Armour
14% increased Armour
Armour Attr /14 ⍟
NameShow Full Descriptions
IDarmour90
IconArt/2DArt/SkillIcons/passives/dmgreduction.png
isKeystonefalse
isNotablefalse
isAscendancyStartfalse
isMultipleChoicefalse
isMultipleChoiceOptionfalse
isBlightedfalse
isJewelSocketfalse
isMasteryfalse
isProxyfalse
isUsedtrue
isRoyalefalse
PassiveSkillsHash31928
Armour
14% increased Armour
Armour Attr /14 ⍟
NameShow Full Descriptions
IDarmour92
IconArt/2DArt/SkillIcons/passives/dmgreduction.png
isKeystonefalse
isNotablefalse
isAscendancyStartfalse
isMultipleChoicefalse
isMultipleChoiceOptionfalse
isBlightedfalse
isJewelSocketfalse
isMasteryfalse
isProxyfalse
isUsedtrue
isRoyalefalse
PassiveSkillsHash61868
Armour
8% increased Armour
Armour Attr /14 ⍟
NameShow Full Descriptions
IDarmour2023
IconArt/2DArt/SkillIcons/passives/dmgreduction.png
isKeystonefalse
isNotablefalse
isAscendancyStartfalse
isMultipleChoicefalse
isMultipleChoiceOptionfalse
isBlightedfalse
isJewelSocketfalse
isMasteryfalse
isProxyfalse
isUsedtrue
isRoyalefalse
PassiveSkillsHash26712
Armour
8% increased Armour
Armour Attr /14 ⍟
NameShow Full Descriptions
IDarmour2024
IconArt/2DArt/SkillIcons/passives/dmgreduction.png
isKeystonefalse
isNotablefalse
isAscendancyStartfalse
isMultipleChoicefalse
isMultipleChoiceOptionfalse
isBlightedfalse
isJewelSocketfalse
isMasteryfalse
isProxyfalse
isUsedtrue
isRoyalefalse
PassiveSkillsHash35288
Armour
+150 to Armour
10% increased Armour
Armour Attr /14 ⍟
NameShow Full Descriptions
IDarmour_endurance_charge2373
IconArt/2DArt/SkillIcons/passives/dmgreduction.png
isKeystonefalse
isNotablefalse
isAscendancyStartfalse
isMultipleChoicefalse
isMultipleChoiceOptionfalse
isBlightedfalse
isJewelSocketfalse
isMasteryfalse
isProxyfalse
isUsedtrue
isRoyalefalse
PassiveSkillsHash2957
Armour
20% increased Armour
Armour Attr /14 ⍟
NameShow Full Descriptions
IDarmour_endurance_charge2374
IconArt/2DArt/SkillIcons/passives/dmgreduction.png
isKeystonefalse
isNotablefalse
isAscendancyStartfalse
isMultipleChoicefalse
isMultipleChoiceOptionfalse
isBlightedfalse
isJewelSocketfalse
isMasteryfalse
isProxyfalse
isUsedtrue
isRoyalefalse
PassiveSkillsHash64221
Armour
14% increased Armour
Armour Attr /14 ⍟
NameShow Full Descriptions
IDarmour_endurance_charge2375_
IconArt/2DArt/SkillIcons/passives/dmgreduction.png
isKeystonefalse
isNotablefalse
isAscendancyStartfalse
isMultipleChoicefalse
isMultipleChoiceOptionfalse
isBlightedfalse
isJewelSocketfalse
isMasteryfalse
isProxyfalse
isUsedtrue
isRoyalefalse
PassiveSkillsHash39678
Armour
15% increased Armour
Armour Attr /15 ⍟
NameShow Full Descriptions
IDaffliction_armour
SourceCluster Jewel
IconArt/2DArt/SkillIcons/passives/ArmourNode.png
isKeystonefalse
isNotablefalse
isAscendancyStartfalse
isMultipleChoicefalse
isMultipleChoiceOptionfalse
isBlightedfalse
isJewelSocketfalse
isMasteryfalse
isProxyfalse
isUsedfalse
isRoyalefalse
PassiveSkillsHash3879
Armour
(7–12)% increased Armour
Item mods /226
NameLevelPre/SufDescriptionWeight
Reinforced3Prefix(15–26)% increased Armour defencesstr_armour 1000
default 0
Layered17Prefix(27–42)% increased Armour defencesstr_armour 1000
default 0
Lobstered29Prefix(43–55)% increased Armour defencesstr_armour 1000
default 0
Buttressed42Prefix(56–67)% increased Armour defencesstr_armour 1000
default 0
Thickened60Prefix(68–79)% increased Armour defencesstr_armour 1000
default 0
Girded72Prefix(80–91)% increased Armour defencesstr_armour 1000
default 0
Impregnable84Prefix(92–100)% increased Armour defencesstr_armour 1000
default 0
Impenetrable86Prefix(101–110)% increased Armour defencesint_armour 0
str_dex_armour 0
str_int_armour 0
dex_armour 0
dex_int_armour 0
str_dex_int_armour 0
body_armour 1000
shield 1000
default 0
Infixed3Prefix(15–26)% increased Armour and Energy Shield defencesstr_int_armour 1000
default 0
Ingrained19Prefix(27–42)% increased Armour and Energy Shield defencesstr_int_armour 1000
default 0
Instilled30Prefix(43–55)% increased Armour and Energy Shield defencesstr_int_armour 1000
default 0
Infused44Prefix(56–67)% increased Armour and Energy Shield defencesstr_int_armour 1000
default 0
Inculcated60Prefix(68–79)% increased Armour and Energy Shield defencesstr_int_armour 1000
default 0
Interpolated72Prefix(80–91)% increased Armour and Energy Shield defencesstr_int_armour 1000
default 0
Inspired84Prefix(92–100)% increased Armour and Energy Shield defencesstr_int_armour 1000
default 0
Interpermeated86Prefix(101–110)% increased Armour and Energy Shield defencesint_armour 0
str_dex_armour 0
dex_armour 0
str_armour 0
dex_int_armour 0
str_dex_int_armour 0
body_armour 1000
shield 1000
default 0
Scrapper's3Prefix(15–26)% increased Armour and Evasion defencesstr_dex_armour 1000
default 0
Brawler's19Prefix(27–42)% increased Armour and Evasion defencesstr_dex_armour 1000
default 0
Fencer's30Prefix(43–55)% increased Armour and Evasion defencesstr_dex_armour 1000
default 0
Gladiator's44Prefix(56–67)% increased Armour and Evasion defencesstr_dex_armour 1000
default 0
Duelist's60Prefix(68–79)% increased Armour and Evasion defencesstr_dex_armour 1000
default 0
Hero's72Prefix(80–91)% increased Armour and Evasion defencesstr_dex_armour 1000
default 0
Legend's84Prefix(92–100)% increased Armour and Evasion defencesstr_dex_armour 1000
default 0
Victor's86Prefix(101–110)% increased Armour and Evasion defencesint_armour 0
str_int_armour 0
dex_armour 0
str_armour 0
dex_int_armour 0
str_dex_int_armour 0
body_armour 1000
shield 1000
default 0
Shadowy3Prefix(27–42)% increased Armour, Evasion and Energy Shield defencesstr_dex_int_armour 1000
default 0
Ethereal19Prefix(43–55)% increased Armour, Evasion and Energy Shield defencesstr_dex_int_armour 1000
default 0
Unworldly30Prefix(56–67)% increased Armour, Evasion and Energy Shield defencesstr_dex_int_armour 1000
default 0
Ephemeral44Prefix(68–79)% increased Armour, Evasion and Energy Shield defencesstr_dex_int_armour 1000
default 0
Evanescent60Prefix(80–91)% increased Armour, Evasion and Energy Shield defencesstr_dex_int_armour 1000
default 0
Unreal72Prefix(92–100)% increased Armour, Evasion and Energy Shield defencesstr_dex_int_armour 1000
default 0
Incorporeal85Prefix(101–110)% increased Armour, Evasion and Energy Shield defencesint_armour 0
str_int_armour 0
dex_armour 0
str_armour 0
str_dex_armour 0
dex_int_armour 0
body_armour 1000
default 0
Beetle's1Prefix(6–13)% increased Armour
(6–7)% increased Stun and Block Recovery
defences
str_armour 1000
default 0
Crab's17Prefix(14–20)% increased Armour
(8–9)% increased Stun and Block Recovery
defences
str_armour 1000
default 0
Armadillo's29Prefix(21–26)% increased Armour
(10–11)% increased Stun and Block Recovery
defences
str_armour 1000
default 0
Rhino's42Prefix(27–32)% increased Armour
(12–13)% increased Stun and Block Recovery
defences
str_armour 1000
default 0
Elephant's60Prefix(33–38)% increased Armour
(14–15)% increased Stun and Block Recovery
defences
str_armour 1000
default 0
Mammoth's78Prefix(39–42)% increased Armour
(16–17)% increased Stun and Block Recovery
defences
str_armour 1000
default 0
Pixie's2Prefix(6–13)% increased Armour and Energy Shield
(6–7)% increased Stun and Block Recovery
defences
str_int_armour 1000
default 0
Gremlin's19Prefix(14–20)% increased Armour and Energy Shield
(8–9)% increased Stun and Block Recovery
defences
str_int_armour 1000
default 0
Boggart's30Prefix(21–26)% increased Armour and Energy Shield
(10–11)% increased Stun and Block Recovery
defences
str_int_armour 1000
default 0
Naga's44Prefix(27–32)% increased Armour and Energy Shield
(12–13)% increased Stun and Block Recovery
defences
str_int_armour 1000
default 0
Djinn's60Prefix(33–38)% increased Armour and Energy Shield
(14–15)% increased Stun and Block Recovery
defences
str_int_armour 1000
default 0
Seraphim's78Prefix(39–42)% increased Armour and Energy Shield
(16–17)% increased Stun and Block Recovery
defences
str_int_armour 1000
default 0
Beetle's2Prefix(6–13)% increased Armour and Evasion
(6–7)% increased Stun and Block Recovery
defences
str_dex_armour 1000
default 0
Crab's19Prefix(14–20)% increased Armour and Evasion
(8–9)% increased Stun and Block Recovery
defences
str_dex_armour 1000
default 0
Armadillo's30Prefix(21–26)% increased Armour and Evasion
(10–11)% increased Stun and Block Recovery
defences
str_dex_armour 1000
default 0
Rhino's44Prefix(27–32)% increased Armour and Evasion
(12–13)% increased Stun and Block Recovery
defences
str_dex_armour 1000
default 0
Elephant's60Prefix(33–38)% increased Armour and Evasion
(14–15)% increased Stun and Block Recovery
defences
str_dex_armour 1000
default 0
Mammoth's78Prefix(39–42)% increased Armour and Evasion
(16–17)% increased Stun and Block Recovery
defences
str_dex_armour 1000
default 0
Mosquito's2Prefix(6–13)% increased Armour, Evasion and Energy Shield
(6–7)% increased Stun and Block Recovery
defences
str_dex_int_armour 1000
default 0
Moth's19Prefix(14–20)% increased Armour, Evasion and Energy Shield
(8–9)% increased Stun and Block Recovery
defences
str_dex_int_armour 1000
default 0
Butterfly's30Prefix(21–26)% increased Armour, Evasion and Energy Shield
(10–11)% increased Stun and Block Recovery
defences
str_dex_int_armour 1000
default 0
Wasp's44Prefix(27–32)% increased Armour, Evasion and Energy Shield
(12–13)% increased Stun and Block Recovery
defences
str_dex_int_armour 1000
default 0
Dragonfly's60Prefix(33–38)% increased Armour, Evasion and Energy Shield
(14–15)% increased Stun and Block Recovery
defences
str_dex_int_armour 1000
default 0
Hummingbird's78Prefix(39–42)% increased Armour, Evasion and Energy Shield
(16–17)% increased Stun and Block Recovery
defences
str_dex_int_armour 1000
default 0
Reinforced2Prefix(4–8)% increased Armour defencesamulet 1000
default 0
Layered18Prefix(9–13)% increased Armour defencesamulet 1000
default 0
Lobstered30Prefix(14–18)% increased Armour defencesamulet 1000
default 0
Buttressed42Prefix(19–23)% increased Armour defencesamulet 1000
default 0
Thickened56Prefix(24–28)% increased Armour defencesamulet 1000
default 0
Girded70Prefix(29–32)% increased Armour defencesamulet 1000
default 0
Impregnable77Prefix(33–36)% increased Armour defencesamulet 1000
default 0
Lacquered1Prefix+(3–10) to Armour defencesbelt 1000
default 0
Studded18Prefix+(11–35) to Armour defencesbelt 1000
default 0
Ribbed30Prefix+(36–60) to Armour defencesbelt 1000
default 0
Fortified44Prefix+(61–138) to Armour defencesbelt 1000
default 0
Plated57Prefix+(139–322) to Armour defencesbelt 1000
default 0
Carapaced71Prefix+(323–400) to Armour defencesbelt 1000
default 0
Encased83Prefix+(401–460) to Armour defencesbelt 1000
default 0
Enveloped86Prefix+(461–540) to Armour defencesbelt 1000
default 0
Lacquered1Prefix+(6–12) to Armour defencesstr_armour 1000
str_dex_int_armour 166
default 0
Studded11Prefix+(13–35) to Armour defencesstr_armour 1000
str_dex_int_armour 166
default 0
Ribbed17Prefix+(36–63) to Armour defencesstr_armour 1000
str_dex_int_armour 166
default 0
Fortified23Prefix+(64–82) to Armour defencesstr_armour 1000
str_dex_int_armour 166
default 0
Plated29Prefix+(83–101) to Armour defencesstr_armour 1000
str_dex_int_armour 166
default 0
Carapaced35Prefix+(102–120) to Armour defencesstr_armour 1000
str_dex_int_armour 166
default 0
Encased43Prefix+(121–150) to Armour defencesstr_armour 1000
str_dex_int_armour 166
default 0
Enveloped51Prefix+(151–200) to Armour defencesgloves 0
boots 0
str_armour 1000
str_dex_int_armour 166
default 0
Abating60Prefix+(201–300) to Armour defenceshelmet 0
gloves 0
boots 0
str_armour 1000
str_dex_int_armour 166
default 0
Unmoving69Prefix+(301–400) to Armour defenceshelmet 0
gloves 0
boots 0
str_armour 1000
str_dex_int_armour 166
default 0
Impervious77Prefix+(401–500) to Armour defencesshield 0
helmet 0
gloves 0
boots 0
str_armour 1000
str_dex_int_armour 166
default 0
Supple1Prefix+(5–9) to Armour
+(5–9) to Evasion Rating
defences
str_dex_armour 1000
str_dex_int_armour 166
default 0
Pliant18Prefix+(10–27) to Armour
+(10–27) to Evasion Rating
defences
str_dex_armour 1000
str_dex_int_armour 166
default 0
Flexible30Prefix+(28–48) to Armour
+(28–48) to Evasion Rating
defences
str_dex_armour 1000
str_dex_int_armour 166
default 0
Durable38Prefix+(49–85) to Armour
+(49–85) to Evasion Rating
defences
str_dex_armour 1000
str_dex_int_armour 166
default 0
Sturdy46Prefix+(86–145) to Armour
+(86–145) to Evasion Rating
defences
boots 0
gloves 0
str_dex_armour 1000
str_dex_int_armour 166
default 0
Resilient58Prefix+(146–220) to Armour
+(146–220) to Evasion Rating
defences
boots 0
gloves 0
helmet 0
str_dex_armour 1000
str_dex_int_armour 166
default 0
Adaptable69Prefix+(221–300) to Armour
+(221–300) to Evasion Rating
defences
boots 0
gloves 0
helmet 0
str_dex_armour 1000
str_dex_int_armour 166
default 0
Versatile79Prefix+(301–375) to Armour
+(301–375) to Evasion Rating
defences
shield 0
boots 0
gloves 0
helmet 0
str_dex_armour 1000
str_dex_int_armour 166
default 0
Blessed1Prefix+(5–9) to Armour
+(3–4) to maximum Energy Shield
defences
str_int_armour 1000
str_dex_int_armour 166
default 0
Anointed18Prefix+(10–27) to Armour
+(5–12) to maximum Energy Shield
defences
str_int_armour 1000
str_dex_int_armour 166
default 0
Sanctified30Prefix+(28–48) to Armour
+(13–22) to maximum Energy Shield
defences
str_int_armour 1000
str_dex_int_armour 166
default 0
Hallowed38Prefix+(49–85) to Armour
+(23–28) to maximum Energy Shield
defences
str_int_armour 1000
str_dex_int_armour 166
default 0
Beatified46Prefix+(86–145) to Armour
+(29–48) to maximum Energy Shield
defences
boots 0
gloves 0
str_int_armour 1000
str_dex_int_armour 166
default 0
Consecrated58Prefix+(146–220) to Armour
+(49–60) to maximum Energy Shield
defences
boots 0
gloves 0
helmet 0
str_int_armour 1000
str_dex_int_armour 166
default 0
Saintly69Prefix+(221–300) to Armour
+(61–72) to maximum Energy Shield
defences
boots 0
gloves 0
helmet 0
str_int_armour 1000
str_dex_int_armour 166
default 0
Godly79Prefix+(301–375) to Armour
+(73–80) to maximum Energy Shield
defences
shield 0
boots 0
gloves 0
helmet 0
str_int_armour 1000
str_dex_int_armour 166
default 0
Oyster's30Prefix+(20–32) to Armour
+(18–23) to maximum Life
resource life defences
str_armour 1000
str_dex_armour 500
str_int_armour 500
str_dex_int_armour 333
default 0
Urchin's46Prefix+(33–48) to Armour
+(24–28) to maximum Life
resource life defences
str_armour 1000
str_dex_armour 500
str_int_armour 500
str_dex_int_armour 333
default 0
Nautilus's62Prefix+(49–96) to Armour
+(29–33) to maximum Life
resource life defences
boots 0
gloves 0
str_armour 1000
str_dex_armour 500
str_int_armour 500
str_dex_int_armour 333
default 0
Crocodile's78Prefix+(97–144) to Armour
+(34–38) to maximum Life
resource life defences
shield 0
boots 0
gloves 0
helmet 0
str_armour 500
str_dex_armour 250
str_int_armour 250
str_dex_int_armour 166
default 0
1Corrupted+(35–60) Armour while stationary defencesboots 1000
default 0
31Corrupted+(61–138) Armour while stationary defencesboots 1000
default 0
75Corrupted+(139–322) Armour while stationary defencesboots 500
default 0
The Elder's75Prefix(11–20)% chance to Defend with 200% of Armour defencesbelt_elder 400
default 0
The Elder's80Prefix(21–30)% chance to Defend with 200% of Armour defencesbelt_elder 400
default 0
The Shaper's75Prefix(21–25)% increased Energy Shield from Equipped Body Armour defencesbelt_shaper 400
default 0
The Shaper's80Prefix(26–30)% increased Energy Shield from Equipped Body Armour defencesbelt_shaper 400
default 0
The Elder's68Prefix+(500–650) Armour if you've Blocked Recently defencesshield_elder 800
default 0
The Elder's75Prefix+(651–800) Armour if you've Blocked Recently defencesshield_elder 800
default 0
Warlord's68Prefix(7–9)% increased Armour defencesbelt_adjudicator 500
ring_adjudicator 500
default 0
Warlord's78Prefix(10–12)% increased Armour defencesbelt_adjudicator 500
ring_adjudicator 500
default 0
Warlord's82Prefix(13–15)% increased Armour defencesbelt_adjudicator 500
ring_adjudicator 500
default 0
1ScourgeUpside+(30–33) to Armour defencesbody_armour 0
helmet 0
shield 0
str_armour 1000
str_dex_armour 500
str_int_armour 500
str_dex_int_armour 300
default 0
45ScourgeUpside+(34–37) to Armour defencesbody_armour 0
helmet 0
shield 0
str_armour 1000
str_dex_armour 500
str_int_armour 500
str_dex_int_armour 300
default 0
68ScourgeUpside+(38–41) to Armour defencesbody_armour 0
helmet 0
shield 0
str_armour 1000
str_dex_armour 500
str_int_armour 500
str_dex_int_armour 300
default 0
68ScourgeUpside+(42–45) to Armour defencesbody_armour 0
helmet 0
shield 0
str_armour 1000
str_dex_armour 500
str_int_armour 500
str_dex_int_armour 300
default 0
1ScourgeUpside+(33–39) to Armour defencesbody_armour 0
gloves 0
boots 0
str_armour 1000
str_dex_armour 500
str_int_armour 500
str_dex_int_armour 300
default 0
45ScourgeUpside+(40–46) to Armour defencesbody_armour 0
gloves 0
boots 0
str_armour 1000
str_dex_armour 500
str_int_armour 500
str_dex_int_armour 300
default 0
68ScourgeUpside+(47–53) to Armour defencesbody_armour 0
gloves 0
boots 0
str_armour 1000
str_dex_armour 500
str_int_armour 500
str_dex_int_armour 300
