike with Cleave or Reave
Trigger Level 20 Tornado when you Attack with Split Arrow or Tornado Shot
Caustic Arrow and Scourge Arrow fire {0}% less projectiles
Caustic Arrow and Scourge Arrow fire {0}% more projectiles
Shield Charge and Chain Hook have {0}% increased Attack Speed per 10 Rampage Kills
Shield Charge and Chain Hook have has {0}% reduced Attack Speed per 10 Rampage Kills
{0}% chance for Bleeding inflicted with Cobra Lash or Venom Gyre to deal 100% more Damage
Cobra Lash and Venom Gyre have {0}% of Physical Damage Converted to Chaos Damage
Consecrated Path and Purifying Flame create Profane Ground instead of Consecrated Ground
{0}% of Consecrated Path and Purifying Flame Fire Damage Converted to Chaos Damage
All Damage from Cold Snap and Creeping Frost can Sap
{0}% chance for Cold Snap and Creeping Frost to Sap Enemies in Chilling Areas
Cold Snap and Creeping Frost always Sap Enemies in Chilling Areas
Knockback direction is reversed with Cyclone and Sweep
Knock Enemies Back on hit with Cyclone and Sweep
Decoy, Devouring and Rejuvenation Totems Reflect {0}% of their maximum Life as Fire Damage to nearby Enemies when Hit
Discharge and Voltaxic Burst are Cast at the targeted location instead of around you
Increases and Reductions to Minion Damage also affect Dominating Blow and Absolution at 150% of their value
Gain Soul Eater for 20 seconds on Killing Blow against Rare and Unique Enemies with Double Strike or Dual Strike
{0}% chance to gain Soul Eater for 20 seconds on Killing Blow against Rare and Unique Enemies with Double Strike or Dual Strike
Killing Blows with Earthquake and Earthshatter Shatter Enemies as though Frozen
{0}% chance for Elemental Hit and Wild Strike Hits to inflict Scorch, Brittle and Sapped
Always inflict Scorch, Brittle and Sapped with Elemental Hit and Wild Strike Hits
Enemies inflicted with Bane or Contagion are Chilled
{0}% increased Essence Drain and Soulrend Projectile Speed
{0}% reduced Essence Drain and Soulrend Projectile Speed
Essence Drain and Soulrend fire an additional Projectile
Essence Drain and Soulrend fire {0} additional Projectiles
{0}% of Exsanguinate and Reap Physical Damage Converted to Fire Damage
Exsanguinate debuffs deal Fire Damage per second instead of Physical Damage per second
Fire Trap and Explosive Trap Throw an additional Trap when used by a Mine
Fire Trap and Explosive Trap Throws {0} additional Traps when used by a Mine
Fireball and Rolling Magma have {0}% more Area of Effect
Fireball and Rolling Magma have {0}% less Area of Effect
Modifiers to number of Projectiles do not apply to Fireball and Rolling Magma
{0}% chance for Firestorm and Bladefall to affect the same area again when they finish
Flameblast and Incinerate cannot inflict Elemental Ailments
Flameblast starts with {0} additional Stages
Flamethrower, Seismic and Lightning Spire Trap have {0}% increased Cooldown Recovery Rate
Flamethrower, Seismic and Lightning Spire Trap have {0}% reduced Cooldown Recovery Rate
Flamethrower, Seismic and Lightning Spire Trap have +{0} Cooldown Use
Flamethrower, Seismic and Lightning Spire Trap have +{0} Cooldown Uses
Flamethrower, Seismic and Lightning Spire Trap have {0} Cooldown Use
Flamethrower, Seismic and Lightning Spire Trap have {0} Cooldown Uses
If Poisonous Concoction or Explosive Concoction consume Charges from a Sulphur Flask, Enemies Killed by their Hits have {0}% chance to Explode, dealing 10% of their Life as Physical Damage
Forbidden Rite and Dark Pact gains Added Chaos Damage equal to {0}% of Mana Cost, if Mana Cost is not higher than the maximum you could spend
All Damage from Hits with Freezing Pulse and Eye of Winter can Poison
{0}% chance for Poisons inflicted with Freezing Pulse and Eye of Winter to deal 100% more Damage
Frost Bombs gain {}% increased Area of Effect when you Cast Frostblink
{0}% more Frozen Legion and General's Cry Cooldown Recovery Rate
{0}% less Frozen Legion and General's Cry Cooldown Recovery Rate
Frozen Sweep deals {0}% more Damage
Frozen Sweep deals {0}% less Damage
Galvanic Arrow and Storm Rain Repeat an additional time when used by a Mine
Galvanic Arrow and Storm Rain Repeats {0} additional times when used by a Mine
Poisons inflicted by Sunder or Ground Slam on non-Poisoned Enemies deal {0}% increased Damage
Poisons inflicted by Sunder or Ground Slam on non-Poisoned Enemies deal {0}% reduced Damage
{0}% of Hexblast and Doom Blast Overkill Damage is Leeched as Life
Gain Arcane Surge after Spending a total of {0} Mana
Holy Flame Totem and Shockwave Totem gain {0}% of Physical Damage as Extra Fire Damage when Cast by a Totem linked to by Searing Bond
Ice Trap and Lightning Trap Damage Penetrates {0}% of Enemy Elemental Resistances
Ice Traps and Lightning Traps are triggered by your Warcries
Ice Traps and Lightning Traps cannot be triggered by Enemies
Enemies Frozen by Ice Crash or Glacial Hammer become Covered in Frost for 4 seconds as they Unfreeze
Ice Spear and Ball Lightning fire Projectiles in a circle
Ice Spear and Ball Lightning Projectiles Return to you
Immune to Withered
Incinerate starts with {0} additional Stages
{0}% chance to be Withered for 2 seconds when you take Chaos Damage from a Hit
Withered for 2 seconds when you take Chaos Damage from a Hit
