WikiTacticsShadow Dungeon

These pools determine which random modifiers an item can roll. Each listed number is the pool's base template value before item-level and quality scaling.

198 records
Affix poolTypePossible effectsUsed by equipment
Main modifier pool 1Main stat
18 possible effects
  • Accessory damage: +5%
  • Damage to elite enemies and bosses: +5%
  • Mana cost reduction: +5%
  • Projectile speed: +5%
  • Stun chance: +8%
  • Explosion-skill range: +5%
  • Damage per weapon with an attached skill: +1%
  • Companion damage per weapon with an attached skill: +1%
  • Attached weapon-skill damage: +5%
  • Attached weapon-skill trigger chance: +5%
  • All penetration: +1%
  • Companion attack speed: +5%
  • Damage-over-time damage: +6%
  • Debuff duration: +5%
  • Damage-over-time damage taken by moving enemies: +8%
  • Damage-over-time damage taken by elite enemies: +8%
  • Damage taken for each different damage-over-time effect: +5%
  • Damage taken for each debuff: +4%
8 items
Main modifier pool 2Main stat
18 possible effects
  • Accessory damage: +5%
  • Damage to elite enemies and bosses: +5%
  • Mana cost reduction: +5%
  • Projectile speed: +5%
  • Stun chance: +8%
  • Pierce chance: +5%
  • Attack speed per weapon with an attached skill: +1%
  • Companion damage per weapon with an attached skill: +1%
  • Attached weapon-skill damage: +5%
  • Attached weapon-skill trigger chance: +5%
  • All penetration: +1%
  • Companion damage: +5%
  • Damage-over-time damage: +6%
  • Debuff duration: +5%
  • Damage-over-time damage taken by moving enemies: +8%
  • Damage-over-time damage taken by elite enemies: +8%
  • Damage taken for each different damage-over-time effect: +5%
  • Damage taken for each debuff: +4%
8 items
Main modifier pool 3Main stat
18 possible effects
  • Accessory damage: +5%
  • Damage to elite enemies and bosses: +5%
  • Mana cost reduction: +5%
  • Projectile speed: +5%
  • Stun chance: +8%
  • Pierce chance: +5%
  • Attack speed per weapon with an attached skill: +1%
  • Companion damage per weapon with an attached skill: +1%
  • Attached weapon-skill damage: +5%
  • Attached weapon-skill trigger chance: +5%
  • All penetration: +1%
  • Companion damage: +5%
  • Damage-over-time damage: +6%
  • Debuff duration: +5%
  • Damage-over-time damage taken by moving enemies: +8%
  • Damage-over-time damage taken by elite enemies: +8%
  • Damage taken for each different damage-over-time effect: +5%
  • Damage taken for each debuff: +4%
8 items
Main modifier pool 4Main stat
18 possible effects
  • Accessory damage: +5%
  • Damage to elite enemies and bosses: +5%
  • Mana cost reduction: +5%
  • Projectile speed: +5%
  • Stun chance: +8%
  • Pierce chance: +5%
  • Damage per weapon with an attached skill: +1%
  • Companion damage per weapon with an attached skill: +1%
  • Attached weapon-skill damage: +5%
  • Attached weapon-skill trigger chance: +5%
  • All penetration: +1%
  • Accessory damage per weapon with an attached skill: +1%
  • Damage-over-time damage: +6%
  • Debuff duration: +5%
  • Damage-over-time damage taken by moving enemies: +8%
  • Damage-over-time damage taken by elite enemies: +8%
  • Damage taken for each different damage-over-time effect: +5%
  • Damage taken for each debuff: +4%
8 items
Main modifier pool 5Main stat
18 possible effects
  • Accessory damage: +5%
  • Damage to elite enemies and bosses: +5%
  • Mana cost reduction: +5%
  • Projectile speed: +5%
  • Stun chance: +8%
  • Explosion-skill range: +5%
  • Attack speed per weapon with an attached skill: +1%
  • Companion damage per weapon with an attached skill: +1%
  • Attached weapon-skill damage: +5%
  • Attached weapon-skill trigger chance: +5%
  • All penetration: +1%
  • Damage-over-time damage per weapon with an attached skill: +1%
  • Damage-over-time damage: +6%
  • Debuff duration: +5%
  • Damage-over-time damage taken by moving enemies: +8%
  • Damage-over-time damage taken by elite enemies: +8%
  • Damage taken for each different damage-over-time effect: +5%
  • Damage taken for each debuff: +4%
8 items
Main modifier pool 6Main stat
18 possible effects
  • Accessory damage: +5%
  • Damage to elite enemies and bosses: +5%
  • Mana cost reduction: +5%
  • Projectile speed: +5%
  • Stun chance: +8%
  • Explosion-skill range: +5%
  • Damage per weapon with an attached skill: +1%
  • Companion damage per weapon with an attached skill: +1%
  • Attached weapon-skill damage: +5%
  • Attached weapon-skill trigger chance: +5%
  • All penetration: +1%
  • Companion damage: +5%
  • Damage-over-time damage: +6%
  • Debuff duration: +5%
  • Damage-over-time damage taken by moving enemies: +8%
  • Damage-over-time damage taken by elite enemies: +8%
  • Damage taken for each different damage-over-time effect: +5%
  • Damage taken for each debuff: +4%
8 items
Main modifier pool 7Main stat
18 possible effects
  • Accessory damage: +5%
  • Damage to elite enemies and bosses: +5%
  • Mana cost reduction: +5%
  • Projectile speed: +5%
  • Stun chance: +8%
  • Pierce chance: +5%
  • Attack speed per weapon with an attached skill: +1%
  • Companion damage per weapon with an attached skill: +1%
  • Attached weapon-skill damage: +5%
  • Attached weapon-skill trigger chance: +5%
  • All penetration: +1%
  • Companion attack speed: +5%
  • Damage-over-time damage: +6%
  • Debuff duration: +5%
  • Damage-over-time damage taken by moving enemies: +8%
  • Damage-over-time damage taken by elite enemies: +8%
  • Damage taken for each different damage-over-time effect: +5%
  • Damage taken for each debuff: +4%
8 items
Main modifier pool 8Main stat
18 possible effects
  • Accessory damage: +5%
  • Damage to elite enemies and bosses: +5%
  • Mana cost reduction: +5%
  • Projectile speed: +5%
  • Stun chance: +8%
  • Explosion-skill range: +5%
  • Damage per weapon with an attached skill: +1%
  • Companion damage per weapon with an attached skill: +1%
  • Attached weapon-skill damage: +5%
  • Attached weapon-skill trigger chance: +5%
  • All penetration: +1%
  • Accessory damage per weapon with an attached skill: +1%
  • Damage-over-time damage: +6%
  • Debuff duration: +5%
  • Damage-over-time damage taken by moving enemies: +8%
  • Damage-over-time damage taken by elite enemies: +8%
  • Damage taken for each different damage-over-time effect: +5%
  • Damage taken for each debuff: +4%
8 items
Main modifier pool 9Main stat
18 possible effects
  • Accessory damage: +5%
  • Damage to elite enemies and bosses: +5%
  • Mana cost reduction: +5%
  • Projectile speed: +5%
  • Stun chance: +8%
  • Pierce chance: +5%
  • Damage per weapon with an attached skill: +1%
  • Companion damage per weapon with an attached skill: +1%
  • Attached weapon-skill damage: +5%
  • Attached weapon-skill trigger chance: +5%
  • All penetration: +1%
  • Companion attack speed: +5%
  • Damage-over-time damage: +6%
  • Debuff duration: +5%
  • Damage-over-time damage taken by moving enemies: +8%
  • Damage-over-time damage taken by elite enemies: +8%
  • Damage taken for each different damage-over-time effect: +5%
  • Damage taken for each debuff: +4%
8 items
Main modifier pool 10Main stat
18 possible effects
  • Accessory damage: +5%
  • Damage to elite enemies and bosses: +5%
  • Companion maximum health per weapon with an attached skill: +1%
  • Companion attack speed per weapon with an attached skill: +1%
  • Stun chance: +8%
  • Companion damage: +5%
  • Damage per weapon with an attached skill: +1%
  • Companion damage per weapon with an attached skill: +1%
  • Attached weapon-skill damage: +5%
  • Companion attack speed: +5%
  • All penetration: +1%
  • Companion attack speed: +5%
  • Damage-over-time damage: +6%
  • Debuff duration: +5%
  • Damage-over-time damage taken by moving enemies: +8%