default 0
68ScourgeUpside+(54–60) to Armour defencesbody_armour 0
gloves 0
boots 0
str_armour 1000
str_dex_armour 500
str_int_armour 500
str_dex_int_armour 300
default 0
1ScourgeUpside+(31–60) to Armour defenceshelmet 0
shield 0
gloves 0
boots 0
str_armour 1000
str_dex_armour 500
str_int_armour 500
str_dex_int_armour 300
default 0
45ScourgeUpside+(61–90) to Armour defenceshelmet 0
shield 0
gloves 0
boots 0
str_armour 1000
str_dex_armour 500
str_int_armour 500
str_dex_int_armour 300
default 0
68ScourgeUpside+(91–120) to Armour defenceshelmet 0
shield 0
gloves 0
boots 0
str_armour 1000
str_dex_armour 500
str_int_armour 500
str_dex_int_armour 300
default 0
68ScourgeUpside+(121–150) to Armour defenceshelmet 0
shield 0
gloves 0
boots 0
str_armour 1000
str_dex_armour 500
str_int_armour 500
str_dex_int_armour 300
default 0
1ScourgeDownside(21–30)% reduced Armour, Evasion and Energy Shield defencesarmour 1000
default 0
1ScourgeDownside(31–40)% reduced Armour, Evasion and Energy Shield defencesarmour 1000
default 0
45ScourgeDownside(41–50)% reduced Armour, Evasion and Energy Shield defencesarmour 1000
default 0
68ScourgeDownside(51–60)% reduced Armour, Evasion and Energy Shield defencesarmour 1000
default 0
75BlueImplicit(33–35)% increased Armour from Equipped Helmet and Glovesno_tier_6_eldritch_implicit 0
boots 1000
default 0
75BlueImplicit(36–38)% increased Armour from Equipped Helmet and Glovesno_tier_5_eldritch_implicit 0
boots 1000
default 0
75BlueImplicit(39–41)% increased Armour from Equipped Helmet and Glovesno_tier_4_eldritch_implicit 0
boots 1000
default 0
75BlueImplicit(42–44)% increased Armour from Equipped Helmet and Glovesno_tier_3_eldritch_implicit 0
boots 1000
default 0
75BlueImplicit(45–47)% increased Armour from Equipped Helmet and Glovesno_tier_2_eldritch_implicit 0
boots 1000
default 0
75BlueImplicit(48–50)% increased Armour from Equipped Helmet and Glovesno_tier_1_eldritch_implicit 0
boots 1000
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, (45–47)% increased Armour from Equipped Helmet and Gloves defencesno_tier_5_eldritch_implicit 0
boots 500
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, (48–50)% increased Armour from Equipped Helmet and Gloves defencesno_tier_4_eldritch_implicit 0
boots 500
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, (51–53)% increased Armour from Equipped Helmet and Gloves defencesno_tier_3_eldritch_implicit 0
boots 500
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, (54–57)% increased Armour from Equipped Helmet and Gloves defencesno_tier_2_eldritch_implicit 0
boots 500
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, (58–61)% increased Armour from Equipped Helmet and Gloves defencesno_tier_1_eldritch_implicit 0
boots 500
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, (57–59)% increased Armour from Equipped Helmet and Gloves defencesno_tier_4_eldritch_implicit 0
boots 200
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, (60–62)% increased Armour from Equipped Helmet and Gloves defencesno_tier_3_eldritch_implicit 0
boots 200
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, (63–66)% increased Armour from Equipped Helmet and Gloves defencesno_tier_2_eldritch_implicit 0
boots 200
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, (67–70)% increased Armour from Equipped Helmet and Gloves defencesno_tier_1_eldritch_implicit 0
boots 200
default 0
75RedImplicit(15–17)% increased Arctic Armour Buff Effectno_tier_6_eldritch_implicit 0
body_armour 300
default 0
75RedImplicit(18–20)% increased Arctic Armour Buff Effectno_tier_5_eldritch_implicit 0
body_armour 300
default 0
75RedImplicit(21–23)% increased Arctic Armour Buff Effectno_tier_4_eldritch_implicit 0
body_armour 300
default 0
75RedImplicit(24–26)% increased Arctic Armour Buff Effectno_tier_3_eldritch_implicit 0
body_armour 300
default 0
75RedImplicit(27–29)% increased Arctic Armour Buff Effectno_tier_2_eldritch_implicit 0
body_armour 300
default 0
75RedImplicit(30–32)% increased Arctic Armour Buff Effectno_tier_1_eldritch_implicit 0
body_armour 300
default 0
75RedImplicitWhile a Unique Enemy is in your Presence, (27–29)% increased Arctic Armour Buff Effectno_tier_5_eldritch_implicit 0
body_armour 150
default 0
75RedImplicitWhile a Unique Enemy is in your Presence, (30–32)% increased Arctic Armour Buff Effectno_tier_4_eldritch_implicit 0
body_armour 150
default 0
75RedImplicitWhile a Unique Enemy is in your Presence, (33–35)% increased Arctic Armour Buff Effectno_tier_3_eldritch_implicit 0
body_armour 150
default 0
75RedImplicitWhile a Unique Enemy is in your Presence, (36–38)% increased Arctic Armour Buff Effectno_tier_2_eldritch_implicit 0
body_armour 150
default 0
75RedImplicitWhile a Unique Enemy is in your Presence, (39–41)% increased Arctic Armour Buff Effectno_tier_1_eldritch_implicit 0
body_armour 150
default 0
75RedImplicitWhile a Pinnacle Atlas Boss is in your Presence, (39–41)% increased Arctic Armour Buff Effectno_tier_4_eldritch_implicit 0
body_armour 60
default 0
75RedImplicitWhile a Pinnacle Atlas Boss is in your Presence, (42–44)% increased Arctic Armour Buff Effectno_tier_3_eldritch_implicit 0
body_armour 60
default 0
75RedImplicitWhile a Pinnacle Atlas Boss is in your Presence, (45–47)% increased Arctic Armour Buff Effectno_tier_2_eldritch_implicit 0
body_armour 60
default 0
75RedImplicitWhile a Pinnacle Atlas Boss is in your Presence, (48–50)% increased Arctic Armour Buff Effectno_tier_1_eldritch_implicit 0
body_armour 60
default 0
75BlueImplicit(17–18)% increased Armour defencesno_tier_6_eldritch_implicit 0
body_armour 1000
amulet 1000
default 0
75BlueImplicit(19–20)% increased Armour defencesno_tier_5_eldritch_implicit 0
body_armour 1000
amulet 1000
default 0
75BlueImplicit(21–22)% increased Armour defencesno_tier_4_eldritch_implicit 0
body_armour 1000
amulet 1000
default 0
75BlueImplicit(23–24)% increased Armour defencesno_tier_3_eldritch_implicit 0
body_armour 1000
amulet 1000
default 0
75BlueImplicit(25–26)% increased Armour defencesno_tier_2_eldritch_implicit 0
body_armour 1000
amulet 1000
default 0
75BlueImplicit(27–28)% increased Armour defencesno_tier_1_eldritch_implicit 0
body_armour 1000
amulet 1000
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, (25–26)% increased Armour defencesno_tier_5_eldritch_implicit 0
body_armour 500
amulet 500
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, (27–28)% increased Armour defencesno_tier_4_eldritch_implicit 0
body_armour 500
amulet 500
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, (29–30)% increased Armour defencesno_tier_3_eldritch_implicit 0
body_armour 500
amulet 500
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, (31–32)% increased Armour defencesno_tier_2_eldritch_implicit 0
body_armour 500
amulet 500
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, (33–34)% increased Armour defencesno_tier_1_eldritch_implicit 0
body_armour 500
amulet 500
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, (33–34)% increased Armour defencesno_tier_4_eldritch_implicit 0
body_armour 200
amulet 200
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, (35–36)% increased Armour defencesno_tier_3_eldritch_implicit 0
body_armour 200
amulet 200
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, (37–38)% increased Armour defencesno_tier_2_eldritch_implicit 0
body_armour 200
amulet 200
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, (39–40)% increased Armour defencesno_tier_1_eldritch_implicit 0
body_armour 200
amulet 200
default 0
15WeaponTree50% reduced Armour, Evasion and Energy Shield
+60 to maximum Life
shield 500
default 0
45WeaponTree50% reduced Armour, Evasion and Energy Shield
+75 to maximum Life
shield 500
default 0
70WeaponTree50% reduced Armour, Evasion and Energy Shield
+80 to maximum Life
shield 500
default 0
1WeaponTree+20 to Armourint_armour 0
dex_armour 0
dex_int_armour 0
shield 1000
default 0
24WeaponTree+35 to Armourint_armour 0
dex_armour 0
dex_int_armour 0
shield 1000
default 0
50WeaponTree+50 to Armourint_armour 0
dex_armour 0
dex_int_armour 0
shield 1000
default 0
68WeaponTree+65 to Armourint_armour 0
dex_armour 0
dex_int_armour 0
shield 1000
default 0
82WeaponTree+80 to Armourint_armour 0
dex_armour 0
dex_int_armour 0
shield 500
default 0
20WeaponTree+100 to Armour
10% increased Damage taken from Damage Over Time
int_armour 0
dex_armour 0
dex_int_armour 0
shield 500
default 0
55WeaponTree+125 to Armour
10% increased Damage taken from Damage Over Time
int_armour 0
dex_armour 0
dex_int_armour 0
shield 500
default 0
83WeaponTree+150 to Armour
10% increased Damage taken from Damage Over Time
int_armour 0
dex_armour 0
dex_int_armour 0
shield 500
default 0
20WeaponTreeYou take 20% increased Extra Damage from Critical Strikes
+100 to Armour
int_armour 0
dex_armour 0
dex_int_armour 0
shield 500
default 0
55WeaponTreeYou take 20% increased Extra Damage from Critical Strikes
+125 to Armour
int_armour 0
dex_armour 0
dex_int_armour 0
shield 500
default 0
83WeaponTreeYou take 20% increased Extra Damage from Critical Strikes
+150 to Armour
int_armour 0
dex_armour 0
dex_int_armour 0
shield 500
default 0
1WeaponTree5% increased Strength
+20 to Armour
int_armour 0
dex_armour 0
dex_int_armour 0
shield 500
default 0
40WeaponTree5% increased Strength
+30 to Armour
int_armour 0
dex_armour 0
dex_int_armour 0
shield 500
default 0
65WeaponTree5% increased Strength
+40 to Armour
int_armour 0
dex_armour 0
dex_int_armour 0
shield 500
default 0
1WeaponTree50% increased Implicit Modifier magnitudes
+20 to Armour
int_armour 0
dex_armour 0
dex_int_armour 0
shield 500
default 0
40WeaponTree50% increased Implicit Modifier magnitudes
+30 to Armour
int_armour 0
dex_armour 0
dex_int_armour 0
shield 500
default 0
65WeaponTree50% increased Implicit Modifier magnitudes
+40 to Armour
int_armour 0
dex_armour 0
dex_int_armour 0
shield 500
default 0
1WeaponTree+20 to Armour
+2% Chance to Block
crucible_unique_helmet 0
int_armour 0
dex_armour 0
dex_int_armour 0
shield 500
default 0
40WeaponTree+30 to Armour
+2% Chance to Block
crucible_unique_helmet 0
int_armour 0
dex_armour 0
dex_int_armour 0
shield 500
default 0
65WeaponTree+40 to Armour
+2% Chance to Block
crucible_unique_helmet 0
int_armour 0
dex_armour 0
dex_int_armour 0
shield 500
default 0
1WeaponTree40% reduced Armour, Evasion and Energy Shield
+6% Chance to Block
crucible_unique_helmet 0
shield 250
default 0
35WeaponTree40% reduced Armour, Evasion and Energy Shield
+7% Chance to Block
crucible_unique_helmet 0
shield 250
default 0
70WeaponTree40% reduced Armour, Evasion and Energy Shield
+8% Chance to Block
crucible_unique_helmet 0
shield 250
default 0
10WeaponTree40% increased Armour, Evasion and Energy Shield
5% reduced maximum Life
shield 250
default 0
42WeaponTree50% increased Armour, Evasion and Energy Shield
5% reduced maximum Life
shield 250
default 0
75WeaponTree60% increased Armour, Evasion and Energy Shield
5% reduced maximum Life
shield 250
default 0
1WeaponTree40% increased Armour, Evasion and Energy Shield
-5% Chance to Block
crucible_unique_helmet 0
shield 250
default 0
35WeaponTree50% increased Armour, Evasion and Energy Shield
-5% Chance to Block
crucible_unique_helmet 0
shield 250
default 0
70WeaponTree60% increased Armour, Evasion and Energy Shield
-5% Chance to Block
crucible_unique_helmet 0
shield 250
default 0
1WeaponTree24% increased Armour, Evasion and Energy Shieldshield 500
default 0
35WeaponTree32% increased Armour, Evasion and Energy Shieldshield 500
default 0
70WeaponTree40% increased Armour, Evasion and Energy Shieldshield 500
default 0
20WeaponTree15% increased Armour, Evasion and Energy Shield
40% reduced Reflected Damage taken
shield 250
default 0
20WeaponTree20% increased Armour, Evasion and Energy Shield
40% reduced Reflected Damage taken
shield 250
default 0
20WeaponTree25% increased Armour, Evasion and Energy Shield
40% reduced Reflected Damage taken
shield 250
default 0
10WeaponTree25% increased Attack Damage with Off Hand
15% increased Armour, Evasion and Energy Shield
shield 250
default 0
42WeaponTree25% increased Attack Damage with Off Hand
20% increased Armour, Evasion and Energy Shield
shield 250
default 0
75WeaponTree25% increased Attack Damage with Off Hand
25% increased Armour, Evasion and Energy Shield
shield 250
default 0
1WeaponTree25% reduced Armour, Evasion and Energy Shield
+10% to all Elemental Resistances
shield 200
default 0
35WeaponTree25% reduced Armour, Evasion and Energy Shield
+12% to all Elemental Resistances
shield 200
default 0
70WeaponTree25% reduced Armour, Evasion and Energy Shield
+14% to all Elemental Resistances
shield 200
default 0
25WeaponTreeMinions have +350 to Armourtwo_hand_weapon 0
weapon_can_roll_minion_modifiers 2000
minion_unique_weapon 2000
default 0
55WeaponTreeMinions have +500 to Armourtwo_hand_weapon 0
weapon_can_roll_minion_modifiers 2000
minion_unique_weapon 2000
default 0
25WeaponTreeMinions have +700 to Armourone_hand_weapon 0
weapon_can_roll_minion_modifiers 2000
minion_unique_weapon 2000
default 0
55WeaponTreeMinions have +1000 to Armourone_hand_weapon 0
weapon_can_roll_minion_modifiers 2000
minion_unique_weapon 2000
default 0
1WeaponTreeTectonic Slam and Infernal Blow deal 1% increased Attack Damage per 700 Armourtwo_hand_weapon 0
shield 500
sword 1000
mace 1000
sceptre 1000
axe 1000
staff 1000
default 0
1WeaponTreeTectonic Slam and Infernal Blow deal 1% increased Attack Damage per 450 Armourone_hand_weapon 0
sword 1000
mace 1000
sceptre 1000
axe 1000
staff 1000
default 0
1WeaponTreeShield 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 30 to 50 Added Lightning Damage per 15 Energy Shield on Shield
100% of Shield Crush and Spectral Shield Throw Physical Damage Converted to Lightning Damage
crucible_unique_helmet 0
shield 1000
default 0
1WeaponTreeShield 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 15 to 25 Added Lightning Damage per 15 Energy Shield on Shield
100% of Shield Crush and Spectral Shield Throw Physical Damage Converted to Lightning Damage
crucible_unique_helmet 1000
default 0
Enchantment Modifier /7
NameLevelPre/SufDescriptionWeight
Enchantment Arctic Armour Buff Effect 166Enchantment24% increased Arctic Armour Buff Effecthelmet 0
default 0
Enchantment Arctic Armour Buff Effect 275Enchantment36% increased Arctic Armour Buff Effecthelmet 0
default 0
Enchantment Arctic Armour Mana Reservation 166EnchantmentArctic Armour has 40% increased Mana Reservation Efficiency resource manahelmet 0
default 0
Enchantment Arctic Armour Mana Reservation 275EnchantmentArctic Armour has 60% increased Mana Reservation Efficiency resource manahelmet 0
default 0
Enchantment Arctic Armour Mana Reservation 166EnchantmentArctic Armour has 50% increased Mana Reservation Efficiency resource manahelmet 100
default 0
Enchantment Arctic Armour Mana Reservation 275EnchantmentArctic Armour has 75% increased Mana Reservation Efficiency resource manahelmet 100
default 0
83Enchantment+300 to Armour while Fortified defencesbelt 1
default 0
Monsters mods /9
NameLevelPre/SufDescriptionWeight
1Unique40% increased Armour defences
1Unique1000% increased Armour
stance movement speed +% final [100]
defences speed
1Unique1000% increased Armour
stance movement speed +% final [50]
defences speed
of Steel1Unique40% increased Global Physical Damage
30% additional Physical Damage Reduction
Overwhelm 10% Physical Damage Reduction
250% increased Stun Threshold
blood and armour type override robot [1]
no_common_monster_mods 0
default 5000
1Uniqueroyale monster armour drop chance permyriad [80]
royale monster currency drop chance permyriad [200]
royale monster flask drop chance permyriad [0]
royale monster skill gem drop chance permyriad [300]
royale monster support gem drop chance permyriad [75]
royale monster unique drop chance permyriad [0]
royale monster weapon drop chance permyriad [80]
1Unique100% increased Armour and Evasion Rating when on Low Life
You have Onslaught while on Low Life
1Unique5% increased Attack Damage per 450 Armour damage attack
1Uniquenecropolis exclusive craft ward armour [50]
1Uniquenecropolis exclusive craft ritual armour [50]
Abyss Jewel mods /5
NameLevelPre/SufDescriptionWeight
Lacquered1Prefix+(36–60) to Armour defencesdefault 600
Fortified40Prefix+(61–100) to Armour defencesdefault 600
Carapaced75Prefix+(101–180) to Armour defencesdefault 600
Encased83Prefix+(181–250) to Armour defencesdefault 300
of the Guardian1Suffix(20–30)% increased Armour if you haven't Killed Recently defencesabyss_jewel_melee 500
abyss_jewel_ranged 250
abyss_jewel_caster 250
abyss_jewel_summoner 0
default 0
Cluster Jewel mods /8
NameLevelPre/SufDescriptionWeight
Lacquered1PrefixAdded Small Passive Skills also grant: +(11–20) to Armour defencesexpansion_jewel_large 500
expansion_jewel_medium 500
default 0
Studded68PrefixAdded Small Passive Skills also grant: +(21–30) to Armour defencesexpansion_jewel_large 400
expansion_jewel_medium 400
default 0
Ribbed84PrefixAdded Small Passive Skills also grant: +(31–40) to Armour defencesexpansion_jewel_large 300