Kinetic Bolt, Kinetic Blast and Power Siphon have {0}% reduced Enemy Stun Threshold
Kinetic Bolt, Kinetic Blast and Power Siphon have {0}% increased Enemy Stun Threshold
{0}% chance for Kinetic Bolt, Kinetic Blast and Power Siphon to double Stun Duration
Recover {0}% of Life per Withered Debuff on each Enemy you Kill
All Damage from Lightning Arrow and Ice Shot Hits can Ignite
{0}% chance for Ignites inflicted with Lightning Arrow or Ice Shot to deal 100% more Damage
Killing Blows with Lightning Conduit and Galvanic Field Shatter Enemies as though Frozen
All Damage from Lightning Strike and Frost Blades Hits can Ignite
{0}% chance for Ignites inflicted with Lightning Strike or Frost Blades to deal 100% more Damage
{0}% increased Spark Duration when Cast by a Totem while you also have a Lightning Tendrils Spell Totem
{0}% reduced Spark Duration when Cast by a Totem while you also have a Lightning Tendrils Spell Totem
Linked targets share Endurance, Frenzy and Power Charges with you
Manabond and Stormbind Freeze enemies as though dealing {0}% more Damage
{0}% of Manabond and Stormbind Lightning Damage Converted to Cold Damage
[DNT] Monsters have {0}% chance to inflict Withered for 2 seconds on Hit
[DNT] Monsters Inflict Withered for 2 seconds on Hit
{0:+d} to Maximum Endurance, Frenzy and Power Charges
Minions have x% chance to inflict Withered on Hit
Minions have +{0}% to Critical Strike Multiplier per Withered Debuff on Enemy
Strikes from Orb of Storms caused by Channelling near the Orb occur with {0}% increased frequency
Enemies you Kill with Puncture or Ensnaring Arrow Hits Explode, dealing 10% of their Life as Physical Damage
+{0}% to Wave of Conviction Damage over Time Multiplier per 0.1 seconds of Duration expired
Rain of Arrows and Toxic Rain deal {0}% more Damage with Bleeding
Rain of Arrows and Toxic Rain deal {0}% less Damage with Bleeding
Reap debuffs deal Fire Damage per second instead of Physical Damage per second
Regenerate {0} Mana per second while any Enemy is in your Righteous Fire or Scorching Ray
Shield Crush and Spectral Shield Throw do not gain Added Physical Damage based on Armour or Evasion on shield
Shield Crush and Spectral Shield Throw gains {0} to {1} Added Lightning Damage per 15 Energy Shield on Shield
{0}% of Shield Crush and Spectral Shield Throw Physical Damage Converted to Lightning Damage
All Damage from Shock Nova and Storm Call Hits can Ignite
{0}% chance for Ignites inflicted with Shock Nova or Storm Call to deal 100% more Damage
{0}% reduced Shrapnel Ballista attack speed per Shrapnel Ballista Totem
{0}% increased Shrapnel Ballista attack speed per Shrapnel Ballista Totem
{0}% reduced Siege Ballista attack speed per Siege Ballista Totem
{0}% increased Siege Ballista attack speed per Siege Ballista Totem
Killing Blows from Smite and Static Strike Consume corpses to Recover {0}% of Life
Lightning Tendrils releases {0} fewer Pulse between Stronger Pulses when Cast by a Totem while you also have a Spark Spell Totem
Lightning Tendrils releases {0} fewer Pulses between Stronger Pulses when Cast by a Totem while you also have a Spark Spell Totem
[DNT] Spectral Helix and Spectral Throw have {0}% Projectile Speed Variation
Storm and Armageddon Brands can be attached to your Summoned Reaper
Stormblast, Icicle and Pyroclast Mine have {0}% increased Aura Effect
Stormblast, Icicle and Pyroclast Mine havee has {0}% reduced Aura Effect
Stormblast, Icicle and Pyroclast Mine deal no Damage
Tectonic Slam and Infernal Blow deal {0}% increased Attack Damage per 450 Armour
Tectonic Slam and Infernal Blow deal {0}% increased Attack Damage per 700 Armour
{0}% of Toxic Rain Physical Damage Converted to Chaos Damage
Vaal Volcanic Fissure and Vaal Molten Strike have {0}% increased Soul Gain Prevention Duration
Vaal Volcanic Fissure and Vaal Molten Strike have {0}% reduced Soul Gain Prevention Duration
Flicker Strike and Vigilant Strike's Cooldown can be bypassed by Power Charges instead of Frenzy or Endurance Charges
Viper Strike and Pestilent Strike deal {0}% increased Attack Damage per Frenzy Charge
Viper Strike and Pestilent Strike deal {0}% reduced Attack Damage per Frenzy Charge
Volatile Dead and Cremation Penetrate {0}% Fire Resistance per 100 Dexterity
{0:+d}% to Vortex Critical Strike Chance when Cast on Frostbolt
Enemies Branded by Wintertide Brand or *Arc*anist Brand Explode on Death dealing a quarter of their maximum Life as Chaos damage
Wither has {0}% increased Area of Effect per second you have been Channelling, up to a maximum of 200%
{0}% increased Effect of Withered on you
{0}% reduced Effect of Withered on you
Physical Damage taken bypasses Energy Shield
{0}% of Physical Damage taken bypasses Energy Shield
{0}% increased Explicit Caster Damage Modifier magnitudes
{0}% reduced Explicit Caster Damage Modifier magnitudes
{0}% increased Explicit Elemental Damage Modifier magnitudes
{0}% reduced Explicit Elemental Damage Modifier magnitudes
{0}% increased Explicit Minion Modifier magnitudes
{0}% reduced Explicit Minion Modifier magnitudes
{0}% increased Explicit Physical and Chaos Damage Modifier magnitudes
{0}% reduced Explicit Physical and Chaos Damage Modifier magnitudes
Contains an extra Forge that can add a Crucible Passive Skill Tree to a Unique Item