  • Damage-over-time damage taken by elite enemies: +8%
  • Damage taken for each different damage-over-time effect: +5%
  • Damage taken for each debuff: +4%
8 items
Main modifier pool 11Main stat
18 possible effects
  • Accessory damage: +5%
  • Damage to elite enemies and bosses: +5%
  • Mana cost reduction: +5%
  • Companion attack speed per weapon with an attached skill: +1%
  • Stun chance: +8%
  • Explosion-skill range: +5%
  • Damage per weapon with an attached skill: +1%
  • Companion damage per weapon with an attached skill: +1%
  • Attached weapon-skill damage: +5%
  • Companion attack speed: +5%
  • All penetration: +1%
  • Accessory damage per weapon with an attached skill: +1%
  • Damage-over-time damage: +6%
  • Debuff duration: +5%
  • Damage-over-time damage taken by moving enemies: +8%
  • Damage-over-time damage taken by elite enemies: +8%
  • Damage taken for each different damage-over-time effect: +5%
  • Damage taken for each debuff: +4%
8 items
Main modifier pool 12Main stat
18 possible effects
  • Accessory damage: +5%
  • Damage to elite enemies and bosses: +5%
  • Trap damage per weapon with an attached skill: +1%
  • Companion attack speed per weapon with an attached skill: +1%
  • Stun chance: +8%
  • Companion damage: +5%
  • Damage per weapon with an attached skill: +1%
  • Trap damage: +6%
  • Attached weapon-skill damage: +5%
  • Companion attack speed: +5%
  • All penetration: +1%
  • Companion attack speed: +5%
  • Damage-over-time damage: +6%
  • Debuff duration: +5%
  • Damage-over-time damage taken by moving enemies: +8%
  • Damage-over-time damage taken by elite enemies: +8%
  • Damage taken for each different damage-over-time effect: +5%
  • Damage taken for each debuff: +4%
8 items
Main modifier pool 13Main stat
18 possible effects
  • Fire damage converted from maximum health: +20%
  • Critical damage taken reduction: +5%
  • Mana cost reduction: +5%
  • All resistance: +1%
  • Damage reduction against elite enemies and bosses: +5%
  • Damage while below 50% health: +5%
  • Damage while below 50% mana: +5%
  • Damage while at full health: +5%
  • Damage for each companion type present: +2%
  • Accessory damage for each companion type present: +2%
  • Companion maximum health per weapon with an attached skill: +1%
  • Companion all resistance per weapon with an attached skill: +1%
  • Damage-over-time damage: +6%
  • Debuff duration: +5%
  • Damage-over-time damage taken by moving enemies: +8%
  • Damage-over-time damage taken by elite enemies: +8%
  • Damage taken for each different damage-over-time effect: +5%
  • Damage taken for each debuff: +4%
20 items
Main modifier pool 14Main stat
18 possible effects
  • Fire damage converted from maximum health: +20%
  • Critical damage taken reduction: +5%
  • Chance to trigger a hit skill when hit at low mana: +20%
  • All resistance: +1%
  • Damage reduction against elite enemies and bosses: +5%
  • Damage while below 50% health: +5%
  • Damage while below 50% mana: +5%
  • Damage while at full health: +5%
  • Maximum health for each companion type present: +2%
  • Maximum mana for each companion type present: +2%
  • Companion maximum health per weapon with an attached skill: +1%
  • Companion all resistance per weapon with an attached skill: +1%
  • Damage-over-time damage: +6%
  • Debuff duration: +5%
  • Damage-over-time damage taken by moving enemies: +8%
  • Damage-over-time damage taken by elite enemies: +8%
  • Damage taken for each different damage-over-time effect: +5%
  • Damage taken for each debuff: +4%
20 items
Main modifier pool 15Main stat
18 possible effects
  • Critical damage taken reduction: +5%
  • Attack speed while moving: +5%
  • Attack speed while standing still: +5%
  • Block chance while moving: +3%
  • Chance to trigger a hit skill when hit at full health: +20%
  • Damage while below 50% health: +5%
  • Damage while below 50% mana: +5%
  • Damage while at full health: +5%
  • Attack speed for each companion type present: +2%
  • Elemental damage for each companion type present: +2%
  • Totem duration: +6%
  • Totem-buff skill range: +6%
  • Damage-over-time damage: +6%
  • Debuff duration: +5%
  • Damage-over-time damage taken by moving enemies: +8%
  • Damage-over-time damage taken by elite enemies: +8%
  • Damage taken for each different damage-over-time effect: +5%
  • Damage taken for each debuff: +4%
20 items
Main modifier pool 16Main stat
18 possible effects
  • Critical damage taken reduction: +5%
  • Damage while moving: +5%
  • Damage while standing still: +5%
  • Damage while dashing: +7%
  • Damage while above 90% mana: +8%
  • Damage reduction while dashing: +5%
  • Damage reduction while standing still: +3%
  • Chance to trigger a hit skill when hit below 20% health: +20%
  • Movement speed for each companion type present: +1%
  • Companion damage-over-time damage for each companion type present: +2%
  • Totem duration: +6%
  • Totem-buff skill range: +6%
  • Damage-over-time damage: +6%
  • Debuff duration: +5%
  • Damage-over-time damage taken by moving enemies: +8%
  • Damage-over-time damage taken by elite enemies: +8%
  • Damage taken for each different damage-over-time effect: +5%
  • Damage taken for each debuff: +4%
20 items
Main modifier pool 17Main stat
19 possible effects
  • Player automatic-pickup range: +5%
  • Fairy pickup range: +5%
  • Fairy dismantling sale price: +5%
  • Temple buff duration: +8%
  • Potion buff duration: +8%
  • Critical hit chance: +2%
  • Critical hit damage: +2%
  • All penetration: +1%
  • Maximum-health regeneration per second while standing still: +0.1%
  • Maximum-mana regeneration per second while standing still: +0.1%
  • Extra health from permanent potions: +1%
  • Extra mana from permanent potions: +1%
  • Extra damage from permanent potions: +1%
  • Damage-over-time damage: +6%
  • Debuff duration: +5%
  • Damage-over-time damage taken by moving enemies: +8%
  • Damage-over-time damage taken by elite enemies: +8%
  • Damage taken for each different damage-over-time effect: +5%
  • Damage taken for each debuff: +4%
40 items
Main modifier pool 18Main stat
25 possible effects
  • Accessory damage: +10%
  • Damage to elite enemies and bosses: +10%
  • Mana cost reduction: +10%
  • Projectile speed: +10%
  • Stun chance: +16%
  • Explosion-skill range: +10%
  • Damage per weapon with an attached skill: +2%
  • Companion damage per weapon with an attached skill: +2%
  • Attached weapon-skill damage: +10%
  • Attached weapon-skill trigger chance: +10%
  • All penetration: +2%
  • Companion attack speed: +10%
  • Damage per enhanced weapon: +1%
  • Attack speed per enhanced weapon: +1%
  • Companion damage per enhanced weapon: +1%
  • Companion attack speed per enhanced weapon: +1%
  • Damage-over-time damage per enhanced weapon: +1%
  • Accessory damage per enhanced weapon: +1%
  • Fire penetration for each companion type present: +1%
  • Damage-over-time damage: +12%
  • Debuff duration: +10%
  • Damage-over-time damage taken by moving enemies: +16%
  • Damage-over-time damage taken by elite enemies: +16%
  • Damage taken for each different damage-over-time effect: +10%
  • Damage taken for each debuff: +8%
13 items
Main modifier pool 19Main stat
25 possible effects
  • Accessory damage: +10%
  • Damage to elite enemies and bosses: +10%
  • Mana cost reduction: +10%
  • Projectile speed: +10%
  • Stun chance: +16%
  • Pierce chance: +10%
  • Attack speed per weapon with an attached skill: +2%
  • Companion damage per weapon with an attached skill: +2%
  • Attached weapon-skill damage: +10%
  • Attached weapon-skill trigger chance: +10%
  • All penetration: +2%
  • Companion damage: +10%
  • Damage per enhanced weapon: +1%
  • Attack speed per enhanced weapon: +1%
  • Companion damage per enhanced weapon: +1%