expansion_jewel_medium 300
default 0
Lacquered1PrefixAdded Small Passive Skills also grant: +(11–20) to Armour defencesexpansion_jewel_small 500
default 0
Studded68PrefixAdded Small Passive Skills also grant: +(21–30) to Armour defencesexpansion_jewel_small 400
default 0
Ribbed73PrefixAdded Small Passive Skills also grant: +(31–40) to Armour defencesexpansion_jewel_small 300
default 0
Fortified78PrefixAdded Small Passive Skills also grant: +(41–53) to Armour defencesexpansion_jewel_small 200
default 0
Plated84PrefixAdded Small Passive Skills also grant: +(54–66) to Armour defencesexpansion_jewel_small 100
default 0
Fossil mods /11
NameLevelPre/SufDescriptionWeight
of the Underground1Suffix+500 to Armour if you've Hit an Enemy Recently defencesabyss_jewel 0
jewel 0
two_hand_weapon 0
sceptre 1600
mace 1600
axe 1600
sword 1600
default 0
of the Underground1Suffix+1000 to Armour if you've Hit an Enemy Recently defencesabyss_jewel 0
jewel 0
one_hand_weapon 0
staff 1600
mace 1600
axe 1600
sword 1600
default 0
of the Underground1Suffix+(250–300) to Armour if you've Hit an Enemy Recently defencesjewel 300
abyss_jewel 300
default 0
of the Underground1Suffix(25–50)% increased Armour defencesabyss_jewel 0
jewel 0
str_armour 0
default 0
of the Underground1Suffix(25–50)% increased Armour and Evasion defencesabyss_jewel 0
jewel 0
str_dex_armour 0
default 0
of the Underground1Suffix(25–50)% increased Armour and Energy Shield defencesabyss_jewel 0
jewel 0
str_int_armour 0
default 0
of the Underground1Suffix(25–50)% increased Armour, Evasion and Energy Shield defencesabyss_jewel 0
jewel 0
str_dex_int_armour 0
default 0
of the Underground1Suffix(10–20)% chance to Defend with 200% of Armour defencesabyss_jewel 0
jewel 0
shield 0
body_armour 0
gloves 0
helmet 0
str_armour 2000
str_int_armour 2000
str_dex_armour 2000
default 0
of the Underground1Suffix(20–30)% increased Energy Shield from Equipped Body Armour defencesabyss_jewel 0
jewel 0
ring 1600
amulet 1600
belt 1600
default 0
of the Underground1Suffix20% chance to Defend with 200% of Armour defencesabyss_jewel 0
jewel 0
ring 1600
amulet 1600
belt 1600
default 0
of the Underground1SuffixIgnore all Movement Penalties from Armour speedabyss_jewel 0
jewel 0
helmet 2000
default 0
Map mods /8
NameLevelPre/SufDescriptionWeight
of Rust1SuffixPlayers have 20% less Armour
Players have 20% reduced Chance to Block
13% increased Quantity of Items found in this Area
8% increased Rarity of Items found in this Area
5% increased Pack size
defences
uber_tier_map 0
low_tier_map 800
expedition_logbook 0
primordial_map 0
default 0
of Rust1SuffixPlayers have 15% less Armour
Players have 10% reduced Chance to Block
13% increased Quantity of Items found in this Area
8% increased Rarity of Items found in this Area
5% increased Pack size
defences
uber_tier_map 0
top_tier_map 0
expedition_logbook 800
default 0
of Rust68SuffixPlayers have 20% less Armour
Players have 20% reduced Chance to Block
13% increased Quantity of Items found in this Area
8% increased Rarity of Items found in this Area
5% increased Pack size
defences
uber_tier_map 0
top_tier_map 0
expedition_logbook 800
default 0
of Rust1SuffixPlayers have 25% less Armour
Players have 30% reduced Chance to Block
13% increased Quantity of Items found in this Area
8% increased Rarity of Items found in this Area
5% increased Pack size
defences
uber_tier_map 0
mid_tier_map 800
expedition_logbook 0
primordial_map 0
default 0
of Rust73SuffixPlayers have 25% less Armour
Players have 30% reduced Chance to Block
13% increased Quantity of Items found in this Area
8% increased Rarity of Items found in this Area
5% increased Pack size
defences
uber_tier_map 0
top_tier_map 0
expedition_logbook 800
default 0
of Rust1SuffixPlayers have 30% less Armour
Players have 40% reduced Chance to Block
13% increased Quantity of Items found in this Area
8% increased Rarity of Items found in this Area
5% increased Pack size
defences
uber_tier_map 0
top_tier_map 800
maven_map 0
expedition_logbook 0
primordial_map 0
default 0
of Rust1SuffixPlayers have 30% less Armour
Players have 40% reduced Chance to Block
13% increased Quantity of Items found in this Area
8% increased Rarity of Items found in this Area
defences
uber_tier_map 0
top_tier_map 0
maven_map 800
primordial_map 800
default 0
of Rust78SuffixPlayers have 30% less Armour
Players have 40% reduced Chance to Block
13% increased Quantity of Items found in this Area
8% increased Rarity of Items found in this Area
5% increased Pack size
defences
uber_tier_map 0
top_tier_map 0
expedition_logbook 800
default 0
Heist Area mods /8
NameLevelPre/SufDescriptionWeight
of Rust46SuffixPlayers have 15% less Armour
Players have 10% reduced Chance to Block
heist contract alert level +% final [0]
heist contract lockdown timer +% [5]
heist monster spawner alive limit +% [5]
map item drop quantity +% [13]
map item drop rarity +% [8]
defences
default 800
of Rust68SuffixPlayers have 20% less Armour
Players have 20% reduced Chance to Block
heist contract alert level +% final [0]
heist contract lockdown timer +% [5]
heist monster spawner alive limit +% [5]
map item drop quantity +% [13]
map item drop rarity +% [8]
defences
default 800
of Rust73SuffixPlayers have 25% less Armour
Players have 30% reduced Chance to Block
heist contract alert level +% final [0]
heist contract lockdown timer +% [5]
heist monster spawner alive limit +% [5]
map item drop quantity +% [13]
map item drop rarity +% [8]
defences
default 800
of Rust78SuffixPlayers have 30% less Armour
Players have 40% reduced Chance to Block
heist contract alert level +% final [0]
heist contract lockdown timer +% [5]
heist monster spawner alive limit +% [5]
map item drop quantity +% [13]
map item drop rarity +% [8]
defences
default 800
of Distress46SuffixPlayers have 5% less Armour per 25% Alert Level
heist contract alert level +% final [-6]
heist contract lockdown timer +% [6]
heist monster spawner alive limit +% [6]
map item drop quantity +% [16]
map item drop rarity +% [0]
defences
default 800
of Distress68SuffixPlayers have 6% less Armour per 25% Alert Level
heist contract alert level +% final [-6]
heist contract lockdown timer +% [6]
heist monster spawner alive limit +% [6]
map item drop quantity +% [16]
map item drop rarity +% [0]
defences
default 800
of Distress73SuffixPlayers have 7% less Armour per 25% Alert Level
heist contract alert level +% final [-6]
heist contract lockdown timer +% [6]
heist monster spawner alive limit +% [6]
map item drop quantity +% [16]
map item drop rarity +% [0]
defences
default 800
of Distress78SuffixPlayers have 8% less Armour per 25% Alert Level
heist contract alert level +% final [-6]
heist contract lockdown timer +% [6]
heist monster spawner alive limit +% [6]
map item drop quantity +% [16]
map item drop rarity +% [0]
defences
default 800
Trinket mods /3
NameLevelPre/SufDescriptionWeight
of Superstition1Suffix(4–5)% chance to receive additional Armour items when opening a Reward Chest in a Heistdefault 100
of Superstition50Suffix(6–7)% chance to receive additional Armour items when opening a Reward Chest in a Heistdefault 75
of Superstition70Suffix(8–10)% chance to receive additional Armour items when opening a Reward Chest in a Heistdefault 50
Veiled mods /15
NameLevelPre/SufDescriptionWeight
Chosen60Prefix(24–28)% increased Armour and Evasion
+(17–19) to maximum Life
resource life defences
body_armour 0
shield 0
helmet 0
str_dex_armour 1000
default 0
Chosen60Prefix(24–28)% increased Armour and Energy Shield
+(17–19) to maximum Life
resource life defences
body_armour 0
shield 0
helmet 0
str_int_armour 1000
default 0
Chosen60Prefix(24–28)% increased Armour
+(17–19) to maximum Life
resource life defences
body_armour 0
shield 0
helmet 0
str_armour 1000
default 0
Chosen60Prefix(24–28)% increased Armour, Evasion and Energy Shield
+(17–19) to maximum Life
resource life defences
body_armour 0
shield 0
helmet 0
str_dex_int_armour 1000
default 0
Chosen60Prefix(24–28)% increased Armour and Evasion
+(19–22) to maximum Life
resource life defences
body_armour 0
gloves 0
boots 0
str_dex_armour 1000
default 0
Chosen60Prefix(24–28)% increased Armour and Energy Shield
+(19–22) to maximum Life
resource life defences
body_armour 0
gloves 0
boots 0
str_int_armour 1000
default 0
Chosen60Prefix(24–28)% increased Armour
+(19–22) to maximum Life
resource life defences
body_armour 0
gloves 0
boots 0
str_armour 1000
default 0
Chosen60Prefix(24–28)% increased Armour, Evasion and Energy Shield
+(19–22) to maximum Life
resource life defences
body_armour 0
gloves 0
boots 0
str_dex_int_armour 1000
default 0
Chosen60Prefix(24–28)% increased Armour and Evasion
+(23–26) to maximum Life
resource life defences
shield 0
helmet 0
gloves 0
boots 0
str_dex_armour 1000
default 0
Chosen60Prefix(24–28)% increased Armour and Energy Shield
+(23–26) to maximum Life
resource life defences
shield 0
helmet 0
gloves 0
boots 0
str_int_armour 1000
default 0
Chosen60Prefix(24–28)% increased Armour
+(23–26) to maximum Life
resource life defences
shield 0
helmet 0
gloves 0
boots 0
str_armour 1000
default 0
Chosen60Prefix(24–28)% increased Armour, Evasion and Energy Shield
+(23–26) to maximum Life
resource life defences
shield 0
helmet 0
gloves 0
boots 0
str_dex_int_armour 1000
default 0
Chosen60Prefix+(365–400) to Armour and Evasion Rating defencesbelt 1500
quiver 1500
default 0
Chosen60Prefix+(365–400) to Armour
+(31–35) to maximum Energy Shield
defences
belt 1500
default 0
Chosen60Prefix+(3201–4000) to Armour during Soul Gain Prevention physicalshield 1000
body_armour 1000
default 0
Crafting Bench /57
ModRequireItemClassesUnlock
(26–35)% increased Armour4x Orb of TransmutationBody Armour · Boots · Gloves · Helmet · ShieldThe Crematorium
(41–50)% increased Armour1x Orb of AlchemyBody Armour · Boots · Gloves · Helmet · ShieldThe Karui Fortress
(56–74)% increased Armour2x Chaos OrbBody Armour · Boots · Gloves · Helmet · ShieldCage Map
+(50–75) to Armour4x Orb of TransmutationBody Armour · Boots · Gloves · Helmet · ShieldThe Crematorium
+(100–150) to Armour1x Orb of AlchemyBody Armour · Helmet · ShieldThe Karui Fortress
+(250–320) to Armour2x Chaos OrbBody Armour · ShieldCage Map
(26–35)% increased Armour and Evasion4x Orb of TransmutationBody Armour · Boots · Gloves · Helmet · ShieldThe Crematorium
(41–50)% increased Armour and Evasion1x Orb of AlchemyBody Armour · Boots · Gloves · Helmet · ShieldThe Karui Fortress
(56–74)% increased Armour and Evasion2x Chaos OrbBody Armour · Boots · Gloves · Helmet · ShieldCage Map
(26–35)% increased Armour and Energy Shield4x Orb of TransmutationBody Armour · Boots · Gloves · Helmet · ShieldThe Crematorium
(41–50)% increased Armour and Energy Shield1x Orb of AlchemyBody Armour · Boots · Gloves · Helmet · ShieldThe Karui Fortress
(56–74)% increased Armour and Energy Shield2x Chaos OrbBody Armour · Boots · Gloves · Helmet · ShieldCage Map
(12–14)% increased Armour and Evasion
+(8–9) to maximum Life
8x Orb of AlterationBoots · GlovesBetrayal Unveil
(15–17)% increased Armour and Evasion
+(10–11) to maximum Life
2x Orb of AlchemyBoots · GlovesBetrayal Unveil
(18–21)% increased Armour and Evasion
+(12–14) to maximum Life
2x Chaos OrbBoots · GlovesBetrayal Unveil
(12–14)% increased Armour and Energy Shield
+(8–9) to maximum Life
8x Orb of AlterationBoots · GlovesBetrayal Unveil
(15–17)% increased Armour and Energy Shield
+(10–11) to maximum Life
2x Orb of AlchemyBoots · GlovesBetrayal Unveil
(18–21)% increased Armour and Energy Shield
+(12–14) to maximum Life
2x Chaos OrbBoots · GlovesBetrayal Unveil
(12–14)% increased Armour
+(8–9) to maximum Life
8x Orb of AlterationBoots · GlovesBetrayal Unveil
(15–17)% increased Armour
+(10–11) to maximum Life
2x Orb of AlchemyBoots · GlovesBetrayal Unveil
(18–21)% increased Armour
+(12–14) to maximum Life
2x Chaos OrbBoots · GlovesBetrayal Unveil
(12–14)% increased Armour, Evasion and Energy Shield
+(8–9) to maximum Life
8x Orb of AlterationBoots · GlovesBetrayal Unveil
(15–17)% increased Armour, Evasion and Energy Shield
+(10–11) to maximum Life
2x Orb of AlchemyBoots · GlovesBetrayal Unveil
(18–21)% increased Armour, Evasion and Energy Shield
+(12–14) to maximum Life
2x Chaos OrbBoots · GlovesBetrayal Unveil
(12–14)% increased Armour and Evasion
+(10–11) to maximum Life
8x Orb of AlterationHelmet · ShieldBetrayal Unveil
(15–17)% increased Armour and Evasion
+(12–13) to maximum Life
2x Orb of AlchemyHelmet · ShieldBetrayal Unveil
(18–21)% increased Armour and Evasion
+(14–16) to maximum Life
2x Chaos OrbHelmet · ShieldBetrayal Unveil
(12–14)% increased Armour and Energy Shield
+(10–11) to maximum Life
8x Orb of AlterationHelmet · ShieldBetrayal Unveil
(15–17)% increased Armour and Energy Shield
+(12–13) to maximum Life
2x Orb of AlchemyHelmet · ShieldBetrayal Unveil
(18–21)% increased Armour and Energy Shield
+(14–16) to maximum Life
2x Chaos OrbHelmet · ShieldBetrayal Unveil
(12–14)% increased Armour
+(10–11) to maximum Life
8x Orb of AlterationHelmet · ShieldBetrayal Unveil
(15–17)% increased Armour
+(12–13) to maximum Life
2x Orb of AlchemyHelmet · ShieldBetrayal Unveil
(18–21)% increased Armour
+(14–16) to maximum Life
2x Chaos OrbHelmet · ShieldBetrayal Unveil
(12–14)% increased Armour, Evasion and Energy Shield
+(10–11) to maximum Life
8x Orb of AlterationHelmet · ShieldBetrayal Unveil
(15–17)% increased Armour, Evasion and Energy Shield
+(12–13) to maximum Life
2x Orb of AlchemyHelmet · ShieldBetrayal Unveil
(18–21)% increased Armour, Evasion and Energy Shield
+(14–16) to maximum Life
2x Chaos OrbHelmet · ShieldBetrayal Unveil
(12–14)% increased Armour and Evasion
+(13–14) to maximum Life
8x Orb of AlterationBody ArmourBetrayal Unveil
(15–17)% increased Armour and Evasion
+(15–16) to maximum Life
2x Orb of AlchemyBody ArmourBetrayal Unveil
(18–21)% increased Armour and Evasion
+(17–19) to maximum Life
2x Chaos OrbBody ArmourBetrayal Unveil
(12–14)% increased Armour and Energy Shield
+(13–14) to maximum Life
8x Orb of AlterationBody ArmourBetrayal Unveil
(15–17)% increased Armour and Energy Shield
+(15–16) to maximum Life
2x Orb of AlchemyBody ArmourBetrayal Unveil
(18–21)% increased Armour and Energy Shield
+(17–19) to maximum Life
2x Chaos OrbBody ArmourBetrayal Unveil
(12–14)% increased Armour
+(13–14) to maximum Life
8x Orb of AlterationBody ArmourBetrayal Unveil
(15–17)% increased Armour
+(15–16) to maximum Life
2x Orb of AlchemyBody ArmourBetrayal Unveil
(18–21)% increased Armour
+(17–19) to maximum Life
2x Chaos OrbBody ArmourBetrayal Unveil
(12–14)% increased Armour, Evasion and Energy Shield
+(13–14) to maximum Life
8x Orb of AlterationBody ArmourBetrayal Unveil
(15–17)% increased Armour, Evasion and Energy Shield
+(15–16) to maximum Life
2x Orb of AlchemyBody ArmourBetrayal Unveil
(18–21)% increased Armour, Evasion and Energy Shield
+(17–19) to maximum Life
2x Chaos OrbBody ArmourBetrayal Unveil
+(105–150) to Armour and Evasion Rating8x Orb of AlterationBelt · QuiverBetrayal Unveil
+(151–213) to Armour and Evasion Rating2x Orb of AlchemyBelt · QuiverBetrayal Unveil
+(214–285) to Armour and Evasion Rating4x Chaos OrbBelt · QuiverBetrayal Unveil
+(105–150) to Armour
+(11–15) to maximum Energy Shield
8x Orb of AlterationBeltBetrayal Unveil
+(151–213) to Armour
+(16–20) to maximum Energy Shield
2x Orb of AlchemyBeltBetrayal Unveil
+(214–285) to Armour
+(21–25) to maximum Energy Shield
4x Chaos OrbBeltBetrayal Unveil
+(1000–1600) to Armour during Soul Gain Prevention2x Vaal OrbBody Armour · ShieldBetrayal Unveil
+(1601–2200) to Armour during Soul Gain Prevention3x Vaal OrbBody Armour · ShieldBetrayal Unveil
+(2201–3000) to Armour during Soul Gain Prevention4x Vaal OrbBody Armour · ShieldBetrayal Unveil
Misc mods /45
NameLevelDomainPre/SufDescriptionWeight
of the Abalone6FlaskSuffix(41–45)% increased Armour during Effect defencesexpedition_flask 0
utility_flask 750
default 0
of the Tortoise32FlaskSuffix(46–50)% increased Armour during Effect defencesexpedition_flask 0
utility_flask 750
default 0
of the Pangolin58FlaskSuffix(51–55)% increased Armour during Effect defencesexpedition_flask 0
utility_flask 750
default 0
of the Armadillo84FlaskSuffix(56–60)% increased Armour during Effect defencesexpedition_flask 0
utility_flask 750
default 0
Reinforced1SanctumRelicPrefixResolve Mitigation from Enemy Hits is based on +(11–15)% of Armourmedium_sanctum_relic 60
default 0
Layered77SanctumRelicPrefixResolve Mitigation from Enemy Hits is based on +(16–20)% of Armourmedium_sanctum_relic 60
default 0
Girded84SanctumRelicPrefixResolve Mitigation from Enemy Hits is based on +(21–25)% of Armourmedium_sanctum_relic 30
default 0
1JewelUnique(15–20)% increased Armour defences
1JewelUnique(10–15)% increased Armour defences
1JewelUnique+50 to Armour defences
Armoured1JewelPrefix(14–18)% increased Armour defencesnot_str 0
default 500
1JewelUniqueIncreases and Reductions to Energy Shield in Radius are Transformed to apply to Armour at 200% of their value
local jewel effect base radius [1500]
defences
1JewelUniqueGain 200 Armour per Grand Spectrum