Contains an extra Forge that can remove a Crucible Passive Skill Tree from a non-Unique Item
Contains a Forge that can Combine Crucible Passive Skill Trees
Contains a Forge that can Combine Crucible Passive Skill Trees, including on Unique and Corrupted Items
Rare and Unique Monsters have {0}% chance to drop a Magmatic Ore
Rare and Unique Monsters drop a Magmatic Ore
Rare and Unique Monsters have {0}% chance to drop Divination Cards that grant Unique Weapons
Rare and Unique Monsters drop Divination Cards that grant Unique Weapons
Weapons and Shields found have {0}% chance to be Corrupted with an Implicit
Weapons and Shields found have {0}% chance to be Fractured
Weapons and Shields found have {0}% chance to be fully Linked
Weapons and Shields found have {}% chance to have the maximum number of Sockets
Socketed Support Gems can also Support Skills from Equipped Body Armour
Socketed Gems are Supported by Level {0} Manaforged Arrows
Socketed Gems are Supported by Level {0} Momentum
Socketed Gems are Supported by Level {0} Prismatic Burst
Skills from Equipped Helmet Penetrate 20% Elemental Resistances
Skills from Equipped Gloves have 40% increased Area of Effect
Skills from Equipped Boots Leech 2% of Damage as Life
[DNT] Skills from Equipped Body Armour are Supported by Level {0} Fist of War
Skills from Equipped Helm have {0:+d} to maximum number of Summoned Totems
Skills from Equipped Helm have {0:+d} to maximum number of Summoned Totems
Triggers Level {0} Summon Triggerbots when Allocated
{0:+d}% to Critical Strike Chance
{0:+d} to Evasion Rating per 1 Maximum Energy Shield on Equipped Helmet
{0:+d} to maximum Energy Shield per 6 Evasion Rating on Equipped Body Armour
{0}% increased Effect of Chill on you
{0}% reduced Effect of Chill on you
Gain no inherent bonuses from Dexterity
Gain no inherent bonuses from Intelligence
{0}% reduced effect of Non-Curse Auras from your Skills on your Minions
Ignites you inflict spread to other Enemies within a Radius of {0}
Freezes you inflict spread to other Enemies within a Radius of {0}
Freezes you inflict spread to other Enemies within a Radius of {0}
Shocks you inflict spread to other Enemies within a Radius of 15
Cannot Block Attack Damage
{0:+d}% chance to Block Projectile Attack Damage
{0}% chance to gain a Power Charge on Kill
Gain a Power Charge on Kill
Projectiles have {1}% chance to Return to you
Projectiles Return to you
Projectiles Return to you
Attack Projectiles Return to you
{0:+d}% chance to be Frozen
Nearby Allies gain {0}% of Life Regenerated per second
Armour from Equipped Body Armour is doubled
Banner Skills have {0}% increased Aura Effect
Banner Skills have {0}% reduced Aura Effect
Grant bonuses to Non-Channelling Skills you use by consuming {0} Charges from a Flask of\neach of the following types, if possible:
Grant bonuses to Non-Channelling Skills you use by consuming {0} Charges from a Flask of\neach of the following types, if possible:
If Diamond Flask Charges are consumed, {0}% increased Critical Strike Chance
If Diamond Flask Charges are consumed, {0}% reduced Critical Strike Chance
If Bismuth Flask Charges are consumed, Penetrate {0}% Elemental Resistances
If Amethyst Flask Charges are consumed, {0}% of Physical Damage as Extra Chaos Damage
{0:+d} Armour per 2 Strength
{0}% increased Accuracy Rating at Close Range
{0}% reduced Accuracy Rating at Close Range
{0}% increased Accuracy Rating against Marked Enemy
{0}% reduced Accuracy Rating against Marked Enemy
{0:+d} to Accuracy Rating per Level
{0:+d}% to all maximum Elemental Resistances if you've Suppressed Spell Damage Recently
{0:+d}% to all maximum Elemental Resistances if you have Reserved Life and Mana
{0:+d}% to all maximum Resistances if Equipped Helmet, Body Armour, Gloves, and Boots all have Armour
Increases and Reductions to Armour also apply to Energy Shield Recharge Rate
Increases and Reductions to Armour also apply to Energy\nShield Recharge Rate at {0}% of their value
Projectiles Pierce all Burning Enemies
{0}% of Damage Dealt by Ancestor Totems Leeched to you as Energy Shield
Animated Lingering Blades have {0:+d}% to Critical Strike Chance
{0}% increased Area of Effect per second you've been stationary, up to a maximum of 50%
{0}% reduced Area of Effect per second you've been stationary, up to a maximum of 50%
{0}% increased Area of Effect if Intelligence is below 100
{0}% reduced Area of Effect if Intelligence is below 100
{}% increased Armour if you haven't been Hit Recently
{}% reduced Armour if you haven't been Hit Recently
{0}% increased Armour and Energy Shield from Equipped Body Armour if Equipped Gloves,\nHelmet and Boots all have Armour and Energy Shield
{0}% reduced Armour and Energy Shield from Equipped Body Armour if Equipped Gloves,\nHelmet and Boots all have Armour and Energy Shield
{0}% increased Armour and Evasion Rating while Leeching
{0}% reduced Armour and Evasion Rating while Leeching
{0}% increased Armour from Equipped Boots and Gloves
{0}% reduced Armour from Equipped Boots and Gloves
{:+d} to Armour per 1 Maximum Energy Shield on Equipped Helmet
{0}% increased Armour per second you've been stationary, up to a maximum of 100%