  • Companion attack speed per enhanced weapon: +1%
  • Damage-over-time damage per enhanced weapon: +1%
  • Accessory damage per enhanced weapon: +1%
  • Fire penetration for each companion type present: +1%
  • Damage-over-time damage: +12%
  • Debuff duration: +10%
  • Damage-over-time damage taken by moving enemies: +16%
  • Damage-over-time damage taken by elite enemies: +16%
  • Damage taken for each different damage-over-time effect: +10%
  • Damage taken for each debuff: +8%
14 items
Main modifier pool 20Main stat
25 possible effects
  • Accessory damage: +10%
  • Damage to elite enemies and bosses: +10%
  • Mana cost reduction: +10%
  • Projectile speed: +10%
  • Stun chance: +16%
  • Pierce chance: +10%
  • Attack speed per weapon with an attached skill: +2%
  • Companion damage per weapon with an attached skill: +2%
  • Attached weapon-skill damage: +10%
  • Attached weapon-skill trigger chance: +10%
  • All penetration: +2%
  • Companion damage: +10%
  • Damage per enhanced weapon: +1%
  • Attack speed per enhanced weapon: +1%
  • Companion damage per enhanced weapon: +1%
  • Companion attack speed per enhanced weapon: +1%
  • Damage-over-time damage per enhanced weapon: +1%
  • Accessory damage per enhanced weapon: +1%
  • Fire penetration for each companion type present: +1%
  • Damage-over-time damage: +12%
  • Debuff duration: +10%
  • Damage-over-time damage taken by moving enemies: +16%
  • Damage-over-time damage taken by elite enemies: +16%
  • Damage taken for each different damage-over-time effect: +10%
  • Damage taken for each debuff: +8%
13 items
Main modifier pool 21Main stat
25 possible effects
  • Accessory damage: +10%
  • Damage to elite enemies and bosses: +10%
  • Mana cost reduction: +10%
  • Projectile speed: +10%
  • Stun chance: +16%
  • Pierce chance: +10%
  • Damage per weapon with an attached skill: +2%
  • Companion damage per weapon with an attached skill: +2%
  • Attached weapon-skill damage: +10%
  • Attached weapon-skill trigger chance: +10%
  • All penetration: +2%
  • Accessory damage per weapon with an attached skill: +2%
  • Damage per enhanced weapon: +1%
  • Attack speed per enhanced weapon: +1%
  • Companion damage per enhanced weapon: +1%
  • Companion attack speed per enhanced weapon: +1%
  • Damage-over-time damage per enhanced weapon: +1%
  • Accessory damage per enhanced weapon: +1%
  • Fire penetration for each companion type present: +1%
  • Damage-over-time damage: +12%
  • Debuff duration: +10%
  • Damage-over-time damage taken by moving enemies: +16%
  • Damage-over-time damage taken by elite enemies: +16%
  • Damage taken for each different damage-over-time effect: +10%
  • Damage taken for each debuff: +8%
14 items
Main modifier pool 22Main stat
23 possible effects
  • Accessory damage: +10%
  • Damage to elite enemies and bosses: +10%
  • Mana cost reduction: +10%
  • Projectile speed: +10%
  • Stun chance: +16%
  • Explosion-skill range: +10%
  • Attack speed per weapon with an attached skill: +2%
  • Companion damage per weapon with an attached skill: +2%
  • Attached weapon-skill damage: +10%
  • Attached weapon-skill trigger chance: +10%
  • All penetration: +2%
  • Damage-over-time damage per weapon with an attached skill: +2%
  • Damage per enhanced weapon: +1%
  • Attack speed per enhanced weapon: +1%
  • Damage-over-time damage per enhanced weapon: +1%
  • Accessory damage per enhanced weapon: +1%
  • Fire penetration for each companion type present: +1%
  • Damage-over-time damage: +12%
  • Debuff duration: +10%
  • Damage-over-time damage taken by moving enemies: +16%
  • Damage-over-time damage taken by elite enemies: +16%
  • Damage taken for each different damage-over-time effect: +10%
  • Damage taken for each debuff: +8%
12 items
Main modifier pool 23Main stat
23 possible effects
  • Accessory damage: +10%
  • Damage to elite enemies and bosses: +10%
  • Mana cost reduction: +10%
  • Projectile speed: +10%
  • Stun chance: +16%
  • Explosion-skill range: +10%
  • Damage per weapon with an attached skill: +2%
  • Companion damage per weapon with an attached skill: +2%
  • Attached weapon-skill damage: +10%
  • Attached weapon-skill trigger chance: +10%
  • All penetration: +2%
  • Companion damage: +10%
  • Damage per enhanced weapon: +1%
  • Attack speed per enhanced weapon: +1%
  • Damage-over-time damage per enhanced weapon: +1%
  • Accessory damage per enhanced weapon: +1%
  • Fire penetration for each companion type present: +1%
  • Damage-over-time damage: +12%
  • Debuff duration: +10%
  • Damage-over-time damage taken by moving enemies: +16%
  • Damage-over-time damage taken by elite enemies: +16%
  • Damage taken for each different damage-over-time effect: +10%
  • Damage taken for each debuff: +8%
14 items
Main modifier pool 24Main stat
25 possible effects
  • Accessory damage: +10%
  • Damage to elite enemies and bosses: +10%
  • Mana cost reduction: +10%
  • Projectile speed: +10%
  • Stun chance: +16%
  • Pierce chance: +10%
  • Attack speed per weapon with an attached skill: +2%
  • Companion damage per weapon with an attached skill: +2%
  • Attached weapon-skill damage: +10%
  • Attached weapon-skill trigger chance: +10%
  • All penetration: +2%
  • Companion attack speed: +10%
  • Damage per enhanced weapon: +1%
  • Attack speed per enhanced weapon: +1%
  • Companion damage per enhanced weapon: +1%
  • Companion attack speed per enhanced weapon: +1%
  • Damage-over-time damage per enhanced weapon: +1%
  • Accessory damage per enhanced weapon: +1%
  • Fire penetration for each companion type present: +1%
  • Damage-over-time damage: +12%
  • Debuff duration: +10%
  • Damage-over-time damage taken by moving enemies: +16%
  • Damage-over-time damage taken by elite enemies: +16%
  • Damage taken for each different damage-over-time effect: +10%
  • Damage taken for each debuff: +8%
13 items
Main modifier pool 25Main stat
23 possible effects
  • Accessory damage: +10%
  • Damage to elite enemies and bosses: +10%
  • Mana cost reduction: +10%
  • Projectile speed: +10%
  • Stun chance: +16%
  • Explosion-skill range: +10%
  • Damage per weapon with an attached skill: +2%
  • Companion damage per weapon with an attached skill: +2%
  • Attached weapon-skill damage: +10%
  • Attached weapon-skill trigger chance: +10%
  • All penetration: +2%
  • Accessory damage per weapon with an attached skill: +2%
  • Damage per enhanced weapon: +1%
  • Attack speed per enhanced weapon: +1%
  • Damage-over-time damage per enhanced weapon: +1%
  • Accessory damage per enhanced weapon: +1%
  • Fire penetration for each companion type present: +1%
  • Damage-over-time damage: +12%
  • Debuff duration: +10%
  • Damage-over-time damage taken by moving enemies: +16%
  • Damage-over-time damage taken by elite enemies: +16%
  • Damage taken for each different damage-over-time effect: +10%
  • Damage taken for each debuff: +8%
13 items
Main modifier pool 26Main stat
25 possible effects
  • Accessory damage: +10%
  • Damage to elite enemies and bosses: +10%
  • Mana cost reduction: +10%
  • Projectile speed: +10%
  • Stun chance: +16%
  • Pierce chance: +10%
  • Damage per weapon with an attached skill: +2%
  • Companion damage per weapon with an attached skill: +2%
  • Attached weapon-skill damage: +10%
  • Attached weapon-skill trigger chance: +10%
  • All penetration: +2%
  • Companion attack speed: +10%
  • Damage per enhanced weapon: +1%
  • Attack speed per enhanced weapon: +1%
  • Companion damage per enhanced weapon: +1%
  • Companion attack speed per enhanced weapon: +1%
  • Damage-over-time damage per enhanced weapon: +1%
  • Accessory damage per enhanced weapon: +1%
  • Fire penetration for each companion type present: +1%
  • Damage-over-time damage: +12%
  • Debuff duration: +10%