number of stackable unique jewels [1]
defences
1JewelUniqueGolems have +(800–1000) to Armour defences minion
1JewelUnique(30–40)% increased Armour while Bleeding defences
1JewelUnique+40 to Armour defences
1ExpeditionRelicSuffixExcavated Chests have 50% chance to contain an additional Rare Armour Itemexpedition_templar_remnant 0
expedition_vaal_remnant 0
expedition_karui_remnant 0
expedition_eternalempire_remnant 0
expedition_eternalempire_remnant2 0
expedition_eternalempire_remnant3 0
expedition_eternalempire_remnant4 0
expedition_maraketh_remnant 0
expedition_maraketh_remnant2 0
expedition_sirens_remnant 0
expedition_monkeytribe_remnant 0
expedition_lostmen_remnant 0
default 1055
1ExpeditionRelicSuffixRunic Monsters have 50% chance to drop an additional Rare Armour Itemexpedition_templar_remnant 0
expedition_vaal_remnant 0
expedition_karui_remnant 0
expedition_eternalempire_remnant 0
expedition_eternalempire_remnant2 0
expedition_eternalempire_remnant3 0
expedition_eternalempire_remnant4 0
expedition_maraketh_remnant 0
expedition_maraketh_remnant2 0
expedition_sirens_remnant 0
expedition_monkeytribe_remnant 0
expedition_lostmen_remnant 0
default 1550
1PrimordialAltarUnique+50000 to Armourprimordial_altar_upside 0
cleansing_fire_altar 1000
default 0
1PrimordialAltarUnique(100–200)% increased Armour
(100–200)% increased Evasion Rating
primordial_altar_upside 0
cleansing_fire_altar 1000
default 0
1PrimordialAltarUnique-3000 to Armour
-3000 to Evasion Rating
primordial_altar_upside 0
cleansing_fire_altar 1000
default 0
1PrimordialAltarUnique(1.6–3.2)% chance to drop an additional Divination Card which rewards a Unique Armourprimordial_altar_downside 0
cleansing_fire_altar 28203
default 0
1PrimordialAltarUniqueFinal Boss drops (2–4) additional Divination Cards which reward a Unique Armourprimordial_altar_downside 0
cleansing_fire_altar 28203
default 0
of Armour1SentinelSuffix(2.6–3)% chance for Empowered Enemies to have an Armour Reward
local sentinel drone difficulty + [4]
special_sentinel_mod 0
sentinel_c 0
default 833
of Armour45SentinelSuffix(3.1–3.5)% chance for Empowered Enemies to have an Armour Reward
local sentinel drone difficulty + [6]
special_sentinel_mod 0
sentinel_c 0
default 833
of Armour75SentinelSuffix(3.6–5)% chance for Empowered Enemies to have an Armour Reward
local sentinel drone difficulty + [8]
special_sentinel_mod 0
sentinel_c 0
default 278
Armoured75SanctumSpecialPrefix(40–60)% increased Armour from Equipped Helmet and Glovesstr_special_relic 600
default 150
Iron-willed75SanctumSpecialPrefix(20–30)% increased Armour defencesstr_special_relic 1000
default 250
of the Juggernaut81CharmSuffix2% of Armour applies to Fire, Cold and Lightning Damage taken from Hitsstr_animal_charm 20
default 0
of the Juggernaut83CharmSuffix3% of Armour applies to Fire, Cold and Lightning Damage taken from Hitsstr_animal_charm 10
default 0
of the Gladiator1CharmSuffix+(3–4) to Armour and Evasion Rating per 1% Chance to Block Attack Damagedex_animal_charm 500
str_animal_charm 500
default 0
of the Gladiator60CharmSuffix+(5–6) to Armour and Evasion Rating per 1% Chance to Block Attack Damagedex_animal_charm 250
str_animal_charm 250
default 0
Guardian's45CharmPrefixGrants Armour equal to (3–4)% of your Reserved Mana to you and nearby Alliesint_animal_charm 250
str_animal_charm 250
default 0
Guardian's72CharmPrefixGrants Armour equal to (5–6)% of your Reserved Mana to you and nearby Alliesint_animal_charm 125
str_animal_charm 125
default 0
Devoted to Solaris18NecropolisDropped Armour is converted to Orbs of Bindingdefault 889
Devoted to Solaris68NecropolisDropped Armour is converted to Orb of Horizonsdefault 447
Devoted to Solaris68NecropolisDropped Armour is converted to Orbs of Unmakingdefault 752
Devoted to Solaris68NecropolisDropped Armour is converted to Cartographer's Chiselsdefault 1495
Devoted to Solaris1NecropolisDropped Armour is converted to Orbs of Alterationdefault 4229
Devoted to Solaris35NecropolisDropped Armour is converted to Blessed Orbsdefault 447
Devoted to Solaris12NecropolisDropped Armour is converted to Orbs of Scouringdefault 1495
Devoted to Solaris1NecropolisDropped Armour is converted to Chromatic Orbsdefault 4229
Devoted to Solaris8NecropolisDropped Armour is converted to Orbs of Fusingdefault 2973
Devoted to Solaris8NecropolisDropped Armour is converted to Jeweller's Orbsdefault 4229
of Rust1UberMapSuffixPlayers have 30% less Armour
Players have 40% reduced Chance to Block
13% increased Quantity of Items found in this Area
8% increased Rarity of Items found in this Area
5% increased Pack size
defences
has_uber_map_suffix 96
default 0
Item /28
Armourer's Scrap
Stack Size: 1 / 40
Improves the quality of an armour
Sacred Orb
Stack Size: 1 / 10
Randomises the numeric values of base defences on an armour
Tailoring Orb
Stack Size: 1 / 20
Adds or replaces an enchantment on a body armour
This may reforge the body armour's sockets
Armoursmith's Delirium Orb
Stack Size: 1 / 10
Modifies a Map item adding layers of Delirium with the Armour reward type
Geomancer's Incubator
Stack Size: 1 / 10
Adds an incubated 6-Linked Armour item to an equippable item
Item drops after killing {0} monsters
Celestial Armoursmith's Incubator
Stack Size: 1 / 10
Adds an incubated Shaper or Elder Armour item to an equippable item
Item drops after killing {0} monsters
The Carrion Crow
Stack Size: 1 / 4
Life Armour
The Chains that Bind
Stack Size: 1 / 11
Six-Link Body Armour
The Inoculated
Stack Size: 1 / 4
Seraphim's Armour
The Body
Stack Size: 1 / 4
Body Armour
The Dapper Prodigy
Stack Size: 1 / 6
Six-Link Body Armour
Item Level: 100
Destined to Crumble
Stack Size: 1 / 5
Body Armour
Item Level: 100
Immortal Resolve
Stack Size: 1 / 6
Six-Linked Body Armour
Influenced Item
The Jeweller's Boon
Stack Size: 1 / 5
Five-Linked Body Armour
Influenced Item
Sambodhi's Wisdom
Stack Size: 1 / 3
Armour
Quality: +30%
Duality
Stack Size: 1 / 2
Body Armour
Item Level: 100
Double-Influenced Item
Orb of Dominance
Stack Size: 1 / 10
Removes one Influenced Modifier from an item with at least two Influenced
Modifiers and upgrades another Influenced Modifier
Upgrading a modifier of the highest tier transforms the
modifier into an Elevated Modifier
Attempting to upgrade an Elevated Modifier rerolls its values
Can be used on Body Armours, Boots, Gloves and Helmets
Tainted Armourer's Scrap
Stack Size: 1 / 40
Randomises the quality of a corrupted armour
Lesser Eldritch Ember
Stack Size: 1 / 10
Adds a Lesser Searing Exarch implicit modifier to
a Body Armour, Boots, Gloves or Helmet
This replaces any existing implicit modifiers other than Eater of Worlds implicit modifiers
Greater Eldritch Ember
Stack Size: 1 / 10
Adds a Greater Searing Exarch implicit modifier to
a Body Armour, Boots, Gloves or Helmet
This replaces any existing implicit modifiers other than Eater of Worlds implicit modifiers
Grand Eldritch Ember
Stack Size: 1 / 10
Adds a Grand Searing Exarch implicit modifier to
a Body Armour, Boots, Gloves or Helmet
This replaces any existing implicit modifiers other than Eater of Worlds implicit modifiers
Exceptional Eldritch Ember
Stack Size: 1 / 10
Adds an Exceptional Searing Exarch implicit modifier to
a Body Armour, Boots, Gloves or Helmet
This replaces any existing implicit modifiers other than Eater of Worlds implicit modifiers
Lesser Eldritch Ichor
Stack Size: 1 / 10
Adds a Lesser Eater of Worlds implicit modifier to
a Body Armour, Boots, Gloves or Helmet
This replaces any existing implicit modifiers other than Searing Exarch implicit modifiers
Greater Eldritch Ichor
Stack Size: 1 / 10
Adds a Greater Eater of Worlds implicit modifier to
a Body Armour, Boots, Gloves or Helmet
This replaces any existing implicit modifiers other than Searing Exarch implicit modifiers
Grand Eldritch Ichor
Stack Size: 1 / 10
Adds a Grand Eater of Worlds implicit modifier to
a Body Armour, Boots, Gloves or Helmet
This replaces any existing implicit modifiers other than Searing Exarch implicit modifiers
Exceptional Eldritch Ichor
Stack Size: 1 / 10
Adds an Exceptional Eater of Worlds implicit modifier to
a Body Armour, Boots, Gloves or Helmet
This replaces any existing implicit modifiers other than Searing Exarch implicit modifiers
Armour Recombinator
Stack Size: 1 / 20
Destroys two Armours to create a new Armour with a combination of their properties. Sometimes, the resultant item is modified unpredictably
Vanguard Belt
Requires Level 78
+(260–320) to Armour and Evasion Rating
Unique /212
+(20–30) to Strength
(10–15)% Chance to Block Attack Damage
10% reduced Attack Speed
10% reduced Cast Speed
+(400–500) to Armour
(34–48) Life gained when you Block
(18–24) Mana gained when you Block
+3% to maximum Chance to Block Attack Damage
Reflects 240 to 300 Physical Damage to Attackers on Block
(Maximum Chance to Block Attack Damage cannot be raised above 90%)
+(25–35) to Strength
+(300–350) to Armour
+(30–35)% to Fire Resistance
+(30–35)% to Cold Resistance
+(30–35)% to Lightning Resistance
0.6% of Physical Damage Leeched as Life
25% reduced Enemy Stun Threshold during any Flask Effect
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(The Stun Threshold determines how much Damage can Stun something)
+(25–40) to maximum Life
+(75–100) to maximum Life
Regenerate (200–350) Life per second
Regenerate (8–10) Mana per second
(-25–-15)% to all Elemental Resistances
(-50–-40) Physical Damage taken from Attack Hits
40% increased Armour while not Ignited, Frozen or Shocked
+(12–16)% to Fire and Cold Resistances
(25–30)% increased Fire Damage
Adds (20–25) to (30–50) Cold Damage to Spells and Attacks
+(30–40) to maximum Energy Shield
30% increased Damage while Ignited
+5000 to Armour while Frozen
Adds (7–9) to (13–16) Physical Damage to Attacks
(20–24)% Chance to Block Attack Damage
(12–15)% Chance to Block Spell Damage
+(400–450) to Armour
(20–30)% increased Projectile Speed
50% increased Stun and Block Recovery
(15–20)% increased Projectile Damage
(180–220)% increased Armour and Energy Shield
+(60–80) to maximum Life
+15% to all Elemental Resistances
Gain up to maximum Endurance Charges when you take a Critical Strike
Your nearby party members maximum Endurance Charges is equal to yours
(150–200)% increased Armour
(30–40)% increased maximum Life
+(10–15)% to all Elemental Resistances
50% increased Flask Life Recovery rate
Extra gore
(180–220)% increased Armour and Evasion
+(60–90) to maximum Life
2% of Physical Attack Damage Leeched as Life
You lose all Endurance Charges when Hit
You gain an Endurance Charge on Kill
You gain Onslaught for 5 seconds per Endurance Charge when Hit
100% increased Effect of Onslaught on you
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(Onslaught grants 20% increased Attack, Cast, and Movement Speed)
+(8–12)% to all Elemental Resistances
Trigger Level 20 Death Aura when Equipped
+(40–50) to all Attributes
(10–15)% increased Attack Speed
(180–220)% increased Armour
+(60–70) to maximum Life
1% of Attack Damage Leeched as Life
You take 450 Chaos Damage per second for 3 seconds on Kill
Gore Footprints
frenzy charge blood dance art variation [0]
(Attributes are Strength, Dexterity, and Intelligence)
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
+(30–40) to Strength
+(30–40) to Intelligence
(140–160)% increased Armour and Energy Shield
+(50–75)% to Cold Resistance
Cannot be Chilled
20% chance to Freeze Enemies for 1 second when they Hit you
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(220–240)% increased Armour and Energy Shield
+(80–90) to maximum Life
(0.8–1)% of Attack Damage Leeched as Life
Gain (10–20)% of Elemental Damage as Extra Chaos Damage
25% of Elemental Damage from Hits taken as Chaos Damage
(20–30)% increased Light Radius
Light Radius is based on Energy Shield instead of Life
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(120–140)% increased Armour and Energy Shield
30% of Physical Damage Converted to Chaos Damage
Reflects 30 Chaos Damage to Melee Attackers
25% reduced Light Radius
100% chance to create Desecrated Ground when you Block
desecrate on block base chaos damage to deal per minute [15000]
desecrate on block base radius [16]
desecrate on block duration ms [8000]
(You take Chaos damage over time while standing in Desecrated Ground)
Adds 1 to (20–30) Lightning Damage to Attacks
(90–120)% increased Armour and Evasion
+(60–80) to maximum Life
-60% to Lightning Resistance
50% of Physical Damage from Hits taken as Lightning Damage
+(10–20) to Strength
(60–80)% increased Armour
25% reduced Chaos Damage taken over time
25% increased Light Radius
Chaos Damage taken does not bypass Energy Shield
(-40–-30) Chaos Damage taken
(100–150)% increased Armour and Energy Shield
50% reduced maximum Mana
Gain a Power Charge for each Enemy you hit with a Critical Strike
Inner Conviction
(3% more Spell Damage per Power Charge. Gain Power Charges instead of Frenzy Charges)
(15–18)% increased Strength
Adds 1 to 80 Chaos Damage to Attacks
+(180–220) to Armour
+(13–19)% to Chaos Resistance
25% increased Movement Speed
Summoned Skeleton Warriors are Permanent and Follow you
Summon Skeletons cannot Summon more than 1 Skeleton Warrior
(40–70)% increased Armour and Evasion
10% increased Evasion Rating per Frenzy Charge
+(20–40)% to Lightning Resistance
5% increased Movement Speed per Frenzy Charge
+1 to Maximum Frenzy Charges
40% reduced Frenzy Charge Duration
25% reduced Light Radius
(60–100)% increased Armour and Evasion
20% increased Movement Speed
20% reduced Light Radius
+50% to Chaos Resistance during any Flask Effect
Adds (30–40) to (50–60) Chaos Damage to Spells and Attacks during any Flask Effect
Adds 1 to 120 Lightning Damage to Attacks
(20–60)% increased Armour and Energy Shield
Gain (10–20) Life per Enemy Killed
15% increased Movement Speed
Drops Shocked Ground while moving, lasting 2 seconds
(Shock increases Damage taken by 15%)
(50–80)% increased Armour
+(10–15)% to all Elemental Resistances
20% increased Movement Speed
You can apply an additional Curse
50% increased Area of Effect of Hex Skills
+(60–80) to Intelligence
(40–60)% increased Global Critical Strike Chance
(200–220)% increased Armour
+(60–75) to maximum Life
You have Vaal Pact if you've dealt a Critical Strike Recently
(Recently refers to the past 4 seconds)
(Total Recovery from Life Leech is doubled, Maximum total Life Recovery per second from Leech is doubled, You have no Life Regeneration)
(40–60)% increased Armour and Evasion
(40–50)% increased Rarity of Items found
+15% to all Elemental Resistances
5% reduced Movement Speed
Melee Strike Skills deal Splash Damage to surrounding targets
+50 to Strength
(150–200)% increased Armour
100% increased Knockback Distance
Melee Hits with Strike Skills always Knockback
+5 to Level of Socketed Vaal Gems
-5 to Level of Socketed Non-Vaal Gems
(120–140)% increased Armour and Evasion
+(50–70) to maximum Life
+40% to Cold Resistance
You gain Onslaught for 20 seconds on using a Vaal Skill
(Onslaught grants 20% increased Attack, Cast, and Movement Speed)
+(20–25) to all Attributes
Adds 40 to 60 Physical Damage to Attacks
+(100–125)% to Melee Critical Strike Multiplier
(100–120)% increased Armour
(40–50)% increased Physical Damage taken
(Attributes are Strength, Dexterity, and Intelligence)
Socketed Gems are Supported by Level 30 Melee Physical Damage
Socketed Gems are Supported by Level 30 Faster Attacks
Socketed Gems are supported by Level 30 Blind
6% Chance to Block Attack Damage
Adds 20 to 30 Physical Damage to Attacks
(200–300)% increased Armour and Evasion
+(200–300) to maximum Life
20% chance to gain an Endurance Charge when you Block
Can't use Chest armour
Extra gore
+(20–30) to Strength
+(20–30) to Dexterity
+(200–300) to Armour
Cannot Leech when on Low Life
Skills which Exert an Attack have (20–40)% chance to not count that Attack
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(You are on Low Life if you have 50% of your Maximum Life or less)
+(50–65) to Dexterity
10% reduced Global Physical Damage
16% increased Attack Speed
(150–200)% increased Armour and Evasion
+(15–25)% to Chaos Resistance
20% increased Movement Speed
Mercury Footprints
+(75–100) to Armour
+(25–50) to maximum Life
(15–20)% increased Area of Effect
Unwavering Stance
(Cannot Evade enemy Attacks. Cannot be Stunned)
(120–150)% increased Armour and Energy Shield
+(20–30)% to Fire Resistance
+(20–30)% to Cold Resistance
+(20–30)% to Lightning Resistance
+(20–30)% to Chaos Resistance
+1 to maximum number of Summoned Holy Relics
+2 to Level of Socketed Gems
Adds 1 to 30 Lightning Damage to Spells and Attacks
(100–150)% increased Armour and Energy Shield
(10–20)% increased Rarity of Items found
(10–20)% reduced Mana Cost of Skills
(30–40)% increased Fire Damage
(100–120)% increased Armour
+(50–70) to maximum Life
+30% to Cold Resistance
100% chance to Avoid being Chilled or Frozen if you have used a Fire Skill Recently
+500 to Accuracy Rating
(40–60)% increased Armour and Evasion
(20–30)% increased Rarity of Items found