{0}% reduced Armour per second you've been stationary, up to a maximum of 100%
Arrows deal {0} to {1} Added Fire Damage for each time they've Pierced
[DNT] Attacks have {0}% chance to Blind with Hits against Bleeding Enemies
[DNT] Attacks have {0}% chance to Maim on Hit against Blinded Enemies
{0}% increased Attack Damage while in Blood Stance
{0}% reduced Attack Damage while in Blood Stance
[DNT] Attack Damage is Lucky if you've Blocked in the past 20 seconds while Dual Wielding
Adds {0} to {1} Lightning Damage to Attacks with this Weapon per 10 Dexterity
{0}% increased Attack Speed per Enemy in Close Range
{0}% decreased Attack Speed per Enemy in Close Range
{0}% increased Attack Speed while in Sand Stance
{0}% reduced Attack Speed while in Sand Stance
{0}% increased Attack Speed if you've cast a Mark Spell Recently
{0}% reduced Attack Speed if you've cast a Mark Spell Recently
Adds {0} to {1} Chaos Damage to Attacks with this Weapon per 10 of your lowest Attribute
{0}% chance to Avoid being Stunned while Channelling Snipe
{0}% increased Duration of Ailments on You
{0}% reduced Duration of Ailments on You
{0}% of Armour also applies to Chaos Damage taken from Hits
Armour also applies to Chaos Damage taken from Hits
{0}% increased Charge Duration
{0}% reduced Charge Duration
Skills cost Life instead of {0}% of Mana Cost
{0:+d}% chance to Block Projectile Spell Damage
{0:+d}% to Damage over Time Multiplier for Bleeding per Impale on Enemy
Bleeding on you expires {0}% faster while Moving
Bleeding on you expires {0}% slower while Moving
{0}% increased Stun and Block Recovery per Fortification
{0}% reduced Stun and Block Recovery per Fortification
[DNT] Block chance from your Shield is {0}%
{}% increased Evasion Rating from Equipped Body Armour
{}% reduced Evasion Rating from Equipped Body Armour
Buffs on you expire {0}% faster
Buffs on you expire {0}% slower
Hits against you Cannot be Critical Strikes if you've been Stunned Recently
Cannot be Poisoned while Bleeding
Cannot be Stunned by Hits that deal only Physical Damage
[DNT] Cannot be Stunned by Suppressed Spell Damage
Cannot be Stunned while Bleeding
Cannot Block Spell Damage
Damaging Ailments Cannot Be inflicted on you while you already have one
Non-Damaging Ailments Cannot Be inflicted on you while you already have one
Summoned Carrion Golems Impale on Hit if you have the same number of them as Summoned Chaos Golems
{0}% increased Cast Speed for each different Non-Instant Spell you've Cast Recently
{0}% reduced Cast Speed for each different Non-Instant Spell you've Cast Recently
Nearby Allies count as having Fortification equal to yours
Attack Hits have {0}% chance to Maim you for 4 seconds
{0}% chance to create Consecrated Ground on Melee Kill, lasting 4 seconds
{0}% chance to Defend with 150% of Armour per 5% missing Energy Shield
{0}% chance to gain 200 Life on Hit with Attacks
{0}% Chance, bei Treffern mit Angriffen 200 Leben zu erhalten
Warcries have {0}% chance to Exert 3 additional Attacks
{0}% chance to gain Adrenaline for 2 Seconds when Leech is removed by Filling Unreserved Life
{0}% chance to gain Onslaught for 4 Seconds when Leech is removed by Filling Unreserved Life
{0}% Chance to Inflict Cold Exposure on Hit with Cold Damage
{0}% Chance to Inflict Fire Exposure on Hit with Fire Damage
{0}% Chance to Inflict Lightning Exposure on Hit with Lightning Damage
{0}% chance for Energy Shield Recharge to start when you Link to a target
{0}% Chance, dass die Energieschild-Wiederaufladung beginnt, wenn Ihr eine Verbindung zu einem Ziel herstellt
Taking Chaos Damage over Time heals you instead while Leeching Life
Summoned Chaos Golems Impale on Hit if you have the same number of them as Summoned Stone Golems
{0}% increased Effect of Chill you inflict while Leeching Mana
{0}% reduced Effect of Chill you inflict while Leeching Mana
Chills from your Hits always reduce Action Speed by at least {0}%
{0}% increased Damage with Claws against Enemies that are on Low Life
{0}% increased Consecrated Ground Area
{0}% reduced Consecrated Ground Area
{0}% increased Effect of Consecrated Ground you create
{0}% reduced Effect of Consecrated Ground you create
You have Consecrated Ground around you while\nstationary if Strength is your highest Attribute
{0}% chance on Hit to remove all Impales from Enemy\nImpales removed this way multiply their Reflected Damage for this Hit by the number of Hits they have left
Every 3 seconds, Consume a nearby Corpse to Recover {0}% of Life
Every 3 seconds, Consume a nearby Corpse to Lose {0}% of Life
Your Counterattacks have {0}% increased Cooldown Recovery Rate
Your Counterattacks have {0}% reduced Cooldown Recovery Rate
{0}% increased Critical Strike Chance against enemies with Lightning Exposure
{0}% reduced Critical Strike Chance against enemies with Lightning Exposure
{0}% increased Critical Strike Chance per 25 Intelligence
{0:+d}% to Critical Strike Multiplier against Stunned Enemies
Critical Strikes do not inherently inflict non-Damaging Ailments
Critical Strikes do not inherently Ignite
Critical Strikes against you do not inherently inflict Elemental Ailments
[DNT] {0}% more Damage to you and nearby Allies per nearby corpse, up to 10%
[DNT] {0}% less Damage to you and nearby Allies per nearby corpse, up to 10%