  • Damage-over-time damage taken by moving enemies: +16%
  • Damage-over-time damage taken by elite enemies: +16%
  • Damage taken for each different damage-over-time effect: +10%
  • Damage taken for each debuff: +8%
15 items
Main modifier pool 27Main stat
25 possible effects
  • Accessory damage: +10%
  • Damage to elite enemies and bosses: +10%
  • Companion maximum health per weapon with an attached skill: +2%
  • Companion attack speed per weapon with an attached skill: +2%
  • Stun chance: +16%
  • Companion damage: +10%
  • Damage per weapon with an attached skill: +2%
  • Companion damage per weapon with an attached skill: +2%
  • Attached weapon-skill damage: +10%
  • Companion attack speed: +10%
  • All penetration: +2%
  • Companion attack speed: +10%
  • Damage per enhanced weapon: +1%
  • Attack speed per enhanced weapon: +1%
  • Companion damage per enhanced weapon: +1%
  • Companion attack speed per enhanced weapon: +1%
  • Damage-over-time damage per enhanced weapon: +1%
  • Accessory damage per enhanced weapon: +1%
  • Fire penetration for each companion type present: +1%
  • Damage-over-time damage: +12%
  • Debuff duration: +10%
  • Damage-over-time damage taken by moving enemies: +16%
  • Damage-over-time damage taken by elite enemies: +16%
  • Damage taken for each different damage-over-time effect: +10%
  • Damage taken for each debuff: +8%
14 items
Main modifier pool 28Main stat
25 possible effects
  • Accessory damage: +10%
  • Damage to elite enemies and bosses: +10%
  • Mana cost reduction: +10%
  • Companion attack speed per weapon with an attached skill: +2%
  • Stun chance: +16%
  • Explosion-skill range: +10%
  • Damage per weapon with an attached skill: +2%
  • Companion damage per weapon with an attached skill: +2%
  • Attached weapon-skill damage: +10%
  • Companion attack speed: +10%
  • All penetration: +2%
  • Accessory damage per weapon with an attached skill: +2%
  • Damage per enhanced weapon: +1%
  • Attack speed per enhanced weapon: +1%
  • Companion damage per enhanced weapon: +1%
  • Companion attack speed per enhanced weapon: +1%
  • Damage-over-time damage per enhanced weapon: +1%
  • Accessory damage per enhanced weapon: +1%
  • Fire penetration for each companion type present: +1%
  • Damage-over-time damage: +12%
  • Debuff duration: +10%
  • Damage-over-time damage taken by moving enemies: +16%
  • Damage-over-time damage taken by elite enemies: +16%
  • Damage taken for each different damage-over-time effect: +10%
  • Damage taken for each debuff: +8%
14 items
Main modifier pool 29Main stat
26 possible effects
  • Accessory damage: +10%
  • Damage to elite enemies and bosses: +10%
  • Trap damage per weapon with an attached skill: +2%
  • Companion attack speed per weapon with an attached skill: +2%
  • Stun chance: +16%
  • Companion damage: +10%
  • Damage per weapon with an attached skill: +2%
  • Trap damage: +12%
  • Attached weapon-skill damage: +10%
  • Companion attack speed: +10%
  • All penetration: +2%
  • Companion attack speed: +10%
  • Damage per enhanced weapon: +1%
  • Attack speed per enhanced weapon: +1%
  • Companion damage per enhanced weapon: +1%
  • Companion attack speed per enhanced weapon: +1%
  • Damage-over-time damage per enhanced weapon: +1%
  • Accessory damage per enhanced weapon: +1%
  • Fire penetration for each companion type present: +1%
  • Trap damage per enhanced weapon: +1%
  • Damage-over-time damage: +12%
  • Debuff duration: +10%
  • Damage-over-time damage taken by moving enemies: +16%
  • Damage-over-time damage taken by elite enemies: +16%
  • Damage taken for each different damage-over-time effect: +10%
  • Damage taken for each debuff: +8%
12 items
Main modifier pool 30Main stat
20 possible effects
  • Fire damage converted from maximum health: +30%
  • Critical damage taken reduction: +10%
  • Mana cost reduction: +10%
  • All resistance: +2%
  • Damage reduction against elite enemies and bosses: +10%
  • Damage while below 50% health: +10%
  • Damage while below 50% mana: +10%
  • Damage while at full health: +10%
  • Damage for each companion type present: +4%
  • Accessory damage for each companion type present: +4%
  • Companion maximum health per weapon with an attached skill: +2%
  • Companion all resistance per weapon with an attached skill: +2%
  • Damage while below 20% health: +18%
  • Companion all resistance per enhanced weapon: +1%
  • Damage-over-time damage: +12%
  • Debuff duration: +10%
  • Damage-over-time damage taken by moving enemies: +16%
  • Damage-over-time damage taken by elite enemies: +16%
  • Damage taken for each different damage-over-time effect: +10%
  • Damage taken for each debuff: +8%
50 items
Main modifier pool 31Main stat
20 possible effects
  • Fire damage converted from maximum health: +30%
  • Critical damage taken reduction: +10%
  • Chance to trigger a hit skill when hit at low mana: +30%
  • All resistance: +2%
  • Damage reduction against elite enemies and bosses: +10%
  • Damage while below 50% health: +10%
  • Damage while below 50% mana: +10%
  • Damage while at full health: +10%
  • Maximum health for each companion type present: +4%
  • Maximum mana for each companion type present: +4%
  • Companion maximum health per weapon with an attached skill: +2%
  • Companion all resistance per weapon with an attached skill: +2%
  • Damage while below 20% health: +18%
  • Companion maximum health per enhanced weapon: +1%
  • Damage-over-time damage: +12%
  • Debuff duration: +10%
  • Damage-over-time damage taken by moving enemies: +16%
  • Damage-over-time damage taken by elite enemies: +16%
  • Damage taken for each different damage-over-time effect: +10%
  • Damage taken for each debuff: +8%
50 items
Main modifier pool 32Main stat
20 possible effects
  • Critical damage taken reduction: +10%
  • Attack speed while moving: +10%
  • Attack speed while standing still: +10%
  • Block chance while moving: +6%
  • Chance to trigger a hit skill when hit at full health: +30%
  • Damage while below 50% health: +10%
  • Damage while below 50% mana: +10%
  • Damage while at full health: +10%
  • Attack speed for each companion type present: +4%
  • Elemental damage for each companion type present: +4%
  • Totem duration: +12%
  • Totem-buff skill range: +12%
  • Damage while below 20% mana: +15%
  • Companion maximum health per enhanced weapon: +1%
  • Damage-over-time damage: +12%
  • Debuff duration: +10%
  • Damage-over-time damage taken by moving enemies: +16%
  • Damage-over-time damage taken by elite enemies: +16%
  • Damage taken for each different damage-over-time effect: +10%
  • Damage taken for each debuff: +8%
50 items
Main modifier pool 33Main stat
20 possible effects
  • Critical damage taken reduction: +10%
  • Damage while moving: +10%
  • Damage while standing still: +10%
  • Damage while dashing: +14%
  • Damage while above 90% mana: +16%
  • Damage reduction while dashing: +10%
  • Damage reduction while standing still: +6%
  • Chance to trigger a hit skill when hit below 20% health: +30%
  • Movement speed for each companion type present: +2%
  • Companion damage-over-time damage for each companion type present: +4%
  • Totem duration: +12%
  • Totem-buff skill range: +12%
  • Damage while below 20% mana: +15%
  • Companion movement speed per enhanced weapon: +1%
  • Damage-over-time damage: +12%
  • Debuff duration: +10%
  • Damage-over-time damage taken by moving enemies: +16%
  • Damage-over-time damage taken by elite enemies: +16%
  • Damage taken for each different damage-over-time effect: +10%
  • Damage taken for each debuff: +8%
50 items
Main modifier pool 34Main stat
20 possible effects
  • Player automatic-pickup range: +5%
  • Fairy pickup range: +5%
  • Fairy dismantling sale price: +5%
  • Temple buff duration: +8%