+30% to Lightning Resistance
0.4% of Attack Damage Leeched as Mana
10% increased Movement Speed
(Leeched Mana is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(60–80)% increased Armour and Evasion
+(10–20)% to all Elemental Resistances
Minions have +25% Chance to Block Attack Damage
Minions have +25% Chance to Block Spell Damage
Minions Recover 10% of their Life when they Block
(20–22)% increased Stun and Block Recovery
40% reduced Light Radius
Reflects 1 to (180–220) Lightning Damage to Attackers on Block
(18–22)% increased Global Defences
Elemental Resistances are Zero
(Armour, Evasion Rating and Energy Shield are the standard Defences)
(300–400)% increased Armour and Energy Shield
+10% to all Elemental Resistances
+5% to maximum Cold Resistance
+6% Chance to Block
Recover Energy Shield equal to 2% of Armour when you Block
(10–20)% increased Elemental Damage with Attack Skills
(Maximum Resistances cannot be raised above 90%)
+(20–30) to maximum Life
Adds (12–15) to (30–35) Fire Damage to Spells and Attacks
(120–150)% increased Armour
+(60–80) to maximum Life
+(35–50)% to Fire Resistance
25% of Physical Damage Converted to Fire Damage
25% chance to Curse Non-Cursed Enemies with Enfeeble on Hit
(Enfeeble is a Hex which reduces the targets' Accuracy Rating by 10% and Damage by 15%, or 9% on Rare or Unique targets. It lasts 8 seconds)
120% increased Block Recovery
+30% Chance to Block Spell Damage while on Low Life
(200–250)% increased Armour and Evasion
+(20–30)% to all Elemental Resistances
+100% Chance to Block Attack Damage if you have Blocked Spell Damage Recently
+100% chance to Block Spell Damage if you have Blocked Attack Damage Recently
(Recently refers to the past 4 seconds)
+(20–30) to maximum Life
(180–220)% increased Armour
+(160–180) to maximum Life
5% reduced Movement Speed
20% increased Stun and Block Recovery
-25 Physical Damage taken from Projectile Attacks
+5% Chance to Block
+8% to all Elemental Resistances
(240–300)% increased Armour and Energy Shield
Regenerate (100–200) Life per second
+5% to maximum Fire Resistance
+(20–25)% to Fire Resistance
+25% to Fire Resistance while on Low Life
10% increased Movement Speed when on Low Life
100% chance to Avoid being Ignited while on Low Life
(Maximum Resistances cannot be raised above 90%)
(You are on Low Life if you have 50% of your Maximum Life or less)
+4% to all Elemental Resistances
(80–120)% increased Armour and Energy Shield
Regenerate (30–50) Life per second
80% reduced Freeze Duration on you
Regenerate 100 Life per Second while on Low Life
(You are on Low Life if you have 50% of your Maximum Life or less)
+(10–20) to maximum Life
(60–80)% increased Armour
+(30–50) to maximum Life
(-80–-50) Physical Damage taken from Projectile Attacks
200% increased Armour against Projectiles
+25% chance to Block Projectile Attack Damage
60% increased Block Recovery
+(20–40) to Armour
+(20–40) to Evasion Rating
(30–40)% increased Rarity of Items found
+(50–75)% to Lightning Resistance
100% increased Duration of Curses on you
32% increased Elemental Damage
Socketed Gems are Supported by Level 30 Iron Will
+(50–70) to Strength
(15–18)% increased Cast Speed
+(20–30) to maximum Mana
1% increased Damage per 8 Strength when in Main Hand
1% increased Armour per 16 Strength when in Off Hand
+1 to Level of all Vaal Skill Gems
(380–420)% increased Armour
+(90–100) to maximum Life
+(20–24)% to all Elemental Resistances
Gain 100 Life per Enemy Killed
Gain 100 Mana per Enemy Killed
(6–9)% increased Attack Speed
(80–120)% increased Armour and Evasion
Regenerate (3–4) Life per second
Recover 20% of Life on Rampage
Kills grant an additional Vaal Soul if you have Rampaged Recently
Rampage
(Recently refers to the past 4 seconds)
(You gain Rampage bonuses for Killing multiple Enemies in quick succession)
(160–180)% increased Armour and Energy Shield
+(50–60)% to Fire Resistance
25% increased Movement Speed
(10–15)% chance to Ignite
(25–40)% increased Damage with Hits and Ailments against Ignited Enemies
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(50–80)% increased Chaos Damage
(160–200)% increased Armour and Evasion
+(70–100) to maximum Life
100% increased total Recovery per second from Life Leech
+(20–30) to Strength
(150–180)% increased Armour and Energy Shield
+(50–70) to maximum Life
(20–40)% increased Mana Regeneration Rate
Removes Elemental Ailments on Rampage
Gain Immunity to Physical Damage for 1.5 seconds on Rampage
Rampage
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(You gain Rampage bonuses for Killing multiple Enemies in quick succession)
Socketed Gems are supported by Level 20 Cast on Death
+(10–15) to all Attributes
20% increased Damage when on Low Life
(60–100)% increased Armour and Energy Shield
+(50–70) to maximum Energy Shield
20% reduced Mana Regeneration Rate
+(43–61)% to Chaos Resistance
(You are on Low Life if you have 50% of your Maximum Life or less)
(Attributes are Strength, Dexterity, and Intelligence)
+1 to Level of Socketed Gems
(5–15)% increased Strength
(5–15)% increased Dexterity
(5–15)% increased Intelligence
(100–150)% increased Armour
40% reduced Light Radius
Socketed Gems are Supported by Level 10 Knockback
+(400–600) to Armour
Knockback direction is reversed
(Knockback pushes Enemies away when Hit)
Socketed Gems are Supported by Level 15 Pierce
+160 Dexterity Requirement
(200–250)% increased Armour
+(60–100) to maximum Life
0.4% of Physical Attack Damage Leeched as Mana
Enemy Projectiles Pierce you
(Leeched Mana is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
+(8–12)% to all Elemental Resistances
(3–6)% increased Movement Speed
(5–10)% increased Global Defences
(Armour, Evasion Rating and Energy Shield are the standard Defences)
(15–20)% increased Armour
Increases and Reductions to Energy Shield in Radius are Transformed to apply to Armour at 200% of their value
Corrupted
500% increased Attribute Requirements
(6–12)% increased Strength
(400–500)% increased Armour and Energy Shield
Iron Will
(Attributes are Strength, Dexterity, and Intelligence)
(Strength's Damage bonus applies to all Spell Damage as well)
60% increased Block Recovery
Adds 4 to 8 Physical Damage to Attacks
Adds 12 to 15 Cold Damage to Attacks
(90–130)% increased Armour and Evasion
+(30–50)% to Fire Resistance
Curse Enemies with Vulnerability on Block
(Vulnerability is a Hex which increases Physical Damage taken by 15% and causes Hits to have +25% chance to inflict Bleeding on the target. It lasts 8 seconds)
(150–170)% increased Armour and Energy Shield
+(60–90) to maximum Life
+(50–70) to maximum Mana
30% increased Endurance Charge Duration
Gain 100 Life when you lose an Endurance Charge
+(20–30) to maximum Life
(130–150)% increased Armour
+(40–60) to maximum Life
15% increased Area of Effect for Skills used by Totems
0.5% of Damage dealt by your Totems is Leeched to you as Life
You and your Totems Regenerate 0.5% of Life per second for each Summoned Totem
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(90–110)% increased Armour and Evasion
(4–7)% increased Elemental Damage per Frenzy Charge
(4–7)% increased Physical Damage per Endurance Charge
(4–7)% increased Spell Damage per Power Charge
10% chance to Steal Power, Frenzy, and Endurance Charges on Hit
+(20–30) to maximum Life
(80–100)% increased Armour
+(50–60) to maximum Life
20% increased Taunt Duration
+5% Chance to Block
50% increased Warcry Cooldown Recovery Rate
Warcries have infinite Power
(Enemies you Taunt can only target you, and deal 10% less damage to anyone else. Taunt lasts for 3 seconds)
(Normal Monsters have 1 Power, Magic Monsters 2, Rare Monsters 10, Unique Monsters 20, and Players 5)
Adds (2–5) to (7–10) Physical Damage to Attacks
(5–10)% reduced Enemy Stun Threshold
(150–200)% increased Armour
+(50–70) to maximum Life
+(20–30)% to Fire Resistance
25% increased Movement Speed
Unaffected by Burning Ground
(The Stun Threshold determines how much Damage can Stun something)
(Debuffs you are Unaffected by can still be placed on you, but will not actually apply their effect)
+12% to all Elemental Resistances
0.4% of Chaos Damage Leeched as Life
-10% Chance to Block
100% increased Global Armour while you have no Energy Shield
You have Unholy Might while you have no Energy Shield
Create Profane Ground instead of Consecrated Ground
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(Unholy Might grants 100% of Physical Damage converted to Chaos Damage and 25% chance to apply Withered on Hit)
(Enemies on Profane Ground have -10% to all Resistances, and Hits against them have 100% increased Critical Strike Chance)
(10–15)% increased Armour
With at least 40 Strength in Radius, Hits with Vigilant Strike Fortify you and Nearby Allies for 8 seconds
(Fortifying grants an amount of Fortification based on the Damage of the Hit)
(Take 1% less Damage from Hits per Fortification. Maximum 20 Fortification)
Socketed Gems are Supported by Level 5 Concentrated Effect
(120–160)% increased Armour and Evasion
+(50–70) to maximum Life
4% reduced Mana Cost per Endurance Charge
Gain Rampage while at Maximum Endurance Charges
Lose all Endurance Charges when Rampage ends
(You gain Rampage bonuses for Killing multiple Enemies in quick succession)
(50–75)% increased Armour and Energy Shield
+(30–40) to maximum Energy Shield
+(60–70) to maximum Life
+(14–18)% to all Elemental Resistances
+2 maximum Energy Shield per 5 Strength
Zealot's Oath
(Life Regeneration is applied to Energy Shield instead.)
(5–7)% increased Attributes
4% increased maximum Life
3% increased Character Size
5% increased Global Defences
(Armour, Evasion Rating and Energy Shield are the standard Defences)
(Attributes are Strength, Dexterity, and Intelligence)
(80–100)% increased Armour and Evasion
+(30–40) to maximum Life
+(15–25)% to Cold Resistance
5% increased Movement Speed
20% chance to Poison on Hit with Attacks
Cannot be Poisoned
(Poison deals Chaos Damage over time, based on the base Physical and Chaos Damage of the Skill. Multiple instances of Poison stack)
(8–13)% increased Attack Speed
(120–180)% increased Armour
(3–5)% increased Movement Speed
50% increased Stun Duration on you
4% increased Melee Damage per Endurance Charge
You cannot be Shocked while at maximum Endurance Charges
Adds 2 to 4 Physical Damage to Attacks
+2000 to Armour
+(30–60) to maximum Life
(-15–-10) Physical Damage taken from Attack Hits
1000% of Melee Physical Damage taken reflected to Attacker
20% increased Global Physical Damage
+(75–100) to Armour
+(25–50) to maximum Life
Cannot Evade Enemy Attacks
Cannot be Stunned
+(20–30) to Strength
+(20–30) to Dexterity
20% increased Melee Damage
Adds 10 to 20 Physical Damage to Attacks
+(200–300) to Armour
Cannot Leech when on Low Life
If you've Warcried Recently, you and nearby allies have 20% increased Attack, Cast and Movement Speed
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(You are on Low Life if you have 50% of your Maximum Life or less)
(Recently refers to the past 4 seconds)
+4% to all Elemental Resistances
(80–120)% increased Armour and Energy Shield
+(100–150) to maximum Life
80% reduced Freeze Duration on you
Regenerate 3% of Life per second
Regenerate 3% of Life per second while on Low Life
(You are on Low Life if you have 50% of your Maximum Life or less)
40% increased Global Accuracy Rating
Adds (75–92) to (125–154) Physical Damage
(15–25)% increased Critical Strike Chance
0.3% of Physical Attack Damage Leeched as Life per Red Socket
+10% to Global Critical Strike Multiplier per Green Socket
0.3% of Physical Attack Damage Leeched as Mana per Blue Socket
8% increased Global Defences per White Socket
(60–80)% increased Global Critical Strike Chance when in Main Hand
+8% Chance to Block Attack Damage when in Off Hand
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(Leeched Mana is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(Armour, Evasion Rating and Energy Shield are the standard Defences)
+(20–40) to Strength
200% increased Armour and Energy Shield
+(10–15)% to all Elemental Resistances
25% increased Movement Speed
+1 to Maximum Endurance Charges
50% increased Elemental Ailment Duration on you
Bleeding cannot be inflicted on you
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
+(10–20) to maximum Life
+(120–160) to Armour
+(30–40) to maximum Life
Your hits can't be Evaded
+(3–5)% Chance to Block
Adds 250 to 300 Cold Damage to Counterattacks
(Attacks that Trigger when you are Hit are Counterattacks)
(350–400)% increased Armour
+(1–5)% to all maximum Elemental Resistances
Strength provides no bonus to Maximum Life
Take no Extra Damage from Critical Strikes
(Maximum Resistances cannot be raised above 90%)
50% chance to Trigger Socketed Spells when you Spend at least 100 Mana on an
Upfront Cost to Use or Trigger a Skill, with a 0.1 second Cooldown
15% reduced Cast Speed
(70–80)% increased Armour and Energy Shield
+(30–50) to maximum Mana
(Upfront Costs are all Costs that are not paid per-second)
(80–120)% increased Armour and Energy Shield
+4 Accuracy Rating per 2 Intelligence
+1 Life per 4 Dexterity
+1 Mana per 4 Strength
1% increased Energy Shield per 10 Strength
2% increased Evasion Rating per 10 Intelligence
2% increased Melee Physical Damage per 10 Dexterity
Golems have (16–20)% increased Attack and Cast Speed
30% increased Effect of Buffs granted by your Golems
Golems have +(800–1000) to Armour
Primordial
(80–120)% increased Armour
-30% to Fire Resistance
(-200–-100) Fire Damage taken from Hits
Armour is increased by Overcapped Fire Resistance
(Overcapped Resistance is the amount by whch Uncapped Resistance is higher than Maximum Resistance)
(Uncapped Resistance is the value Resistance would have if ignoring Maximum Resistance)
+(20–30) to maximum Life
40% increased Totem Damage
+(80–100) to maximum Life
+1 to maximum number of Summoned Totems
+300 Armour per Summoned Totem
Blood Magic
(Removes all mana. 10% more maximum Life. Skills Cost Life instead of Mana. Skills Reserve Life instead of Mana)
+(260–300) to Armour
+(26–32)% to Fire Resistance
+(8–16)% to Chaos Resistance
20% increased Light Radius
(8–12)% increased Maximum Life if no Equipped Items are Corrupted
Regenerate 400 Life per second if no Equipped Items are Corrupted
(Flasks and Jewels are not Equipped)
(60–100)% increased Armour
+(60–100) to maximum Life
30% increased Movement Speed
10% additional Physical Damage Reduction while stationary
Gain a Frenzy Charge on Hit while Bleeding
50% chance to be inflicted with Bleeding when Hit by an Attack
Gore Footprints
frenzy charge blood dance art variation [0]
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
+(30–40) to maximum Life
Grants Level 30 Reckoning Skill
(165–205)% increased Armour
+(65–80) to maximum Life
Recover (250–500) Life when you Block
+6% Chance to Block
(Recently refers to the past 4 seconds)
(10–15)% increased Dexterity
(80–100)% increased Evasion Rating
+(40–60) to maximum Life
50% increased Arctic Armour Buff Effect
Arctic Armour has no Reservation
+(30–40) to maximum Life
100% increased Armour
+(50–70) to maximum Life
+6% Chance to Block
+(1500–3000) Armour if you've Blocked Recently
Permanently Intimidate Enemies on Block
(Recently refers to the past 4 seconds)
(Intimidated enemies take 10% increased Attack Damage)
Sockets cannot be modified
+1 to Level of Socketed Gems
100% increased Global Defences
local unique tabula rasa no requirement or energy shield [1]
[Six Linked]
(Armour, Evasion Rating and Energy Shield are the standard Defences)
Sockets cannot be modified
+2 to Level of Socketed Gems
100% increased Global Defences
You can only Socket Corrupted Gems in this item
local unique tabula rasa no requirement or energy shield [1]
[Six Linked]
[Random Keystone]
(Armour, Evasion Rating and Energy Shield are the standard Defences)
Corrupted
(240–300)% increased Armour and Energy Shield
+(80–100) to maximum Life
+3% to maximum Cold Resistance
Cannot be Frozen
+1500 Armour while stationary
15% chance to create Chilled Ground when Hit with an Attack
(You are Chilled while standing in Chilled Ground)
(Maximum Resistances cannot be raised above 90%)
100% increased Global Physical Damage
(300–400)% increased Armour and Evasion
+(240–300) to maximum Life
Regenerate 10% of Life per second
15% increased Character Size
Spell Skills deal no Damage
Your Spells are disabled
+(260–320) to Armour and Evasion Rating
(4–8)% increased maximum Life
+(20–40)% to Cold Resistance
1% increased Attack Damage per 200 of the lowest of Armour and Evasion Rating
Melee Hits which Stun Fortify
You have Onslaught while Fortified
(Fortifying grants an amount of Fortification based on the Damage of the Hit)
(Take 1% less Damage from Hits per Fortification. Maximum 20 Fortification. Fortification lasts 6 seconds)
(Onslaught grants 20% increased Attack, Cast, and Movement Speed)
+(10–20) to maximum Life
(50–100)% increased Armour
+(60–80) to maximum Life
-1 to Maximum Endurance Charges
-10% to maximum Chance to Block Attack Damage
+6% Chance to Block