{0}% increased Damage if you've Shattered an Enemy Recently
{0}% reduced Damage if you've Shattered an Enemy Recently
{0}% of Damage taken Recouped as Life if Leech was removed by Filling Unreserved Life Recently
{0}% of Damage taken from Stunning Hits is Recovered as Energy Shield
{0}% of Damage taken from Stunning Hits is Recovered as Life
{0}% increased Damage taken while on Low Life
{0}% reduced Damage taken while on Low Life
{0}% more Damage taken from Marked Enemy
{0}% less Damage taken from Marked Enemy
Projectiles gain Damage as they travel farther, dealing up to {0}% more Damage to targets
{0}% chance for Hits to deal 300% of Physical Damage as Extra Damage of a random Element
[DNT] Debilitate Enemies for {0} Seconds when you Suppress their Spell Damage
{0}% increased Defences while you have at least four Linked targets
{0}% reduced Defences while you have at least four Linked targets
Defend with {0}% of Armour against Projectile Attacks
{0}% chance to deal Double Damage if Strength is below 100
Inherent Attack Speed bonus from Dual Wielding is doubled while wielding two Claws
{0}% increased Duration of Ailments inflicted on you per Fortification
{0}% reduced Duration of Ailments inflicted on you per Fortification
{0}% increased Elemental Ailment Duration on you while holding a Shield
{0}% reduced Elemental Ailment Duration on you while holding a Shield
{0}% increased Duration of Elemental Ailments on You while affected by a Rare Abyss Jewel
{0}% reduced Duration of Elemental Ailments on You while affected by a Rare Abyss Jewel
Maximum Life of Summoned Elemental Golems is Doubled
Your Elemental Resistances cannot be lowered by Curses
Lightning Damage of Enemies Hitting you while you're Shocked is Lucky
Lightning Damage of Enemies Hitting you while you're Shocked is Unlucky
Enemies near your Linked targets have Fire, Cold and Lightning Exposure
{0}% increased Maximum Energy Shield if both Equipped Rings have Evasion Modifiers
{0}% reduced Maximum Energy Shield if both Equipped Rings have Evasion Modifiers
{0:+d} to Energy Shield per 8 Evasion on Equipped Boots
{0}% increased Energy Shield from Equipped Helmet
{0}% reduced Energy Shield from Equipped Helmet
{0}% increased Energy Shield Recharge Rate if Equipped Amulet has an Evasion Modifier
{0}% reduced Energy Shield Recharge Rate if Equipped Amulet has an Evasion Modifier
[DNT] Leaves a Lingering Blade in the ground for every {0} fewer Projectiles fired
{0}% increased Evasion Rating if Energy Shield Recharge has started in the past 2 seconds
{0}% reduced Evasion Rating if Energy Shield Recharge has started in the past 2 seconds
{0}% increased Evasion Rating per 5 Intelligence
{0}% reduced Evasion Rating per 5 Intelligence
{0:+d} to Evasion Rating per 1 Armour on Equipped Gloves
Every 4 seconds, Regenerate Life equal to {0}% of Armour and Evasion Rating over 1 second
Burning Enemies you kill have a {0}% chance to Explode, dealing a tenth of their maximum Life as Fire Damage
{0}% increased Effect of Exposure on you
{0}% reduced Effect of Exposure on you
[DNT] Flasks apply to your Linked Targets
You count as on Full Life while at {0}% of maximum Life or above
Gain {0} Fortification on Melee Kill against a Rare or Unique Enemy
Gain Accuracy Rating equal to your Intelligence
Gain Adrenaline for {0} second when you change Stance
Gain Adrenaline for {0} seconds when you change Stance
Gain Adrenaline when Stunned, for {0} seconds per 100ms of Stun Duration
{0}% chance to gain a Challenger Charge when you Hit a Rare or Unique Enemy while in Blood Stance
Gain a Challenger Charge when you Hit a Rare or Unique Enemy while in Blood Stance
[DNT] Gain a Challenger Charge when you change Stance
Dexterity provides no inherent bonus to Evasion Rating
You have Onslaught if you've changed Stance Recently
You have Phasing if you have Suppressed Spell Damage Recently
Gain a Void Charge every second
Gain a Void Charge every {0} seconds
[DNT] For each nearby Ally you and nearby Allies deal {0}% more Damage, up to 15%
[DNT] For each nearby Ally you and nearby Allies deal {0}% less Damage per nearby Ally, up to 15%
[DNT] Every 4 seconds, remove all Curses
[DNT] Utility Flasks can gain charges while Active
{0}% increased Damage with Hits against Ignited Enemies
{0}% reduced Damage with Hits against Ignited Enemies
Hits against you Overwhelm {0}% of Physical Damage Reduction
Hits have {0}% chance to ignore Enemy Monster Physical Damage Reduction
Hits ignore Enemy Monster Physical Damage Reduction
Immune to Bleeding if Equipped Helmet has higher Armour than Evasion Rating
Immune to Exposure
Immune to Poison if Equipped Helmet has higher Evasion Rating than Armour
{0}% chance on Hitting an Enemy for all Impales on that Enemy to last for an additional Hit
Inflict Fire, Cold and Lightning Exposure on Enemies when you Suppress their Spell Damage
{0}% chance to be inflicted with Cold Exposure when you take Cold Damage from a Hit
Inflicted with Cold Exposure when you take Cold Damage from a Hit
{0}% chance to be inflicted with Fire Exposure when you take Fire Damage from a Hit
Inflicted with Fire Exposure when you take Fire Damage from a Hit
{0}% chance to be inflicted with Lightning Exposure when you take Lightning Damage from a Hit