  • Potion buff duration: +8%
  • Critical hit chance: +3%
  • Critical hit damage: +3%
  • All penetration: +2%
  • Maximum-health regeneration per second while standing still: +0.2%
  • Maximum-mana regeneration per second while standing still: +0.2%
  • Extra health from permanent potions: +2%
  • Extra mana from permanent potions: +2%
  • Extra damage from permanent potions: +2%
  • Accessory damage per enhanced weapon: +1%
  • Damage-over-time damage: +12%
  • Debuff duration: +10%
  • Damage-over-time damage taken by moving enemies: +16%
  • Damage-over-time damage taken by elite enemies: +16%
  • Damage taken for each different damage-over-time effect: +10%
  • Damage taken for each debuff: +8%
120 items
Main modifier pool 35Main stat
32 possible effects
  • Accessory damage: +16%
  • Damage to elite enemies and bosses: +16%
  • Mana cost reduction: +16%
  • Projectile speed: +16%
  • Stun chance: +22%
  • Explosion-skill range: +16%
  • Damage per weapon with an attached skill: +3%
  • Companion damage per weapon with an attached skill: +3%
  • Attached weapon-skill damage: +16%
  • Attached weapon-skill trigger chance: +16%
  • All penetration: +3%
  • Companion attack speed: +16%
  • Damage per enhanced weapon: +1.6%
  • Attack speed per enhanced weapon: +1.6%
  • Companion damage per enhanced weapon: +1.6%
  • Companion attack speed per enhanced weapon: +1.6%
  • Damage-over-time damage per enhanced weapon: +1.6%
  • Accessory damage per enhanced weapon: +1.6%
  • Fire penetration for each companion type present: +1.6%
  • Fire skill: chance on hit to remove 3% of enemy maximum health: +10%
  • Damage-over-time damage: +18%
  • Debuff duration: +15%
  • Damage-over-time damage taken by moving enemies: +24%
  • Damage-over-time damage taken by elite enemies: +24%
  • Damage taken for each different damage-over-time effect: +15%
  • Damage taken for each debuff: +12%
  • Damage-over-time stack limit: +1
  • Damage for each companion type present: +8%
  • Damage for each companion type present: +10%
  • Fire damage for each companion type present: +12%
  • Fire penetration for each companion type present: +6%
  • Accessory damage for each companion present: +3%
17 items
Main modifier pool 36Main stat
32 possible effects
  • Accessory damage: +16%
  • Damage to elite enemies and bosses: +16%
  • Mana cost reduction: +16%
  • Projectile speed: +16%
  • Stun chance: +22%
  • Pierce chance: +16%
  • Attack speed per weapon with an attached skill: +3%
  • Companion damage per weapon with an attached skill: +3%
  • Attached weapon-skill damage: +16%
  • Attached weapon-skill trigger chance: +16%
  • All penetration: +3%
  • Companion damage: +16%
  • Damage per enhanced weapon: +1.6%
  • Attack speed per enhanced weapon: +1.6%
  • Companion damage per enhanced weapon: +1.6%
  • Companion attack speed per enhanced weapon: +1.6%
  • Damage-over-time damage per enhanced weapon: +1.6%
  • Accessory damage per enhanced weapon: +1.6%
  • Fire penetration for each companion type present: +1.6%
  • Fire skill: chance on hit to remove 3% of enemy maximum health: +10%
  • Damage-over-time damage: +18%
  • Debuff duration: +15%
  • Damage-over-time damage taken by moving enemies: +24%
  • Damage-over-time damage taken by elite enemies: +24%
  • Damage taken for each different damage-over-time effect: +15%
  • Damage taken for each debuff: +12%
  • Damage-over-time stack limit: +1
  • Damage for each companion type present: +8%
  • Damage for each companion type present: +10%
  • Frost damage for each companion type present: +12%
  • Frost penetration for each companion type present: +6%
  • Accessory damage for each companion present: +3%
17 items
Main modifier pool 37Main stat
32 possible effects
  • Accessory damage: +16%
  • Damage to elite enemies and bosses: +16%
  • Mana cost reduction: +16%
  • Projectile speed: +16%
  • Stun chance: +22%
  • Pierce chance: +16%
  • Attack speed per weapon with an attached skill: +3%
  • Companion damage per weapon with an attached skill: +3%
  • Attached weapon-skill damage: +16%
  • Attached weapon-skill trigger chance: +16%
  • All penetration: +3%
  • Companion damage: +16%
  • Damage per enhanced weapon: +1.6%
  • Attack speed per enhanced weapon: +1.6%
  • Companion damage per enhanced weapon: +1.6%
  • Companion attack speed per enhanced weapon: +1.6%
  • Damage-over-time damage per enhanced weapon: +1.6%
  • Accessory damage per enhanced weapon: +1.6%
  • Fire penetration for each companion type present: +1.6%
  • Fire skill: chance on hit to remove 3% of enemy maximum health: +10%
  • Damage-over-time damage: +18%
  • Debuff duration: +15%
  • Damage-over-time damage taken by moving enemies: +24%
  • Damage-over-time damage taken by elite enemies: +24%
  • Damage taken for each different damage-over-time effect: +15%
  • Damage taken for each debuff: +12%
  • Damage-over-time stack limit: +1
  • Damage for each companion type present: +8%
  • Damage for each companion type present: +10%
  • Lightning damage for each companion type present: +12%
  • Lightning penetration for each companion type present: +6%
  • Accessory damage for each companion present: +2%
16 items
Main modifier pool 38Main stat
28 possible effects
  • Accessory damage: +16%
  • Damage to elite enemies and bosses: +16%
  • Mana cost reduction: +16%
  • Projectile speed: +16%
  • Stun chance: +22%
  • Pierce chance: +16%
  • Damage per weapon with an attached skill: +3%
  • Companion damage per weapon with an attached skill: +3%
  • Attached weapon-skill damage: +16%
  • Attached weapon-skill trigger chance: +16%
  • All penetration: +3%
  • Accessory damage per weapon with an attached skill: +3%
  • Damage per enhanced weapon: +1.6%
  • Attack speed per enhanced weapon: +1.6%
  • Companion damage per enhanced weapon: +1.6%
  • Companion attack speed per enhanced weapon: +1.6%
  • Damage-over-time damage per enhanced weapon: +1.6%
  • Accessory damage per enhanced weapon: +1.6%
  • Fire penetration for each companion type present: +1.6%
  • Fire skill: chance on hit to remove 3% of enemy maximum health: +10%
  • Damage-over-time damage: +18%
  • Debuff duration: +15%
  • Damage-over-time damage taken by moving enemies: +24%
  • Damage-over-time damage taken by elite enemies: +24%
  • Damage taken for each different damage-over-time effect: +15%
  • Damage taken for each debuff: +12%
  • Damage-over-time stack limit: +1
  • Accessory damage for each companion present: +5%
16 items
Main modifier pool 39Main stat
26 possible effects
  • Accessory damage: +16%
  • Damage to elite enemies and bosses: +16%
  • Mana cost reduction: +16%
  • Projectile speed: +16%
  • Stun chance: +22%
  • Explosion-skill range: +16%
  • Attack speed per weapon with an attached skill: +3%
  • Companion damage per weapon with an attached skill: +3%
  • Attached weapon-skill damage: +16%
  • Attached weapon-skill trigger chance: +16%
  • All penetration: +3%
  • Damage-over-time damage per weapon with an attached skill: +3%
  • Damage per enhanced weapon: +1.6%
  • Attack speed per enhanced weapon: +1.6%
  • Damage-over-time damage per enhanced weapon: +1.6%
  • Accessory damage per enhanced weapon: +1.6%
  • Fire penetration for each companion type present: +1.6%
  • Fire skill: chance on hit to remove 3% of enemy maximum health: +10%
  • Damage-over-time damage: +18%
  • Debuff duration: +15%
  • Damage-over-time damage taken by moving enemies: +24%
  • Damage-over-time damage taken by elite enemies: +24%
  • Damage taken for each different damage-over-time effect: +15%
  • Damage taken for each debuff: +12%
  • Damage-over-time stack limit: +1
  • Accessory damage for each companion present: +5%
18 items
Main modifier pool 40Main stat
26 possible effects
  • Accessory damage: +16%