+2% to all maximum Resistances while you have no Endurance Charges
You have Onslaught while at maximum Endurance Charges
(Maximum Chance to Block Attack Damage cannot be raised above 90%)
(Maximum Resistances cannot be raised above 90%)
(Onslaught grants 20% increased Attack, Cast, and Movement Speed)
+(15–20) to all Attributes
(60–140)% increased Armour and Energy Shield
+(60–70) to maximum Life
-1 to Maximum Power Charges
Gain (8–12)% of Physical Damage as Extra Chaos Damage while at maximum Power Charges
You take 50% reduced Extra Damage from Critical Strikes while you have no Power Charges
(Attributes are Strength, Dexterity, and Intelligence)
+(25–35) to Strength
(20–30)% increased Fire Damage
+(300–350) to Armour
+(30–35)% to Cold Resistance
+(30–35)% to Lightning Resistance
0.6% of Fire Damage Leeched as Life
(20–30)% chance to Ignite during any Flask Effect
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
+(25–35) to Strength
(20–30)% increased Cold Damage
+(300–350) to Armour
+(30–35)% to Fire Resistance
+(30–35)% to Lightning Resistance
0.6% of Cold Damage Leeched as Life
(20–30)% chance to Freeze during any Flask Effect
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
+(25–35) to Strength
(20–30)% increased Lightning Damage
+(300–350) to Armour
+(30–35)% to Fire Resistance
+(30–35)% to Cold Resistance
0.6% of Lightning Damage Leeched as Life
(20–30)% chance to Shock during any Flask Effect
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
+1 to Level of all Vaal Skill Gems
(200–220)% increased Armour and Energy Shield
+(70–80) to maximum Energy Shield
+(20–24)% to all Elemental Resistances
Gain 100 Life per Enemy Killed
Gain 100 Mana per Enemy Killed
+1 to Level of all Vaal Skill Gems
(200–220)% increased Armour and Evasion
+(90–100) to maximum Life
+(20–24)% to all Elemental Resistances
Gain 100 Life per Enemy Killed
Gain 100 Mana per Enemy Killed
+1 to Level of all Vaal Skill Gems
(270–340)% increased Armour, Evasion and Energy Shield
+(20–24)% to all Elemental Resistances
Gain 100 Life per Enemy Killed
Gain 100 Mana per Enemy Killed
+1 to Level of all Vaal Skill Gems
(200–220)% increased Armour and Energy Shield
+(90–100) to maximum Life
+(20–24)% to all Elemental Resistances
Gain 100 Life per Enemy Killed
Gain 100 Mana per Enemy Killed
+(30–40) to Strength
Adds (5–8) to (12–16) Physical Damage to Attacks
10% reduced Attack Speed
(80–100)% increased Armour
Arrows Pierce 2 additional Targets
Iron Grip
(Strength's Damage bonus also applies to Projectile Attacks)
+2 to Level of Socketed Gems
Triggers Level 20 Cold Aegis when Equipped
(200–250)% increased Armour and Evasion
+(60–80) to maximum Life
Cannot be Frozen
+12% to all Elemental Resistances
+2 to Level of Socketed Gems
Triggers Level 20 Fire Aegis when Equipped
(200–250)% increased Armour and Energy Shield
+(60–80) to maximum Life
Cannot be Ignited
+(130–160) to maximum Energy Shield
+(150–200) to maximum Mana
(30–40)% increased Mana Regeneration Rate
+(20–30)% to Fire Resistance
20% reduced Reservation Efficiency of Skills
1% increased Armour per 50 Reserved Mana
+(15–25)% to Global Critical Strike Multiplier
Grants Level 30 Dash Skill
Adds (80–100) to (200–225) Physical Damage
Bow Attacks fire 2 additional Arrows if you haven't Cast Dash recently
(20–30)% increased Attack Speed if you haven't Cast Dash recently
(100–160)% increased Evasion Rating if you've Cast Dash recently
(20–30)% increased Movement Speed if you've Cast Dash recently
Travel Skills other than Dash are Disabled
Iron Reflexes
(Recently refers to the past 4 seconds)
(Converts all Evasion Rating to Armour. Dexterity provides no bonus to Evasion Rating)
+1% Chance to Block Attack Damage per 50 Strength
Chance to Block Spell Damage is Unlucky
+(60–120) to Strength
(80–100)% increased Armour
10% reduced Movement Speed
Strength's Damage Bonus instead grants 3% increased Melee
Physical Damage per 10 Strength
(Unlucky things are rolled twice and the worst result used)
(30–40)% increased Armour while Bleeding
Bleeding you inflict is Reflected to you
+1% to Chaos Resistance per Poison on you
Poison you inflict is Reflected to you if you have fewer than 100 Poisons on you
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
(Poison deals Chaos Damage over time, based on the base Physical and Chaos Damage of the Skill. Multiple instances of Poison stack)
Corrupted
+(20–30) to maximum Life
+2 to Level of Socketed Gems
Triggers Level 20 Elemental Aegis when Equipped
(180–220)% increased Armour
+(60–80) to maximum Life
+(80–100) to Evasion Rating and Energy Shield
40% increased Global Critical Strike Chance
Adds (85–110) to (135–150) Physical Damage
Adds (130–160) to (220–240) Fire Damage
50% chance to cause Bleeding on Hit
(70–100)% increased Fire Damage with Hits and Ailments against Bleeding Enemies
(70–100)% increased Physical Damage with Hits and Ailments against Ignited Enemies
Every 8 seconds, gain Avatar of Fire for 4 seconds
(160–200)% increased Critical Strike Chance while you have Avatar of Fire
50% of Physical Damage Converted to Fire while you have Avatar of Fire
+2000 Armour while you do not have Avatar of Fire
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(50% of Physical, Cold and Lightning Damage Converted to Fire Damage.
Deal no Non-Fire Damage)
+475 to Accuracy Rating
(185–215)% increased Physical Damage
(15–20)% increased Attack Speed
80% increased Armour while stationary
Skills fire 2 additional Projectiles if you've been Hit Recently
Point Blank
Iron Reflexes while stationary
(Recently refers to the past 4 seconds)
(Projectile Attack Hits deal up to 30% more Damage to targets at the start of their movement, dealing less Damage to targets as the projectile travels farther)
(Converts all Evasion Rating to Armour. Dexterity provides no bonus to Evasion Rating)
10% reduced Enemy Stun Threshold
Adds (45–60) to (100–120) Physical Damage
Gain (30–40)% of Physical Attack Damage as Extra Fire Damage
+4% to Chaos Resistance per Endurance Charge
1% reduced Elemental Damage taken from Hits per Endurance Charge
Adds 5 to 8 Physical Damage per Endurance Charge
+500 to Armour per Endurance Charge
200 Fire Damage taken per second per Endurance Charge if you've been Hit Recently
charge elder art variation [1]
(Recently refers to the past 4 seconds)
+(10–16) to all Attributes
Adds (12–16) to (20–25) Physical Damage
+(450–500) to Armour
+(40–50) to maximum Life
(30–40)% increased Stun and Block Recovery
Vulnerability has no Reservation if Cast as an Aura
Gain Maddening Presence for 10 seconds when you Kill a Rare or Unique Enemy
(Nearby Enemies will be afflicted with Malignant Madness, reducing their Damage and Action Speed by 10%)
(4–6)% Chance to Block Spell Damage
(140–180)% increased Armour and Energy Shield
(4–7)% increased maximum Life
Cannot lose Crab Barriers if you have lost Crab Barriers Recently
+3% Chance to Block Attack Damage while you have at least 5 Crab Barriers
+5% Chance to Block Attack Damage while you have at least 10 Crab Barriers
(Recently refers to the past 4 seconds)
(150–200)% increased Armour
Regenerate (50–70) Life per second
+(30–40)% to Fire Resistance
3% increased Damage per Crab Barrier
10% chance that if you would gain a Crab Barrier, you instead gain up to
your maximum number of Crab Barriers
(150–180)% increased Armour
+(50–70) to maximum Life
+(25–30)% to Cold Resistance
25% increased Movement Speed
Cannot be Stunned if you have at least 10 Crab Barriers
You only lose (5–7) Crab Barriers when you take Physical Damage from a Hit
Grants Level 20 Aspect of the Crab Skill
(200–250)% increased Armour
+(100–120) to maximum Life
+(25–30)% to Fire and Cold Resistances
Bleeding cannot be inflicted on you
+5 to Maximum number of Crab Barriers
(100–150)% increased Armour and Evasion
+(80–100) to maximum Life
Aspect of the Cat has no Reservation
+2 seconds to Cat's Stealth Duration
Gain up to your maximum number of Frenzy and Power Charges when you gain Cat's Stealth
You have Phasing while you have Cat's Stealth
(140–180)% increased Armour and Energy Shield
+(30–60) to maximum Life
+(20–25)% to Cold and Lightning Resistances
(-2–2) seconds to Avian's Might Duration
Adds (20–25) to (37–40) Cold Damage while you have Avian's Might
Adds (1–3) to (55–62) Lightning Damage while you have Avian's Might
(200–250)% increased Armour
+(10–15)% to all Elemental Resistances
25% increased Movement Speed
(10–20)% increased Elemental Damage
You can apply an additional Curse
60% increased Area of Effect of Hex Skills
+(400–500) to Accuracy Rating
(100–140)% increased Armour and Evasion
+(50–70) to maximum Life
Attacks always inflict Bleeding while you have Cat's Stealth
(40–50)% increased Damage with Hits and Ailments against Bleeding Enemies
You have Crimson Dance while you have Cat's Stealth
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(You can inflict Bleeding on an Enemy up to 8 times, Your Bleeding does not deal extra Damage while the Enemy is moving, 50% less Damage with Bleeding)
Grants Level 20 Aspect of the Avian Skill
(100–150)% increased Armour and Evasion
(20–30)% increased Movement Speed
(-2–2) seconds to Avian's Flight Duration
Regenerate 100 Life per Second while you have Avian's Flight
Regenerate 12 Mana per Second while you have Avian's Flight
Trigger Level 20 Animate Guardian's Weapon when Animated Guardian Kills an Enemy
10% chance to Trigger Level 18 Animate Guardian's Weapon when Animated Weapon Kills an Enemy
(150–190)% increased Armour and Energy Shield
+(60–90) to maximum Life
Animated Guardian deals 5% increased Damage per Animated Weapon
Animated Minions' Melee Attacks deal Splash Damage to surrounding targets
Animated Minions' Melee Attacks deal 50% less Splash Damage to surrounding targets
You cannot have non-Animated Minions
animate guardian and weapon track on kill [2]
+(30–40) to Strength
+(30–40) to Intelligence
(140–160)% increased Armour and Energy Shield
+(50–75)% to Cold Resistance
Cannot be Chilled
20% of Physical Damage from Hits taken as Cold Damage
30% of Fire Damage from Hits taken as Cold Damage
(15–20)% increased Effect of Cold Ailments
(Cold Ailments are Chilled, Frozen and Brittle)
Trigger Level 1 Stalking Pustule on Kill
(120–150)% increased Armour and Evasion
+(50–60) to maximum Life
20% increased Movement Speed
50% increased Stun and Block Recovery
20% reduced Light Radius
+50% to Chaos Resistance during any Flask Effect
Adds (30–40) to (50–60) Chaos Damage to Spells and Attacks during any Flask Effect
+(25–40) to maximum Life
+(60–80) to maximum Life
You have Culling Strike against Cursed Enemies
Gain (20–28) Life per Cursed Enemy Hit with Attacks
Gain (10–14) Mana per Cursed Enemy Hit with Attacks
Take (100–200) Physical Damage when you use a Movement Skill
You have no Armour or Maximum Energy Shield
(Culling Strike means enemies that are on 10% or lower life after your Hit are Killed)
(140–220)% increased Armour and Energy Shield
+(30–60) to maximum Energy Shield
+(80–100) to maximum Life
Cannot gain Energy Shield
Regenerate 50 Life per second if you have at least 500 Maximum Energy Shield
Regenerate 100 Life per second if you have at least 1000 Maximum Energy Shield
Regenerate 150 Life per second if you have at least 1500 Maximum Energy Shield
Your Energy Shield starts at zero
+1 to Level of all Vaal Skill Gems
Has an additional Implicit Mod
+(20–30) to all Attributes
(250–350)% increased Armour, Evasion and Energy Shield
Recover (3–5)% of Life on Kill
Recover (3–5)% of Energy Shield on Kill
6% increased Maximum Life for each Corrupted Item Equipped
8% increased Maximum Energy Shield for each Corrupted Item Equipped
(-6–-4)% to all Resistances for each Corrupted Item Equipped
local six linked sockets [1]
(Attributes are Strength, Dexterity, and Intelligence)
Corrupted
24% increased Elemental Damage
(70–100)% increased Spell Damage
(15–20)% increased Cast Speed
0.5% of Spell Damage Leeched as Life if Equipped Shield has at least 30% Chance to Block
+1 to Maximum Energy Shield per 5 Armour on Equipped Shield
+5 to Armour per 5 Evasion Rating on Equipped Shield
+20 to Evasion Rating per 5 Maximum Energy Shield on Equipped Shield
Grants Level 25 Purity of Fire Skill
Adds (25–30) to (40–45) Fire Damage to Spells and Attacks
(100–120)% increased Armour
+(60–70) to maximum Life
30% increased Movement Speed
+1 to Level of Socketed Gems
(120–150)% increased Armour and Energy Shield
+(20–30)% to Fire Resistance
+(20–30)% to Cold Resistance
+(20–30)% to Lightning Resistance
+(20–30)% to Chaos Resistance
+1 to maximum number of Summoned Holy Relics
Summoned Holy Relics have (20–25)% reduced Cooldown Recovery Rate
+1% Chance to Block Attack Damage per 50 Strength
Chance to Block Spell Damage is Unlucky
+(60–120) to Strength
(80–100)% increased Armour
10% reduced Movement Speed
Strength's Damage Bonus instead grants 3% increased Melee
Physical Damage per 10 Strength
(Unlucky things are rolled twice and the worst result used)
Trigger Level 20 Arcane Wake after Spending a total of 200 Mana
+(200–300) to Accuracy Rating
(120–150)% increased Armour and Evasion
+(60–80) to maximum Life
6% increased Attack Damage for each Map Item Modifier affecting the Area
3% increased Attack Speed for each Map Item Modifier affecting the Area
[One to three random synthesis implicit modifiers]
+(25–30) to all Attributes
(150–200)% increased Armour and Energy Shield
Nearby Allies have 1% Chance to Block Attack Damage per 100 Strength you have
Nearby Allies have +(6–8)% to Critical Strike Multiplier per 100 Dexterity you have
Nearby Allies have (2–4)% increased Cast Speed per 100 Intelligence you have
2% increased Mana Reservation Efficiency of Skills per 250 total Attributes
(Attributes are Strength, Dexterity, and Intelligence)
+(3–5) to Level of Socketed Aura Gems
Socketed Gems are Supported by Level 25 Divine Blessing
(250–300)% increased Armour and Energy Shield
+(12–18)% to all Elemental Resistances
(20–30)% increased Movement Speed
[One to three random synthesis implicit modifiers]
+(15–25) to all Attributes
(150–200)% increased Armour and Energy Shield
50% reduced Maximum Recovery per Life Leech
(6–10)% increased Attack and Cast Speed
(15–25)% increased Damage while Leeching
Life Leech effects are not removed when Unreserved Life is Filled
(Attributes are Strength, Dexterity, and Intelligence)
[One to three random synthesis implicit modifiers]
+(10–20) to all Attributes
Adds (8–10) to (13–15) Physical Damage
+(350–400) to Armour
When used in the Synthesiser, the new item will have an additional Herald Modifier
[Random Herald of Purity modifier]
(Attributes are Strength, Dexterity, and Intelligence)
(80–120)% increased Armour and Energy Shield
Minions convert 25% of Physical Damage to Fire Damage per Red Socket
Minions convert 25% of Physical Damage to Cold Damage per Green Socket
Minions convert 25% of Physical Damage to Lightning Damage per Blue Socket
Minions convert 25% of Physical Damage to Chaos Damage per White Socket
Minions have (5–10)% chance to Freeze, Shock and Ignite
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(80–120)% increased Armour
(20–30)% increased Totem Life
25% increased Movement Speed
(30–50)% increased Totem Placement speed
Totems Reflect 100% of their maximum Life as Fire Damage to nearby Enemies when Hit
Socketed Gems are Supported by Level 1 Meat Shield
(100–140)% increased Armour and Energy Shield
+(50–80) to maximum Life
(5–8)% increased Damage per Raised Zombie
1% less Elemental Damage taken per Raised Zombie
Can have a second Enchantment Modifier
+(20–30) to all Attributes
(60–80)% increased Armour
Fire Resistance is 75%
(50–55)% reduced Cold Resistance
(50–55)% reduced Lightning Resistance
(Attributes are Strength, Dexterity, and Intelligence)
(100–150)% increased Armour and Evasion
+(30–50) to maximum Mana
+(10–16)% to all Elemental Resistances
(5–10)% increased Attack and Cast Speed
Create a Blighted Spore when your Skills or Minions Kill a Rare Monster
(Blighted Spores last for 10 seconds and have a random Aura)
Trigger Level 10 Contaminate when you Kill an Enemy
(200–250)% increased Armour and Energy Shield
(7–10)% increased maximum Life
+(17–23)% to Chaos Resistance
Enemies on Fungal Ground you Kill Explode, dealing 5% of their Life as Chaos Damage
You have Fungal Ground around you while stationary
(Allies on your Fungal Ground gain 10% of Non-Chaos Damage as extra Chaos Damage. Enemies on your Fungal Ground deal 10% less Damage.)
Can be modified while Corrupted
Can have up to 5 Implicit Modifiers while Item has this Modifier
(150–200)% increased Armour and Energy Shield
(7–12)% increased maximum Life
+(20–30)% to Fire and Lightning Resistances
(Loses all but 1 Implicit Modifier if this Modifier is lost)
333% increased Armour and Energy Shield
(9–21)% increased maximum Life, Mana and Global Energy Shield
Transfiguration of Soul
Transfiguration of Body
Transfiguration of Mind
(Increases and Reductions to Maximum Energy Shield
also apply to Spell Damage at 30% of their value)