Inflicted with Lightning Exposure when you take Lightning Damage from a Hit
{0}% chance to be inflicted with a random Exposure when you take Elemental Damage from a Hit
Inflicted with a random Exposure when you take Elemental Damage from a Hit
{0}% more Damage with Hits against Enemies that cannot have Life Leeched from them
{0}% less Damage with Hits against Enemies that cannot have Life Leeched from them
{0}% of Leech is Instant
Life Flask Effects are not removed when Unreserved Life is Filled\nLife Flask Effects do not Queue
{0}% of Life Leech is Instant per Defiance
{0}% of Leech is Instant per Equipped Claw
{0}% more Maximum Life if you have at least 6 Life Masteries allocated
[DNT] Life Recoup recoups Energy Shield instead
Regenerate {0} Life per second for each 1% Uncapped Fire Resistance
[DNT] Regenerate {0}% of Life per second for each type of Ailment affecting you
Regenerate {0}% of Life per second per Fortification
{0}% increased Effect of Link Buffs on Animated Guardian
{0}% increased Buff Effect of your Links for which 50% of Link Duration has Expired
{0}% reduced Buff Effect of your Links for which 50% of Link Duration has Expired
Links take twice as long to break
Link Skills have {0}% increased Buff Effect if you have Linked to a target Recently
Link Skills have {0}% increased Buff Effect if you have Linked to a target Recently
{0:+d} to Level of all Link Skill Gems
Linked Targets Cannot Die for {0} seconds after you Die
Lose no Experience when you die because a Linked target died
Link Skills can target Animated Guardian
Curses are inflicted on you instead of Linked targets
Elemental Ailments are inflicted on you instead of Linked targets
Link Skills Link to {0} additional random target
Link Skills Link to {0} additional random targets
[DNT] With a Searching Eye Jewel Socketed, Attacks have {0}% chance to grant Onslaught On Kill
[DNT] With a Searching Eye Jewel Socketed, Blind Enemies for 4 seconds on Hit with Attacks
[DNT] Every 6 seconds:\n{0:+d}% Chance to Block Attack Damage for 3 seconds\n{0:+d}% Chance to Block Spell Damage for 3 seconds
Nearby Enemies are Covered in Ash
Nearby Enemy Monsters have at least {0}% of Life Reserved
Attacks with this Weapon deal Double Damage
Attacks with this Weapon have {0}% chance to deal Double Damage
Angriffe mit dieser Waffe verursachen doppelten Schaden
[DNT] With a Murderous Eye Jewel Socketed, Attacks grant {0} Rage on Hit, no more than once every second
[DNT] With a Murderous Eye Jewel Socketed, Melee Hits have {0}% chance to Fortify
Can have a Crucible Passive Skill Tree
[DNT] Can have a Two Handed Sword Crucible Passive Skill Tree
Allocates {0}
{0}
You count as on Low Life while at {0}% of maximum Life or below
Gain {0} Life per Enemy Hit with Main Hand Claw Attacks
Lose {0} Life per Enemy Hit with Main Hand Claw Attacks
{0}% increased Main Hand Critical Strike Chance per\nMurderous Eye Jewel affecting you, up to a maximum of 200%
{0}% reduced Main Hand Critical Strike Chance per\nMurderous Eye Jewel affecting you
Slaying Enemies has a {0}% increased chance to spawn a Beyond Portal
Slaying Enemies has a {0}% reduced chance to spawn a Beyond Portal
{0}% chance to not consume Sextant Uses
{0}% increased number of Unique Crucible Monsters
{0}% reduced number of Unique Crucible Monsters
Monsters have {0}% reduced Action Speed
Monsters have {0}% increased Action Speed
Monsters have {0:+d}% to all maximum Elemental Resistances
All Damage from Monsters' Hits can Freeze
All Damage from Monsters' Hits can Ignite
All Damage from Monsters' Hits can Poison
Monsters' Hits are always Critical Strikes
Monsters' Hits can't be Evaded
Monsters have {0}% increased Bleeding Duration
Monsters have {0}% reduced Bleeding Duration
Monsters have {0:+d}% Chance to Block Attack Damage
Monsters' Hits have {0}% chance to Freeze
Monsters' Hits always Freeze
Monsters' Hits have {0}% chance to Ignite
Monsters' Hits always Ignite
Monsters' Hits have {0}% chance to Shock
Monsters' Hits always Shock
Monsters have {0}% increased Poison Duration
Monsters have {0}% reduced Poison Duration
Monsters have {0:+d}% Chance to Block Spell Damage
Monsters take {0}% increased Damage
Monsters take {0}% reduced Damage
Monsters have {0}% increased Freeze Duration
Monsters have {0}% reduced Freeze Duration
Monsters' Attack Hits inflict Bleeding
Monsters Poison on Hit
Monsters have {0}% increased Ignite Duration
Monsters have {0}% reduced Ignite Duration
Monsters gain {0}% of Physical Damage as Extra Damage of a random Element
Monsters have {0}% increased Effect of Shock
Monsters have {0}% reduced Effect of Shock
Monsters prevent {0:+d}% of Suppressed Spell Damage
Monsters have {0:+d}% to amount of Suppressed Spell Damage Prevented
Monsters are Unaffected by Curses
Players cannot Block Attack Damage
Players cannot Block Spell Damage
Players cannot Suppress Spell Damage
Players have {0}% chance to be targeted by a Meteor when they use a Flask
Players are targeted by a Meteor when they use a Flask
Players' and Monsters' Hexes are Reflected
Players cannot gain Flask Charges
{0}% increased Mana Cost of Mark Skills
{0}% reduced Mana Cost of Mark Skills
Marked Enemy cannot deal Critical Strikes
Marked Enemy cannot Regenerate Life