  • Damage to elite enemies and bosses: +16%
  • Mana cost reduction: +16%
  • Projectile speed: +16%
  • Stun chance: +22%
  • Explosion-skill range: +16%
  • Damage per weapon with an attached skill: +3%
  • Companion damage per weapon with an attached skill: +3%
  • Attached weapon-skill damage: +16%
  • Attached weapon-skill trigger chance: +16%
  • All penetration: +3%
  • Companion damage: +16%
  • Damage per enhanced weapon: +1.6%
  • Attack speed per enhanced weapon: +1.6%
  • Damage-over-time damage per enhanced weapon: +1.6%
  • Accessory damage per enhanced weapon: +1.6%
  • Fire penetration for each companion type present: +1.6%
  • Fire skill: chance on hit to remove 3% of enemy maximum health: +10%
  • Damage-over-time damage: +18%
  • Debuff duration: +15%
  • Damage-over-time damage taken by moving enemies: +24%
  • Damage-over-time damage taken by elite enemies: +24%
  • Damage taken for each different damage-over-time effect: +15%
  • Damage taken for each debuff: +12%
  • Damage-over-time stack limit: +1
  • Accessory damage for each companion present: +5%
16 items
Main modifier pool 41Main stat
28 possible effects
  • Accessory damage: +16%
  • Damage to elite enemies and bosses: +16%
  • Mana cost reduction: +16%
  • Projectile speed: +16%
  • Stun chance: +22%
  • Pierce chance: +16%
  • Attack speed per weapon with an attached skill: +3%
  • Companion damage per weapon with an attached skill: +3%
  • Attached weapon-skill damage: +16%
  • Attached weapon-skill trigger chance: +16%
  • All penetration: +3%
  • Companion attack speed: +16%
  • Damage per enhanced weapon: +1.6%
  • Attack speed per enhanced weapon: +1.6%
  • Companion damage per enhanced weapon: +1.6%
  • Companion attack speed per enhanced weapon: +1.6%
  • Damage-over-time damage per enhanced weapon: +1.6%
  • Accessory damage per enhanced weapon: +1.6%
  • Fire penetration for each companion type present: +1.6%
  • Fire skill: chance on hit to remove 3% of enemy maximum health: +10%
  • Damage-over-time damage: +18%
  • Debuff duration: +15%
  • Damage-over-time damage taken by moving enemies: +24%
  • Damage-over-time damage taken by elite enemies: +24%
  • Damage taken for each different damage-over-time effect: +15%
  • Damage taken for each debuff: +12%
  • Damage-over-time stack limit: +1
  • Accessory damage for each companion present: +4%
18 items
Main modifier pool 42Main stat
26 possible effects
  • Accessory damage: +16%
  • Damage to elite enemies and bosses: +16%
  • Mana cost reduction: +16%
  • Projectile speed: +16%
  • Stun chance: +22%
  • Explosion-skill range: +16%
  • Damage per weapon with an attached skill: +3%
  • Companion damage per weapon with an attached skill: +3%
  • Attached weapon-skill damage: +16%
  • Attached weapon-skill trigger chance: +16%
  • All penetration: +3%
  • Accessory damage per weapon with an attached skill: +3%
  • Damage per enhanced weapon: +1.6%
  • Attack speed per enhanced weapon: +1.6%
  • Damage-over-time damage per enhanced weapon: +1.6%
  • Accessory damage per enhanced weapon: +1.6%
  • Fire penetration for each companion type present: +1.6%
  • Fire skill: chance on hit to remove 3% of enemy maximum health: +10%
  • Damage-over-time damage: +18%
  • Debuff duration: +15%
  • Damage-over-time damage taken by moving enemies: +24%
  • Damage-over-time damage taken by elite enemies: +24%
  • Damage taken for each different damage-over-time effect: +15%
  • Damage taken for each debuff: +12%
  • Damage-over-time stack limit: +1
  • Accessory damage for each companion present: +4%
16 items
Main modifier pool 43Main stat
28 possible effects
  • Accessory damage: +16%
  • Damage to elite enemies and bosses: +16%
  • Mana cost reduction: +16%
  • Projectile speed: +16%
  • Stun chance: +22%
  • Pierce chance: +16%
  • Damage per weapon with an attached skill: +3%
  • Companion damage per weapon with an attached skill: +3%
  • Attached weapon-skill damage: +16%
  • Attached weapon-skill trigger chance: +16%
  • All penetration: +3%
  • Companion attack speed: +16%
  • Damage per enhanced weapon: +1.6%
  • Attack speed per enhanced weapon: +1.6%
  • Companion damage per enhanced weapon: +1.6%
  • Companion attack speed per enhanced weapon: +1.6%
  • Damage-over-time damage per enhanced weapon: +1.6%
  • Accessory damage per enhanced weapon: +1.6%
  • Fire penetration for each companion type present: +1.6%
  • Fire skill: chance on hit to remove 3% of enemy maximum health: +10%
  • Damage-over-time damage: +18%
  • Debuff duration: +15%
  • Damage-over-time damage taken by moving enemies: +24%
  • Damage-over-time damage taken by elite enemies: +24%
  • Damage taken for each different damage-over-time effect: +15%
  • Damage taken for each debuff: +12%
  • Damage-over-time stack limit: +1
  • Accessory damage for each companion present: +4%
16 items
Main modifier pool 44Main stat
31 possible effects
  • Accessory damage: +16%
  • Damage to elite enemies and bosses: +16%
  • Companion maximum health per weapon with an attached skill: +3%
  • Companion attack speed per weapon with an attached skill: +3%
  • Stun chance: +22%
  • Companion damage: +16%
  • Damage per weapon with an attached skill: +3%
  • Companion damage per weapon with an attached skill: +3%
  • Attached weapon-skill damage: +16%
  • Companion attack speed: +16%
  • All penetration: +3%
  • Companion attack speed: +16%
  • Damage per enhanced weapon: +1.6%
  • Attack speed per enhanced weapon: +1.6%
  • Companion damage per enhanced weapon: +1.6%
  • Companion attack speed per enhanced weapon: +1.6%
  • Damage-over-time damage per enhanced weapon: +1.6%
  • Accessory damage per enhanced weapon: +1.6%
  • Fire penetration for each companion type present: +1.6%
  • Fire skill: chance on hit to remove 3% of enemy maximum health: +10%
  • Damage-over-time damage: +18%
  • Debuff duration: +15%
  • Damage-over-time damage taken by moving enemies: +24%
  • Damage-over-time damage taken by elite enemies: +24%
  • Damage taken for each different damage-over-time effect: +15%
  • Damage taken for each debuff: +12%
  • Damage-over-time stack limit: +1
  • Damage for each companion type present: +5%
  • Physical damage for each companion type present: +6%
  • Physical penetration for each companion type present: +3%
  • Accessory damage for each companion present: +1%
18 items
Main modifier pool 45Main stat
31 possible effects
  • Accessory damage: +16%
  • Damage to elite enemies and bosses: +16%
  • Mana cost reduction: +16%
  • Companion attack speed per weapon with an attached skill: +3%
  • Stun chance: +22%
  • Explosion-skill range: +16%
  • Damage per weapon with an attached skill: +3%
  • Companion damage per weapon with an attached skill: +3%
  • Attached weapon-skill damage: +16%
  • Companion attack speed: +16%
  • All penetration: +3%
  • Accessory damage per weapon with an attached skill: +3%
  • Damage per enhanced weapon: +1.6%
  • Attack speed per enhanced weapon: +1.6%
  • Companion damage per enhanced weapon: +1.6%
  • Companion attack speed per enhanced weapon: +1.6%
  • Damage-over-time damage per enhanced weapon: +1.6%
  • Accessory damage per enhanced weapon: +1.6%
  • Fire penetration for each companion type present: +1.6%
  • Fire skill: chance on hit to remove 3% of enemy maximum health: +10%
  • Damage-over-time damage: +18%
  • Debuff duration: +15%
  • Damage-over-time damage taken by moving enemies: +24%
  • Damage-over-time damage taken by elite enemies: +24%
  • Damage taken for each different damage-over-time effect: +15%
  • Damage taken for each debuff: +12%
  • Damage-over-time stack limit: +1
  • Damage for each companion type present: +5%
  • Shadow damage for each companion type present: +6%