(Increases and Reductions to Maximum Life also apply to Attack Damage at 30% of their value)
(Increases and Reductions to Maximum Mana also apply to Damage at 30% of their value)
+(8–12)% to Fire and Cold Resistances
Grants Level 1 Embrace Madness Skill
(150–300)% increased Armour and Evasion
30% increased Movement Speed
20% chance to deal Double Damage while affected by Glorious Madness
+15 to maximum Fortification while affected by Glorious Madness
(150–200)% increased Armour and Energy Shield
+(60–90) to maximum Life
Deal no Non-Lightning Damage
Armour also applies to Lightning Damage taken from Hits
Lightning Resistance does not affect Lightning Damage taken
Nearby Enemies have Lightning Resistance equal to yours
(16–22)% Chance to Block Spell Damage
1000% increased Armour and Energy Shield
Damage taken from Blocked Hits cannot bypass Energy Shield
Damage taken from Unblocked hits always bypasses Energy Shield
Glancing Blows
(Chance to Block Attack Damage is doubled
Chance to Block Spell Damage is doubled
You take 65% of Damage from Blocked Hits)
(50–80)% increased Armour
Attacks have 15% chance to cause Bleeding
50% reduced Light Radius
+4% to Damage over Time Multiplier for Bleeding per Frenzy Charge
Bleeding you inflict deals Damage 4% faster per Frenzy Charge
(20–30)% chance to gain a Frenzy Charge on Critical Strike at Close Range
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
(They will deal the same total damage over a shorter duration)
(Close Range is up to 2 metres)
+(20–25) to all Attributes
Adds 40 to 75 Fire Damage to Attacks
Adds 30 to 65 Cold Damage to Attacks
Adds 10 to 130 Lightning Damage to Attacks
+(100–125)% to Melee Critical Strike Multiplier
(100–120)% increased Armour
(40–50)% increased Elemental Damage taken
(Attributes are Strength, Dexterity, and Intelligence)
+(60–80) to Intelligence
(40–60)% increased Global Critical Strike Chance
(200–220)% increased Armour
+(60–75) to maximum Life
You have Perfect Agony if you've dealt a Critical Strike recently
(Recently refers to the past 4 seconds)
(Modifiers to Critical Strike Multiplier also apply to Damage Multiplier for Ailments from Critical Strikes at 50% of their value. 30% less Damage with Hits)
(180–220)% increased Armour and Energy Shield
+(60–80) to maximum Life
+15% to all Elemental Resistances
Share Endurance Charges with nearby party members
Gain an Endurance Charge when you are Hit
Lose 2% of Life per second if you have been Hit Recently
(100–150)% increased Armour and Evasion
+(80–100) to maximum Life
+2 seconds to Cat's Agility Duration
Aspect of the Cat has no Reservation
Gain up to your maximum number of Frenzy and Endurance Charges when you gain Cat's Agility
You have Onslaught while you have Cat's Agility
(15–18)% increased Strength
+(180–220) to Armour
+(13–19)% to Chaos Resistance
25% increased Movement Speed
Cannot deal non-Chaos Damage
Adds 1 to 80 Chaos Damage to Attacks per 80 Strength
+475 to Accuracy Rating
Adds (40–65) to (70–100) Physical Damage
(5–10)% increased Attack Speed
+(180–200) to Armour
3% reduced Movement Speed
+(280–300) to Accuracy Rating
1% increased Attack Damage per 450 Armour
(60–100)% increased Armour
+(60–100) to maximum Life
30% increased Movement Speed
Gain a Power Charge on Hit while Poisoned
+30% to Chaos Resistance while stationary
Necrotic Footprints
50% chance for Spell Hits against you to inflict Poison
(20–22)% increased Stun and Block Recovery
40% reduced Light Radius
Reflects 1 to (180–220) Lightning Damage to Attackers on Block
Defences are Zero
(18–22)% increased Elemental Resistances
(Armour, Evasion Rating and Energy Shield are the standard Defences)
Grants 44 Life per Enemy Hit
Socketed Gems are Supported by Level 12 Cast when Damage Taken
15% Chance to Block Attack Damage
(100–120)% increased Physical Damage
+(30–50) to maximum Life
50% increased Defences from Equipped Shield
Adds 45 to 75 Fire Damage if you've Blocked Recently
(Armour, Evasion Rating and Energy Shield are the standard Defences)
(Recently refers to the past 4 seconds)
+(8–12)% to all Elemental Resistances
+(500–700) Strength Requirement
(80–120)% increased Armour
(50–75)% increased Effect of Shrine Buffs on you
You have Lesser Brutal Shrine Buff
You have Lesser Massive Shrine Buff
Trigger Level 20 Shield Shatter when you Block
(120–150)% increased Armour and Evasion
+(80–100) to maximum Life
+(8–12)% Chance to Block
Has 1 Socket
+(5–8) to Level of Socketed Gems
+(30–50)% to Quality of Socketed Gems
Socketed Skills deal Double Damage
(100–150)% increased Armour and Evasion
180% increased Block Recovery
+2 to Level of Socketed Support Gems
Triggers Level 20 Physical Aegis when Equipped
(300–400)% increased Armour and Evasion
100% chance to Avoid Bleeding
(8–15)% increased Attack and Cast Speed while Physical Aegis is depleted
(50–70)% increased Critical Strike Chance while Physical Aegis is depleted
Nearby Enemies are Blinded while Physical Aegis is not depleted
(Being Blinded causes 20% less Accuracy Rating and Evasion Rating)
(150–200)% increased Armour and Evasion
(30–50)% increased Projectile Speed
(30–50)% increased Projectile Damage
Projectiles cannot collide with Enemies in Close Range
Far Shot
(Close Range is up to 2 metres)
(Projectile Attack Hits deal 20% less Damage to targets at the start of their movement, dealing up to 60% more Damage to targets as the projectile travels farther)
(200–300)% increased Armour and Evasion
30% increased Movement Speed
Nearby Enemies are Scorched
(30–50)% increased Effect of Scorch
(30–40)% chance when you Kill a Scorched Enemy to Burn Each surrounding
Enemy for 4 seconds, dealing 8% of the Killed Enemy's Life as Fire Damage per second
(Scorched Enemies have -10% to Elemental Resistances)
(70–130)% increased Armour and Energy Shield
+(50–70) to maximum Life
Gain Sacrificial Zeal when you use a Skill, dealing you 150% of the Skill's Mana Cost as Physical Damage per Second
Hits Overwhelm (10–15)% of Physical Damage Reduction while you have Sacrificial Zeal
(Sacrificial Zeal grants Added Spell Physical Damage equal to 25% of the Skill's Mana Cost, and causes you to take Physical Damage over Time, for 4 seconds)
(Physical Damage Reduction is lower against Overwhelming Hits, but cannot go negative)
+(25–35) to Strength
+(800–1200) to Armour
Regenerate (50–70) Life per second
20% increased Stun Threshold
10% reduced Armour per 50 Strength
Imbalanced Guard
(The Stun Threshold determines how much Damage can Stun something)
(100% chance to Defend with Double Armour. Maximum Damage Reduction for any Damage Type is 50%)
(Armour is treated as this percentage of its actual value, only for calculating damage mitigation)
Minions deal (15–20)% increased Damage
(150–200)% increased Armour and Energy Shield
Minions have (20–40)% reduced maximum Life
Minions have (15–25)% increased Movement Speed
Minions have 50% increased Critical Strike Chance per Maximum Power Charge you have
Minions can hear the whispers for 5 seconds after they deal a Critical Strike
(Minions which hear the whispers take 20% of their maximum life as chaos damage per second, have 50% increased attack speed and damage, and do not listen to you)
+(1–2) to Level of Socketed Gems
(120–160)% increased Armour and Energy Shield
+(15–25)% to all Elemental Resistances
Damage of Enemies Hitting you is Unlucky while you have a Magic Ring Equipped
You are Hexproof if you have a Magic Ring in right slot
Take no Extra Damage from Critical Strikes if you have a Magic Ring in left slot
(Unlucky things are rolled twice and the worst result used)
(15–25)% increased Stun and Block Recovery
+(600–700) to Armour
(12–15)% increased maximum Life
+(40–60)% to Fire Resistance
+1 to Maximum Endurance Charges
Modifiers to Minimum Endurance Charges instead apply to Minimum Brutal Charges
Maximum Brutal Charges is equal to Maximum Endurance Charges
Gain Brutal Charges instead of Endurance Charges
(Players have 3% chance to deal Triple Damage and 10% increased Stun Threshold per Brutal Charge)
Socketed Gems are Supported by Level 30 Rage
(120–150)% increased Armour
(10–25)% reduced Rage Cost of Skills
Vaal Attack Skills you Use yourself Cost Rage instead of requiring Souls
You cannot gain Rage during Soul Gain Prevention
(8–10)% increased Attack Speed
Grants Call of Steel
(30–60)% increased Evasion Rating and Armour
Deal no Non-Physical Damage
Attacks that Fire Projectiles Consume up to 1 additional Steel Shard
Skills Fire 3 additional Projectiles for 4 seconds after
you consume a total of 12 Steel Shards
+(10–16) to all Attributes
+(20–30) to Strength
(15–20)% increased Armour
+(100–120) to maximum Life
10% reduced Stun and Block Recovery
Nearby Enemies have 10% reduced Stun and Block Recovery
[Random Strength aura Reserves no Mana]
+(10–16) to all Attributes
Grants Level 15 Envy Skill
+(15–20) to all Attributes
+(100–120) to maximum Life
(15–20)% increased Global Defences
Envy has no Reservation
(Attributes are Strength, Dexterity, and Intelligence)
(Armour, Evasion Rating and Energy Shield are the standard Defences)
Has 1 Socket
Socketed Support Gems can also Support Skills from Equipped Body Armour
(-30–30)% to Fire Resistance
(-30–30)% to Cold Resistance
(-30–30)% to Lightning Resistance
(-23–23)% to Chaos Resistance
(100–150)% increased Armour and Evasion
+(19–29)% to Chaos Resistance
Gain (15–25) Life per Enemy Killed
Nearby Enemies Killed by anyone count as being Killed by you instead
120% increased Block Recovery
Has 3 Sockets
All Sockets are White
+(5–8)% to Quality of Socketed Support Gems
Socketed Support Gems can also Support Skills from your Main Hand
(100–150)% increased Armour and Evasion
+(3–5)% Chance to Block
120% increased Block Recovery
-10% to amount of Suppressed Spell Damage Prevented
+(26–32)% chance to Suppress Spell Damage
(200–250)% increased Armour and Evasion
+(9–13)% Chance to Block
You take 20% of Damage from Blocked Hits
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
(16–20)% increased Melee Damage
Adds (2–3) to (22–26) Physical Damage to Attacks
(100–150)% increased Armour
(20–30)% chance to inflict Corrosion on Hit with Attacks
(20–30)% chance to gain an Endurance Charge on Hitting an Enemy with no Armour
(20–30)% chance to gain a Frenzy Charge on Hitting an Enemy with no Evasion Rating
(-5000 to total Armour and -1000 to total Evasion Rating per Corrosion. Corrosion lasts 4 seconds and refreshes the duration of existing Corrosion)
+(10–20) to maximum Life
(150–250)% increased Armour
+(20–25)% Chance to Block
-1% Chance to Block Attack Damage for every 200 Fire Damage taken from Hits Recently
(10–20)% of Cold Damage taken as Fire Damage
(10–20)% of Lightning Damage taken as Fire Damage
(10–20)% of Physical Damage taken as Fire Damage
Scorch Enemies in Close Range when you Block
(Recently refers to the past 4 seconds)
(Scorched Enemies have -10% to Elemental Resistances)
(Close Range is up to 2 metres)
Socketed Warcry Skills have +1 Cooldown Use
(80–120)% increased Armour
+(50–70) to maximum Life
When you Attack, take (15–20)% of Life as Physical Damage for
each Warcry Exerting the Attack
Skills deal (10–15)% more Damage for each Warcry Exerting them
[The Searing Exarch Implicit]
[The Eater of Worlds Implicit]
+(20–50) to Strength
+(20–50) to Dexterity
+(20–50) to Intelligence
(10–15)% increased Global Defences
Critical Strikes inflict Malignant Madness if The Eater of Worlds is dominant
Kill Enemies that have 15% or lower Life on Hit if The Searing Exarch is dominant
(Armour, Evasion Rating and Energy Shield are the standard Defences)
(Malignant Madness reduces Damage and Action Speed by 10%, for 8 seconds)
+(10–16) to all Attributes
Adds (12–16) to (20–25) Physical Damage
+(450–500) to Armour
+(40–50) to maximum Life
(30–40)% increased Stun and Block Recovery
Punishment has no Reservation if Cast as an Aura
Vulnerability has no Reservation if Cast as an Aura
Gain Maddening Presence for 10 seconds when you Kill a Rare or Unique Enemy
(Nearby Enemies will be afflicted with Malignant Madness, reducing their Damage and Action Speed by 10%)
(60–120)% increased Armour and Energy Shield
30% of Physical Damage Converted to Chaos Damage
Reflects 5 Chaos Damage to Melee Attackers
25% reduced Light Radius
100% chance to create Desecrated Ground when you Block
desecrate on block base chaos damage to deal per minute [600]
desecrate on block base radius [16]
desecrate on block duration ms [8000]
(You take Chaos damage over time while standing in Desecrated Ground)
+(20–25) to all Attributes
Adds 5 to 15 Physical Damage to Attacks
+(25–30)% to Melee Critical Strike Multiplier
(100–120)% increased Armour
(40–50)% increased Physical Damage taken
(Attributes are Strength, Dexterity, and Intelligence)
(40–60)% increased Armour and Evasion
(70–100)% increased Rarity of Items found
+5% to all Elemental Resistances
5% reduced Movement Speed
40% increased Global Accuracy Rating
(45–75)% increased Physical Damage
(15–20)% increased Attack Speed
30% increased Armour while stationary
Skills fire 2 additional Projectiles if you've been Hit Recently
Point Blank
Iron Reflexes while stationary
(Recently refers to the past 4 seconds)
(Projectile Attack Hits deal up to 30% more Damage to targets at the start of their movement, dealing less Damage to targets as the projectile travels farther)
(Converts all Evasion Rating to Armour. Dexterity provides no bonus to Evasion Rating)
Can be modified while Corrupted
Can have up to 5 Implicit Modifiers while Item has this Modifier
(150–200)% increased Armour and Energy Shield
(7–12)% increased maximum Life
+(20–30)% to Fire and Lightning Resistances
(Loses all but 1 Implicit Modifier if this Modifier is lost)
+(15–25) to Strength
Adds (1–2) to (3–4) Physical Damage to Attacks
(80–100)% increased Armour
Iron Grip
(Strength's Damage bonus also applies to Projectile Attacks)
(30–80)% increased Armour and Evasion
(30–50)% increased Projectile Speed
(10–30)% increased Projectile Damage
Projectiles cannot collide with Enemies in Close Range
Far Shot
(Close Range is up to 2 metres)
(Projectile Attack Hits deal 20% less Damage to targets at the start of their movement, dealing up to 60% more Damage to targets as the projectile travels farther)
+4% to all Elemental Resistances
0.4% of Chaos Damage Leeched as Life
-10% Chance to Block
50% increased Global Armour while you have no Energy Shield
You have Unholy Might while you have no Energy Shield
Create Profane Ground instead of Consecrated Ground
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(Unholy Might grants 100% of Physical Damage converted to Chaos Damage and 25% chance to apply Withered on Hit)
(Enemies on Profane Ground have -10% to all Resistances, and Hits against them have 100% increased Critical Strike Chance)
+(10–20) to maximum Life
+2 to Level of Socketed Gems
Triggers Level 1 Elemental Aegis when Equipped
(180–220)% increased Armour
+(20–40) to maximum Life
+(40–50) to Evasion Rating and Energy Shield
+(75–100) Strength Requirement
(80–120)% increased Armour
(25–50)% increased Effect of Shrine Buffs on you
You have Lesser Brutal Shrine Buff
You have Lesser Massive Shrine Buff
(50–80)% increased Armour and Evasion
+(25–40) to maximum Life
2% of Physical Attack Damage Leeched as Life
You lose all Endurance Charges when Hit
You gain an Endurance Charge on Kill
You gain Onslaught for 5 seconds per Endurance Charge when Hit
(20–50)% increased Effect of Onslaught on you
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(Onslaught grants 20% increased Attack, Cast, and Movement Speed)
Grants Level 20 Approaching Flames Skill
(60–100)% increased Armour and Evasion
30% increased Movement Speed
Cannot be Chilled
Cannot be Frozen
Take 6000 Fire Damage per Second while Flame-Touched
Gain Adrenaline when you become Flame-Touched
Lose Adrenaline when you cease to be Flame-Touched
(Adrenaline grants 100% increased Damage, 25% increased Attack, Cast and Movement Speed and 10% additional Physical Damage Reduction. You cannot gain Adrenaline if you already have it. Lasts until removed.)
+(20–30) to Strength
+(20–30) to Dexterity
(80–120)% increased Armour and Evasion
(15–25)% increased Rarity of Items found
Has a Crucible Passive Skill Tree
Crucible Passive Skill Tree is removed if this Modifier is removed
(8–12)% increased Attack Speed
(100–150)% increased Armour and Evasion
(2–3)% of Physical Attack Damage Leeched as Life
10% chance to gain Adrenaline for 2 Seconds when Leech is
removed by Filling Unreserved Life
10% chance to gain Onslaught for 4 Seconds when Leech is
removed by Filling Unreserved Life
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(Adrenaline grants 100% increased Damage, 25% increased Attack, Cast and Movement Speed and 10% additional Physical Damage Reduction. You cannot gain Adrenaline if you already have it)
(Onslaught grants 20% increased Attack, Cast, and Movement Speed)
Physical Damage taken bypasses Energy Shield
(150–250)% increased Armour and Energy Shield
+(17–29)% to Chaos Resistance
Regenerate 3% of Life per second
Armour also applies to Chaos Damage taken from Hits
(100–150)% increased Armour
5% reduced Movement Speed
(100–200)% increased Stun and Block Recovery
Unaffected by Damaging Ailments
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(Debuffs you are Unaffected by can still be placed on you, but will not actually apply their effect)
+(25–35) to Strength
+(30–40) to Strength
+(300–500) to Armour
Take no Burning Damage if you've stopped taking Burning Damage Recently
Nearby Enemies Convert 25% of their Physical Damage to Fire
(Recently refers to the past 4 seconds)
(60–100)% increased Armour
Recover (1–3)% of Life on Kill
(30–40)% increased Stun and Block Recovery
+(700–1000) to maximum Life if there are no Life Modifiers on other Equipped Items
(Flasks and Jewels are not Equipped)
(60–100)% increased Armour and Evasion
Reflects 100 Cold Damage to Melee Attackers
Reflects 100 Fire Damage to Melee Attackers
Reflects 100 Lightning Damage to Melee Attackers
When an Enemy Hit deals Elemental Damage to you, their Resistance to those Elements becomes zero for 4 seconds
+12 to Level of Socketed Skill Gems
(80–120)% increased Armour
+(60–100) to maximum Mana
-2 to level of Socketed Skill Gems per Socketed Gem
(6–15)% increased Rarity of Items found
+(10–15) to all Attributes
Adds (7–10) to (15–18) Chaos Damage to Attacks
Adds (9–12) to (19–22) Fire Damage to Spells
+(15–20)% to Global Critical Strike Multiplier
+(80–100) to Armour
+(80–100) to Evasion Rating
+(30–35) to maximum Energy Shield
+(25–30) to maximum Life
+(20–25) to maximum Mana
+(8–10)% to all Elemental Resistances
(6–8)% increased Attack and Cast Speed
Maximum Quality is 200%
(Attributes are Strength, Dexterity, and Intelligence)
Corrupted
+(30–40) to Dexterity
(100–150)% increased Armour and Evasion
+(20–40)% to Lightning Resistance
When Hit, gain a random Movement Speed modifier from 40% reduced to 100% increased, until Hit again
180% increased Block Recovery
(100–150)% increased Armour and Evasion
+15% Chance to Block
You take 100% of Elemental Damage from Blocked Hits
40% of Elemental Damage from Hits taken as Physical Damage
+(10–16) to all Attributes
+(600–1000) to Accuracy Rating
+(600–1000) to Armour
+1% to all maximum Elemental Resistances
You cannot be Maimed
(Maximum Resistances cannot be raised above 90%)
(100–150)% increased Armour
1% increased Attack Speed per Fortification
+(1–10) to maximum Fortification
Melee Hits from Strike Skills Fortify
(Fortifying grants an amount of Fortification based on the Damage of the Hit)
+(30–50) to Strength
(80–120)% increased Armour and Energy Shield
Gain (10–15) Rage after Spending a total of 200 Mana
Rage grants Cast Speed instead of Attack Speed
Rage grants Spell Damage instead of Attack Damage
(Inherent effects from having Rage are:
1% increased Attack Damage per 1 Rage
1% increased Attack Speed per 2 Rage
1% increased Movement Speed per 5 Rage)
(50–70)% increased Armour and Energy Shield
+(10–15)% to all Elemental Resistances
(20–40)% increased Effect of Non-Curse Auras from your Skills while you have a Linked Target
Linked Targets always count as in range of Non-Curse Auras from your Skills
Non-Curse Auras from your Skills only apply to you and Linked Targets
+(30–50) to Strength
+(20–30)% to all Elemental Resistances
Gain Maximum Life instead of Maximum Energy Shield from Equipped Armour Items
+(30–50) to Intelligence
(80–120)% increased Armour and Evasion
+1 to Level of all Minion Skill Gems
25% increased Light Radius
Minions have the same maximum number of Endurance, Frenzy and Power Charges as you
Minions count as having the same number of
Endurance, Frenzy and Power Charges as you
(80–120)% increased Armour
30% increased Movement Speed
(5–25)% increased Duration of Ailments on Enemies
Damaging Ailments deal damage (5–25)% faster
You and Enemies in your Presence count as moving while affected by Elemental Ailments
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(They will deal the same total damage over a shorter duration)
Passive /29
28% increased Armour
Reflects 50 Physical Damage to Melee Attackers
10% increased Attack Speed
10% increased Global Accuracy Rating
Ignore all Movement Penalties from Armour
+20 to Dexterity
Converts all Evasion Rating to Armour. Dexterity provides no bonus to Evasion Rating
15% increased Armour
10% increased maximum Energy Shield
+8% to all Elemental Resistances
+150 to Armour
30% increased Armour
+1% to all maximum Elemental Resistances
(Maximum Resistances cannot be raised above 90%)
24% increased Evasion Rating and Armour
+12% to all Elemental Resistances
30% increased Totem Life
Totems gain +30% to all Elemental Resistances
+150 Armour per Summoned Totem
+50 to Armour
+20 to Strength
16% increased Physical Damage
24% increased Evasion Rating and Armour
+10% to all Elemental Resistances
20% increased Armour
5% increased maximum Life
Regenerate 1% of Life per second
24% increased Evasion Rating and Armour
8% increased maximum Life
+3% Chance to Block Attack Damage while holding a Shield
Attack Skills deal 24% increased Damage while holding a Shield
60% increased Defences from Equipped Shield
(Armour, Evasion Rating and Energy Shield are the standard Defences)
20% increased Armour
10% increased maximum Energy Shield
Regenerate 1% of Life per second
+10 to Strength and Intelligence
24% increased Armour
8% increased maximum Life
Attack Skills deal 20% increased Damage while holding a Shield
8% increased Attack Speed while holding a Shield
60% increased Defences from Equipped Shield
(Armour, Evasion Rating and Energy Shield are the standard Defences)
You take 30% reduced Extra Damage from Critical Strikes
18% increased Armour
12% increased maximum Energy Shield
30% increased Effect of Onslaught on you
10% chance to gain Onslaught for 4 seconds on Kill
30% increased Armour and Evasion Rating during Onslaught
(Onslaught grants 20% increased Attack, Cast, and Movement Speed)
30% increased Armour and Evasion Rating while Fortified
Fortifying Hits against Unique Enemies grant 100% increased Fortification
(Fortifying grants an amount of Fortification based on the Damage of the Hit)
25% chance to gain an Endurance Charge when you are Hit
50% increased Armour while stationary
25% increased Armour
Remove Bleeding when you use a Guard Skill
Remove Corrupted Blood when you use a Guard Skill
Guard Skills have 25% increased Duration
30% increased Armour if you have been Hit Recently
30% increased Evasion Rating if you haven't been Hit Recently
+15% chance to Suppress Spell Damage if you've Hit an Enemy Recently
(Recently refers to the past 4 seconds)
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
Staff Attacks deal 30% increased Damage with Hits and Ailments
+800 Armour if you've Blocked Recently
+8% Chance to Block Attack Damage while wielding a Staff
(Warstaves are considered Staves)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(Recently refers to the past 4 seconds)
25% increased Defences while you have at least four Linked targets
10% increased Movement Speed while you have at least two Linked targets
(Armour, Evasion Rating and Energy Shield are the standard Defences)
100% chance to Defend with 200% of Armour
Maximum Damage Reduction for any Damage Type is 50%
(Armour is treated as this percentage of its actual value, only for calculating damage mitigation)
Cannot Recover Energy Shield to above Armour
3% of Physical Damage prevented from Hits Recently is Regenerated as Energy Shield per second
(Recently refers to the past 4 seconds)
16% increased Melee Damage
16% increased Armour
+16 to maximum Life
+30 to Strength
Grants Level 20 Barkskin Skill
(Adopt the power of the Viridian Wildwood, gradually covering your body in bark. Getting hit by enemy attacks causes bark to be removed. You have higher armour the more bark builds up, but higher chance to evade when less covered in bark)
Defences from Equipped Body Armour are doubled if it has no Socketed Gems
+50% to all Elemental Resistances if you have an Equipped Helmet with no Socketed Gems
25% increased Maximum Life if you have Equipped Gloves with no Socketed Gems
30% increased Movement Speed if you have Equipped Boots with no Socketed Gems
Removes all Energy Shield
Gain Maximum Life instead of Maximum Energy Shield from Equipped Armour Items
-6 Maximum Life per Level
(Characters inherently gain +12 Life per Level)
Ascendancy Passive /8
Ascendancy: Juggernaut
Character: Marauder
Armour from Equipped Body Armour is doubled
8% of Armour applies to Fire, Cold and Lightning Damage taken from Hits
Ascendancy: Berserker
Character: Marauder
Gain Defiance for 10 seconds on losing Life to an Enemy Hit, no more than once every 0.3 seconds
25% increased Armour per Defiance
50% increased Maximum total Life Recovery per second from Leech while you have Defiance
At 10 Defiance, take Reflected Physical Damage equal to maximum Life, then lose all Defiance
Ascendancy: Chieftain
Character: Marauder
Skills from Equipped Body Armour are Supported by Level 30 Ancestral Call
Skills from Equipped Body Armour are Supported by Level 20 Fist of War
Ascendancy: Gladiator
Character: Duelist
+10% to maximum Chance to Block Attack Damage
+10 to Armour and Evasion Rating per 1% Chance to Block Attack Damage
(Maximum Chance to Block Attack Damage cannot be raised above 90%)
Ascendancy: Champion
Character: Duelist
20% increased Attack Speed while Fortified
+500 to Armour and Evasion Rating while Fortified
Cannot be Stunned while Fortified
Ascendancy: Champion
Character: Duelist
Radius: 60
Impales you inflict last 1 additional Hit
If you've Impaled an Enemy Recently, you
and nearby Allies have +1000 to Armour
You and nearby Allies deal 6 to 12 added Physical Damage for
each Impale on Enemy
Ascendancy: Guardian
Character: Templar
Grants Armour equal to 25% of your Reserved Mana to you and nearby Allies
Grants maximum Energy Shield equal to 10% of your Reserved Mana to
you and nearby Allies
Ascendancy: Trickster
Character: Shadow
+5 to Evasion Rating per 1 Maximum Energy Shield on Equipped Helmet
+1 to maximum Energy Shield per 6 Evasion Rating on Equipped Body Armour
Cluster Jewel Passive /15
Attack Skills deal 30% increased Damage while holding a Shield
Ignore all Movement Penalties from Armour
5% increased Movement Speed while holding a Shield
30% increased Evasion Rating and Armour
35% increased Physical Damage
25% increased Armour
+20% to Fire Resistance
0.4% of Fire Damage Leeched as Life
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
30% increased Armour
+20% to Fire Resistance
15% chance to Defend with 200% of Armour
(Armour is treated as this percentage of its actual value, only for calculating damage mitigation)
30% increased Armour
Gain 1 Endurance Charge every second if you've been Hit Recently
(Recently refers to the past 4 seconds)
2% increased Attack Damage per 75 Armour or Evasion Rating on Shield
+1% to Critical Strike Multiplier per 10 Maximum Energy Shield on Shield
Gain 10% of Maximum Life as Extra Armour
30% increased Armour
8% increased maximum Life
+5% Chance to Block Attack Damage while holding a Shield
Recover 50 Life when you Block
50% increased Defences from Equipped Shield
(Armour, Evasion Rating and Energy Shield are the standard Defences)
8% increased maximum Life
20% increased Armour while stationary
Regenerate 2% of Life per second while stationary
30% increased Armour
+1% to all maximum Elemental Resistances
(Maximum Resistances cannot be raised above 90%)
3% Chance to Block Spell Damage
30% increased Armour
+3% Chance to Block Attack Damage
20% increased Armour
15% increased maximum Mana
+1 Armour per 10 Unreserved Maximum Mana
+15 to all Attributes
+15% Elemental Resistances while holding a Shield
60% increased Defences from Equipped Shield
(Armour, Evasion Rating and Energy Shield are the standard Defences)
(Attributes are Strength, Dexterity, and Intelligence)
Gain 25% increased Armour per 5 Power for 8 seconds when you Warcry, up to a maximum of 100%
(Normal Monsters have 1 Power, Magic Monsters 2, Rare Monsters 10, Unique Monsters 20, and Players 5)
Timeless Jewel Passive /6
FactionCategoryNameShow Full Descriptions
VaalPassiveArmour
(7–12)% increased Armour
VaalNotableAutomaton Studies
(30–40)% increased Armour
(3–4)% additional Physical Damage Reduction
TemplarKeystoneTranscendence
Armour applies to Fire, Cold and Lightning Damage taken from Hits instead of Physical Damage
-15% to all maximum Elemental Resistances