{0}% more chance to Evade Melee Attacks
{0}% less chance to Evade Melee Attacks
{0}% increased Energy Shield from Equipped Body Armour
{0}% increased Maximum total Life, Mana and Energy Shield Recovery per second from Leech
{0}% reduced Maximum total Life, Mana and Energy Shield Recovery per second from Leech
{0}% increased Maximum total Life Recovery per second from Leech if you've taken a Savage Hit Recently
{0}% reduced Maximum total Life Recovery per second from Leech if you've taken a Savage Hit Recently
{0}% increased maximum Life if there are no Life Modifiers on Equipped Body Armour
[DNT] {0}% more Maximum Physical Attack Damage with Critical Strikes
[DNT] {0}% less Maximum Physical Attack Damage with Critical Strikes
{0}% more Maximum Physical Attack Damage
{0}% less Maximum Physical Attack Damage
Non-Vaal Strike Skills target {0} additional nearby Enemy
Non-Vaal Strike Skills target {0} additional nearby Enemies
{0}% increased Melee Damage for each second you've been affected by a Warcry Buff, up to a maximum of 60%
Mines Hinder Enemies near them for {0} second when they Land
Mines Hinder Enemies near them for {0} seconds when they Land
[DNT] {0}% more Minimum Physical Attack Damage with Critical Strikes
[DNT] {0}% less Minimum Physical Attack Damage with Critical Strikes
Minions have {0:+d}% to Critical Strike Chance
Minions never deal Critical Strikes
Minions have {0}% chance to Freeze
Minions have {0}% chance to Shock
Minions have {0}% increased Evasion Rating
Minions have {0}% reduced Evasion Rating
Minion hits can't be Evaded
Minion Life is increased by their Overcapped Fire Resistance
Minion Critical Strikes do not deal extra Damage
Minions' Accuracy Rating is equal to yours
{0}% increased Movement Speed if Dexterity is below 100
{0}% reduced Movement Speed if Dexterity is below 100
{0}% increased Movement Speed while you have at least two Linked targets
{0}% reduced Movement Speed while you have at least two Linked targets
Your Movement Speed is equal to the highest Movement Speed among Linked Players
{0}% increased Movement Speed while affected by a Magic Abyss Jewel
{0}% reduced Movement Speed while affected by a Magic Abyss Jewel
[DNT] Nearby Allies have Onslaught
[DNT] Nearby corpses explode for {0}% of their Life as Physical Damage when you use a Warcry
Nearby Enemies have Fire, Cold and Lightning Exposure while you have Phasing, applying {0:+d}% to those Resistances
Nearby Enemies have Fire, Cold and Lightning Exposure while you have Phasing
Nearby Enemies have Fire, Cold and Lightning Exposure while you have Phasing, applying {0:+d}% to those Resistances
[DNT] Nearby Enemies are Chilled and Shocked while you are near a corpse
Nearby Enemies are Intimidated while you have Rage
[DNT] Nearby Enemy Monsters have no Fire Resistance to Damage over Time while Stationary
Maximum number of Summoned Raging Spirits is 3
Maximum number of Summoned Phantasms is 3
Gain {0} Mana per Enemy Hit with Off Hand Claw Attacks
Lose {0} Mana per Enemy Hit with Off Hand Claw Attacks
{0:+d}% to Off Hand Critical Strike Multiplier per\nMurderous Eye Jewel affecting you, up to a maximum of +100%
{0}% chance to open nearby Chests when you Cast a Spell
Deal {0}% more Chaos Damage to enemies which have Energy Shield
Deal {0}% less Chaos Damage to enemies which have Energy Shield
{0}% more Physical Damage Taken while on Full Energy Shield
{0}% less Physical Damage Taken while on Full Energy Shield
{0}% more Life Recovery from Flasks
{0}% less Life Recovery from Flasks
Penetrate {0}% Elemental Resistances per Abyss Jewel affecting you
Hits have {0}% chance to deal 50% more Area Damage
Enemies permanently take {0}% increased Damage for each second they've ever been Chilled by you, up to a maximum of 10%
Enemies permanently take {0}% increased Damage for each second they've ever been Frozen by you, up to a maximum of 50%
Gain {0}% of Physical Damage as Extra Damage of each Element per Spirit Charge
{}% chance to create Profane Ground on Critical\nStrike if Intelligence is your highest Attribute
{0}% increased Projectile Speed while wielding a Dagger
{0}% reduced Projectile Speed while wielding a Dagger
{0}% increased bonuses gained from Equipped Quiver
{0}% reduced bonuses gained from Equipped Quiver
Inherent effects from having Rage are Doubled
Attack Hits against you have {0}% chance to Impale
Life Recoup Effects instead occur over 3 seconds
Recover {0}% of Energy Shield over 1 second when you take Physical Damage from an Enemy Hit
Recover {0}% of Life when you Suppress Spell Damage
Lose {0}% of Life when you Suppress Spell Damage
Every 4 seconds, Recover 1 Life for every {0} Life Recovery per second from Regeneration
Recover {0} Life for each Fortification lost
Recover {0}% of Energy Shield per Steel Shard Consumed
{0}% chance to Recover all Life when you Kill an Enemy
{0}% chance to refresh Ignite Duration on Critical Strike
Regenerate {0}% of Energy Shield over 1 second when Stunned
Regenerate {0}% of Life over 1 second when Stunned
Every 4 seconds, Regenerate Energy Shield equal to {0}% of Evasion Rating over 1 second
Remove all Damaging Ailments when you Warcry
Remove a random Non-Elemental Ailment when you use a Life Flask