  • Shadow penetration for each companion type present: +3%
  • Accessory damage for each companion present: +2%
16 items
Main modifier pool 46Main stat
32 possible effects
  • Accessory damage: +16%
  • Damage to elite enemies and bosses: +16%
  • Trap damage per weapon with an attached skill: +3%
  • Companion attack speed per weapon with an attached skill: +3%
  • Stun chance: +22%
  • Companion damage: +16%
  • Damage per weapon with an attached skill: +3%
  • Trap damage: +18%
  • Attached weapon-skill damage: +16%
  • Companion attack speed: +16%
  • All penetration: +3%
  • Companion attack speed: +16%
  • Damage per enhanced weapon: +1.6%
  • Attack speed per enhanced weapon: +1.6%
  • Companion damage per enhanced weapon: +1.6%
  • Companion attack speed per enhanced weapon: +1.6%
  • Damage-over-time damage per enhanced weapon: +1.6%
  • Accessory damage per enhanced weapon: +1.6%
  • Fire penetration for each companion type present: +1.6%
  • Trap damage per enhanced weapon: +1.6%
  • Fire skill: chance on hit to remove 3% of enemy maximum health: +10%
  • Damage-over-time damage: +18%
  • Debuff duration: +15%
  • Damage-over-time damage taken by moving enemies: +24%
  • Damage-over-time damage taken by elite enemies: +24%
  • Damage taken for each different damage-over-time effect: +15%
  • Damage taken for each debuff: +12%
  • Damage-over-time stack limit: +1
  • Damage for each companion type present: +5%
  • Poison damage for each companion type present: +6%
  • Poison penetration for each companion type present: +3%
  • Accessory damage for each companion present: +1%
16 items
Main modifier pool 47Main stat
26 possible effects
  • Fire damage converted from maximum health: +40%
  • Critical damage taken reduction: +16%
  • Mana cost reduction: +16%
  • All resistance: +3%
  • Damage reduction against elite enemies and bosses: +16%
  • Damage while below 50% health: +16%
  • Damage while below 50% mana: +16%
  • Damage while at full health: +16%
  • Damage for each companion type present: +6%
  • Accessory damage for each companion type present: +6%
  • Companion maximum health per weapon with an attached skill: +3%
  • Companion all resistance per weapon with an attached skill: +3%
  • Damage while below 20% health: +25%
  • Companion all resistance per enhanced weapon: +1.6%
  • Damage for each nearby enemy, up to 20%: +1%
  • Damage for each nearby enemy, up to 20%: +0.8%
  • Damage-over-time damage: +18%
  • Debuff duration: +15%
  • Damage-over-time damage taken by moving enemies: +24%
  • Damage-over-time damage taken by elite enemies: +24%
  • Damage taken for each different damage-over-time effect: +15%
  • Damage taken for each debuff: +12%
  • Damage-over-time stack limit: +1
  • Maximum health for each companion type present: +5%
  • Companion damage for each companion type present: +8%
  • Maximum health for each companion present: +3%
50 items
Main modifier pool 48Main stat
27 possible effects
  • Fire damage converted from maximum health: +40%
  • Critical damage taken reduction: +16%
  • Chance to trigger a hit skill when hit at low mana: +40%
  • All resistance: +3%
  • Damage reduction against elite enemies and bosses: +16%
  • Damage while below 50% health: +16%
  • Damage while below 50% mana: +16%
  • Damage while at full health: +16%
  • Maximum health for each companion type present: +6%
  • Maximum mana for each companion type present: +6%
  • Companion maximum health per weapon with an attached skill: +3%
  • Companion all resistance per weapon with an attached skill: +3%
  • Damage while below 20% health: +25%
  • Companion maximum health per enhanced weapon: +1.6%
  • Damage reduction for each nearby enemy, up to 9%: +0.4%
  • Damage reduction for each nearby enemy, up to 9%: +0.3%
  • Damage-over-time damage: +18%
  • Debuff duration: +15%
  • Damage-over-time damage taken by moving enemies: +24%
  • Damage-over-time damage taken by elite enemies: +24%
  • Damage taken for each different damage-over-time effect: +15%
  • Damage taken for each debuff: +12%
  • Damage-over-time stack limit: +1
  • Maximum health for each companion type present: +5%
  • Damage reduction for each companion type present: +1%
  • Companion maximum health for each companion type present: +8%
  • Maximum health for each companion present: +3%
50 items
Main modifier pool 49Main stat
26 possible effects
  • Critical damage taken reduction: +16%
  • Attack speed while moving: +16%
  • Attack speed while standing still: +16%
  • Block chance while moving: +10%
  • Chance to trigger a hit skill when hit at full health: +40%
  • Damage while below 50% health: +16%
  • Damage while below 50% mana: +16%
  • Damage while at full health: +16%
  • Attack speed for each companion type present: +6%
  • Elemental damage for each companion type present: +6%
  • Totem duration: +18%
  • Totem-buff skill range: +18%
  • Damage while below 20% mana: +22%
  • Companion maximum health per enhanced weapon: +1.6%
  • Block chance for each nearby enemy, up to 12%: +0.5%
  • Block chance for each nearby enemy, up to 12%: +0.4%
  • Damage-over-time damage: +18%
  • Debuff duration: +15%
  • Damage-over-time damage taken by moving enemies: +24%
  • Damage-over-time damage taken by elite enemies: +24%
  • Damage taken for each different damage-over-time effect: +15%
  • Damage taken for each debuff: +12%
  • Damage-over-time stack limit: +1
  • Maximum mana for each companion type present: +5%
  • Companion attack speed for each companion type present: +8%
  • Maximum health for each companion present: +3%
50 items
Main modifier pool 50Main stat
26 possible effects
  • Critical damage taken reduction: +16%
  • Damage while moving: +16%
  • Damage while standing still: +16%
  • Damage while dashing: +20%
  • Damage while above 90% mana: +22%
  • Damage reduction while dashing: +16%
  • Damage reduction while standing still: +10%
  • Chance to trigger a hit skill when hit below 20% health: +40%
  • Movement speed for each companion type present: +3%
  • Companion damage-over-time damage for each companion type present: +6%
  • Totem duration: +18%
  • Totem-buff skill range: +18%
  • Damage while below 20% mana: +22%
  • Companion movement speed per enhanced weapon: +1.6%
  • Damage for each nearby enemy, up to 20%: +1%
  • Damage for each nearby enemy, up to 20%: +0.8%
  • Damage-over-time damage: +18%
  • Debuff duration: +15%
  • Damage-over-time damage taken by moving enemies: +24%
  • Damage-over-time damage taken by elite enemies: +24%
  • Damage taken for each different damage-over-time effect: +15%
  • Damage taken for each debuff: +12%
  • Damage-over-time stack limit: +1
  • Movement speed for each companion type present: +3%
  • Companion all resistance for each companion type present: +4%
  • Maximum health for each companion present: +3%
50 items
Main modifier pool 51Main stat
39 possible effects
  • Player automatic-pickup range: +8%
  • Fairy pickup range: +8%
  • Fairy dismantling sale price: +8%
  • Temple buff duration: +12%
  • Potion buff duration: +12%
  • Critical hit chance: +4%
  • Critical hit damage: +4%
  • All penetration: +3%
  • Maximum-health regeneration per second while standing still: +0.3%
  • Maximum-mana regeneration per second while standing still: +0.3%
  • Extra health from permanent potions: +3%
  • Extra mana from permanent potions: +3%
  • Extra damage from permanent potions: +3%
  • Accessory damage per enhanced weapon: +1.6%
  • Automatically use a health potion below 20% health
  • Automatically use a mana potion below 10% mana
  • Recovery potions restore the same amount of companion health
  • Damage for each owned fairy: +5%
  • Drop rate for each owned fairy: +2%
  • Fairy skill-interval reduction: +15%
  • Every 5 seconds, clear one debuff and restore health: +3%