Master the mortal world, and you may find immortality beyond.
Militant Faith: Maxarius
TemplarKeystonePower of Purpose
80% of Maximum Mana is Converted to twice that much Armour
Empowered by the divine, you fear no weapon of man.
Militant Faith: Avarius
EternalNotableEternal Fortitude
8% increased Armour per Endurance Charge
EternalNotableGleaming Legion
80% increased Armour
Timeless Jewel Passive Additions /2
FactionCategoryShow Full DescriptionsCode
VaalNotable
(7–12)% increased Armourvaal_small_armour
KaruiNotable
20% increased Armourkarui_notable_add_armour
Elevated modifier List /2
NameLvModsElevated Mods
of the Crusade80+(4.2–5) to maximum Fortification
Group: 2002
+500 to Armour while Fortified
+(4.2–5) to maximum Fortification
of the Conquest75(2–4)% additional Physical Damage Reduction
Group: 1689
(15–20)% increased Armour
(2–4)% additional Physical Damage Reduction

Community Wiki

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Armour

Armour is a form of defence that mitigates incoming physical damage from hits. Armour rating can be increased by wearing equipment, taking certain passive skills, using skills (e.g. Molten Shell), and drinking flasks (e.g. Granite Flask and Basalt Flask).

Mechanics

Along with evasion and energy shield, armour is one of the three defence types that can implicitly appear on equipment. Unlike resistance, armour has diminishing returns as its effectiveness is based on the magnitude of incoming physical damage (multiplied by 10). As a result, armour is most effective in mitigating small hits (i.e. 50% and better reduction for initial damage less than a tenth of the armour value) and least effective in mitigating very large hits (where its absolute reduction can at most be one tenth of the armour value).

Supposedly the most armour monsters have in the game is about 983.

Physical damage reduction from armour only mitigates physical damage from hits. It falls under the modifier #% additional Physical Damage Reduction when Hit. Physical Damage Reduction is capped at 90%.

Armour does not mitigate damage over time, as armour will only mitigate damage from hits. Bleed is a damage over time debuff that is based on the initial physical hit, armour would reduce the initial hit but not the damage over time. However both the initial hit and the damage over time can be mitigated with other sources for example endurance charges because they don't only apply to hits.

Armour will only mitigate physical damage hits, not for elemental or chaos damage. If the Transcendence keystone is taken, armour mitigates elemental damage hits, but not physical.

Rule of thumb

  • To prevent one third of damage (33%), you need armour 2.5 times the damage (e.g. 250 armour for 100 damage)
  • To prevent half of damage (50%), you need armour 5 times the damage (e.g. 500 armour for 100 damage)
  • To prevent two thirds of damage (66%), you need armour 10 times the damage (e.g. 1000 armour for 100 damage)
  • To prevent three quarters of damage (75%), you need armour 15 times the damage (e.g. 1500 armour for 100 damage)
  • To prevent 90% of damage, you need armour 45 times the damage (e.g. 4500 armour for 100 damage)
  • Armour will never prevent more damage than its value divided by 5 (e.g. 1000 armour will never prevent more than 200 damage)

Armour on monsters

Monsters also have armour values. The general amount of armour on monsters will increase as monster level increases, with monster types like stone golems and zombies having relatively high amounts of armour compared to hellions or sea witches. Boss monsters similarly increase in armour rating throughout the campaign. For example, Malachai, The Nightmare has 783 armour, while early map bosses such as Piety the Empyrean can have around 7000 armour depending on map level. Endgame bosses such as The Elder or Sirus, Awakener of Worlds have over 20000 and 32000 armour respectively.

Formulas

The amount of physical damage reduction is a function of armour rating and the physical damage taken.

Relative Physical Damage Reduction (Base Formula)

This is the base formula all other formulas are based upon. It is used to calculate the #% additional Physical Damage Reduction when Hit factor, i.e. the percentage by which the physical damage is mitigated.

where A is the defender's armour rating and Draw is the raw physical damage.

Required Armour Rating

To calculate the armour rating you need to mitigate a given amount of Physical Damage at specific ratio, you can use this formula:

Reverse Physical Damage

You can also calculate the raw physical damage that would have resulted for a given Physical Damage Reduction and Armour rating:

Resulting Physical Damage

To calculate the net physical damage (i.e. the damage after damage reduction, the following formula can be used:

Absolute Physical Damage Reduction Another way of looking at it is in terms of absolute physical damage reduction:

Defense factor

Examples

Mitigated Damage as a function of Incoming Damage and Armour Rating. Note that Rounding is usually decided in the monster's favor.

% Mitigated Damage as a function of Incoming Damage and Armour Rating


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