{0}% increased Reservation Efficiency while affected by a Unique Abyss Jewel
{0}% reduced Reservation Efficiency while affected by a Unique Abyss Jewel
Enemies near targets you Shatter have {0}% chance to be Covered in Frost for 5 seconds
{0}% increased Effect of Shocks you inflict while Leeching Energy Shield
{0}% reduced Effect of Shocks you inflict while Leeching Energy Shield
{0}% increased Effect of Shock on you
{0}% reduced Effect of Shock on you
Summoned Skeletons and Holy Relics convert {0}% of their Physical Damage to a random Element
{0}% increased Effect of Non-Damaging Ailments inflicted by Summoned Skeletons and Holy Relics
{0}% increased Attack Speed with Snipe
{0}% reduced Attack Speed with Snipe
{0:+d} to maximum Snipe Stages
Raised Zombies and Spectres gain Adrenaline for {0} seconds when Raised
Prevent {0:+d}% of Suppressed Spell Damage if you've taken a Savage Hit Recently
Prevent {0:+d}% of Suppressed Spell Damage per Hit Suppressed Recently
{0}% more Spell Damage if you've been Stunned while Casting Recently
{0}% less Spell Damage if you've been Stunned while Casting Recently
{0:+d}% chance to Suppress Spell Damage if Equipped Helmet, Body Armour, Gloves, and Boots all have Evasion Rating
{0:+d}% chance to Suppress Spell Damage per Hit Suppressed Recently
{0:+d}% chance to Suppress Spell Damage while Phasing
Chance to Suppress Spell Damage is Lucky
Modifiers to Chance to Suppress Spell Damage also apply to Chance to Avoid Elemental Ailments at {0}% of their Value
Spells you Cast have Added Spell Damage equal to {0}% of the Damage of this Weapon
Regenerate {0} Life per Second while in Blood Stance
{0}% increased Projectile Damage while in Blood Stance
{0}% reduced Projectile Damage while in Blood Stance
{0}% increased Stealth if you've Hit With a Claw Recently
{0}% reduced Stealth if you've Hit With a Claw Recently
Summoned Stone Golems Impale on Hit if you have the same number of them as Summoned Carrion Golems
{0}% chance to deal a Stunning Hit to Nearby Enemy Monsters when you're Stunned
Summoned Raging Spirits have Diamond Shrine and Massive Shrine Buffs
Summoned Phantasms have Diamond Shrine and Massive Shrine Buffs
Suppressed Spell Damage cannot inflict Elemental Ailments on you
{0}% increased Trap Spread
{0}% reduced Trap Spread
Hits have {0}% chance to treat Enemy Monster Elemental Resistance values as inverted
Hits treat Enemy Monster Elemental Resistance values as inverted
{0}% more Damage with Triggered Spells
{0}% less Damage with Triggered Spells
Unaffected by Chill while Channelling
Unaffected by Chill while Leeching Mana
Unaffected by Shock while Channelling
Unaffected by Shock while Leeching Energy Shield
Increases and Reductions to Cast Speed apply to Attack Speed
Increases and Reductions to Cast Speed apply to Attack Speed at {0}% of their value
[DNT] Every 10 seconds:\nGain 2% of Life per Enemy Hit with Attacks for 5 seconds\nGain 5% of Life per Enemy Killed for 5 seconds
Warcry Skills have {0}% increased Area of Effect
Warcry Skills have {0}% reduced Area of Effect
{0}% more Cast Speed
{0}% less Cast Speed
Your Counterattacks deal {0}% more Damage
Your Counterattacks deal {0}% less Damage
{0}% more Global Damage
{0}% less Global Damage
Item sells for an additional Ancient Orb
Item sells for {0} additional Ancient Orbs
Item sells for an additional Awakened Sextant
Item sells for {0} additional Awakened Sextant
Item sells for an additional Blessed Orb
Item sells for {0} additional Blessed Orbs
Item sells for an additional Chaos Orb
Item sells for {0} additional Chaos Orbs
Item sells for an additional Crystalline Geode
Item sells for {0} additional Crystalline Geodes
Item sells for an additional Divine Orb
Item sells for {0} additional Divine Orbs
Item sells for an additional Exalted Orb
Item sells for {0} additional Exalted Orbs
Item sells for an additional Magmatic Ore
Item sells for an additional Divine Orb
Item sells for an additional Unique {0}
Item sells for an additional Gemcutter's Prism
Item sells for {0} additional Gemcutter's Prisms
Item sells for an additional Igneous Geode
Item sells for {0} additional Igneous Geodes
Item sells for an additional Mirror Shard
Item sells for {0} additional Mirror Shards
Crucible Passives that sell for items sell for twice as much
Item sells for an additional Orb of Annulment
Item sells for {0} additional Orbs of Annulment
Item sells for an additional Orb of Regret
Item sells for {0} additional Orbs of Regret
Item sells for an additional Regal Orb
Item sells for {0} additional Regal Orbs
Item sells for an additional Sacred Orb
Item sells for {0} additional Sacred Orbs
Item sells for an additional Orb of Scouring
Item sells for {0} additional Orbs of Scouring
Item sells for an additional Vaal Orb
Item sells for {0} additional Vaal Orbs
Item sells for an additional Voidborn Reliquary Key
Item sells for {0} additional Voidborn Reliquary Keys
{0}% more maximum Mana
{0}% less maximum Mana
Traps from Skills are thrown randomly around targeted location
{0}% additional Physical Damage Reduction per second you've been stationary, up to a maximum of 9%
Regenerate {0}% of Life per second for each second you've been stationary, up to a maximum of 2%
Monsters cannot Block your Attacks
Your Travel Skills are Disabled