  • Automatically open chests and shrines
  • Accessory orb base count: +1
  • Accessory orb base count: +2
  • Accessory orb damage: +20%
  • Accessory orb spawn-interval reduction: +10%
  • Unused entry: no player effect in this build (inactive)
  • Unused entry: no player effect in this build (inactive)
  • Damage-over-time damage: +18%
  • Debuff duration: +15%
  • Damage-over-time damage taken by moving enemies: +24%
  • Damage-over-time damage taken by elite enemies: +24%
  • Damage taken for each different damage-over-time effect: +15%
  • Damage taken for each debuff: +12%
  • Damage-over-time stack limit: +1
  • Drop rate for each companion type present: +1%
  • Accessory damage for each companion type present: +8%
  • Companion damage-over-time damage for each companion type present: +6%
  • Maximum mana for each companion present: +3%
120 items
Main modifier pool 52Main stat
59 possible effects
  • Accessory damage: +24%
  • Damage to elite enemies and bosses: +24%
  • Mana cost reduction: +24%
  • Projectile speed: +24%
  • Stun chance: +30%
  • Explosion-skill range: +24%
  • Damage per weapon with an attached skill: +4%
  • Companion damage per weapon with an attached skill: +3%
  • Attached weapon-skill damage: +24%
  • Attached weapon-skill trigger chance: +24%
  • All penetration: +3%
  • Companion attack speed: +24%
  • Damage per enhanced weapon: +2.4%
  • Attack speed per enhanced weapon: +2.4%
  • Companion damage per enhanced weapon: +2.4%
  • Companion attack speed per enhanced weapon: +2.4%
  • Damage-over-time damage per enhanced weapon: +2.4%
  • Accessory damage per enhanced weapon: +2.4%
  • Fire penetration for each companion type present: +2.4%
  • Fire skill: chance on hit to remove 3% of enemy maximum health: +15%
  • Fire skill: chance on hit to remove 5% of enemy maximum health: +10%
  • Damage +30%, but mana cost +200%
  • Damage +40%, but damage taken +20%
  • Damage after a successful block for 6 seconds, up to 6 stacks: +5%
  • Damage taken by enemies below 20% health: +50%
  • Damage taken by enemies below 50% health: +40%
  • Damage taken by enemies above 60% health: +40%
  • Damage taken by enemies at full health: +50%
  • Damage after killing an enemy for 3 seconds, up to 8 stacks: +4%
  • Attack speed after killing an enemy for 3 seconds, up to 5 stacks: +6%
  • Elemental damage after killing an enemy for 6 seconds, up to 8 stacks: +6%
  • Damage after killing an elite enemy for 5 seconds, up to 3 stacks: +15%
  • Damage after casting a skill for 4 seconds, up to 5 stacks: +7%
  • Attack speed after casting a skill for 3 seconds, up to 6 stacks: +6%
  • Damage-over-time damage after casting a skill for 3 seconds, up to 6 stacks: +7%
  • Damage for each companion present: +2%
  • Attack speed for each companion present: +2%
  • Elemental damage for each companion present: +3%
  • Companion damage: +2%
  • Companion damage for each companion present: +3%
  • Companion attack speed for each companion present: +3%
  • Damage per socketed gem: +1%
  • Attack speed per socketed gem: +1%
  • Companion damage per socketed gem: +1%
  • Companion attack speed per socketed gem: +1%
  • Damage-over-time damage: +24%
  • Debuff duration: +20%
  • Damage-over-time damage taken by moving enemies: +32%
  • Damage-over-time damage taken by elite enemies: +32%
  • Damage taken for each different damage-over-time effect: +20%
  • Damage taken for each debuff: +16%
  • Damage-over-time stack limit: +1
  • Elemental damage converted from elemental penetration: +30%
  • Elemental damage converted from critical-hit chance: +30%
  • Damage for each companion type present: +12%
  • Damage for each companion type present: +16%
  • Fire damage for each companion type present: +20%
  • Fire penetration for each companion type present: +10%
  • Accessory damage for each companion present: +5%
18 items
Main modifier pool 53Main stat
59 possible effects
  • Accessory damage: +24%
  • Damage to elite enemies and bosses: +24%
  • Mana cost reduction: +24%
  • Projectile speed: +24%
  • Stun chance: +30%
  • Pierce chance: +24%
  • Attack speed per weapon with an attached skill: +4%
  • Companion damage per weapon with an attached skill: +3%
  • Attached weapon-skill damage: +24%
  • Attached weapon-skill trigger chance: +24%
  • All penetration: +3%
  • Companion damage: +24%
  • Damage per enhanced weapon: +2.4%
  • Attack speed per enhanced weapon: +2.4%
  • Companion damage per enhanced weapon: +2.4%
  • Companion attack speed per enhanced weapon: +2.4%
  • Damage-over-time damage per enhanced weapon: +2.4%
  • Accessory damage per enhanced weapon: +2.4%
  • Fire penetration for each companion type present: +2.4%
  • Fire skill: chance on hit to remove 3% of enemy maximum health: +15%
  • Fire skill: chance on hit to remove 5% of enemy maximum health: +10%
  • Damage +30%, but mana cost +200%
  • Damage +40%, but damage taken +20%
  • Damage after a successful block for 6 seconds, up to 6 stacks: +5%
  • Damage taken by enemies below 20% health: +50%
  • Damage taken by enemies below 50% health: +40%
  • Damage taken by enemies above 60% health: +40%
  • Damage taken by enemies at full health: +50%
  • Damage after killing an enemy for 3 seconds, up to 8 stacks: +4%
  • Attack speed after killing an enemy for 3 seconds, up to 5 stacks: +6%
  • Elemental damage after killing an enemy for 6 seconds, up to 8 stacks: +6%
  • Damage after killing an elite enemy for 5 seconds, up to 3 stacks: +15%
  • Damage after casting a skill for 4 seconds, up to 5 stacks: +7%
  • Attack speed after casting a skill for 3 seconds, up to 6 stacks: +6%
  • Damage-over-time damage after casting a skill for 3 seconds, up to 6 stacks: +7%
  • Damage for each companion present: +2%
  • Attack speed for each companion present: +2%
  • Elemental damage for each companion present: +3%
  • Companion damage: +2%
  • Companion damage for each companion present: +3%
  • Companion attack speed for each companion present: +3%
  • Damage per socketed gem: +1%
  • Attack speed per socketed gem: +1%
  • Companion damage per socketed gem: +1%
  • Companion attack speed per socketed gem: +1%
  • Damage-over-time damage: +24%
  • Debuff duration: +20%
  • Damage-over-time damage taken by moving enemies: +32%
  • Damage-over-time damage taken by elite enemies: +32%
  • Damage taken for each different damage-over-time effect: +20%
  • Damage taken for each debuff: +16%
  • Damage-over-time stack limit: +1
  • Elemental damage converted from elemental penetration: +30%
  • Elemental damage converted from critical-hit chance: +30%
  • Damage for each companion type present: +12%
  • Damage for each companion type present: +16%
  • Frost damage for each companion type present: +20%
  • Frost penetration for each companion type present: +10%
  • Accessory damage for each companion present: +5%
16 items
Main modifier pool 54Main stat
59 possible effects
  • Accessory damage: +24%
  • Damage to elite enemies and bosses: +24%
  • Mana cost reduction: +24%
  • Projectile speed: +24%
  • Stun chance: +30%
  • Pierce chance: +24%
  • Attack speed per weapon with an attached skill: +4%
  • Companion damage per weapon with an attached skill: +3%
  • Attached weapon-skill damage: +24%
  • Attached weapon-skill trigger chance: +24%
  • All penetration: +3%
  • Companion damage: +24%
  • Damage per enhanced weapon: +2.4%
  • Attack speed per enhanced weapon: +2.4%
  • Companion damage per enhanced weapon: +2.4%
  • Companion attack speed per enhanced weapon: +2.4%
  • Damage-over-time damage per enhanced weapon: +2.4%
  • Accessory damage per enhanced weapon: +2.4%
  • Fire penetration for each companion type present: +2.4%
  • Fire skill: chance on hit to remove 3% of enemy maximum health: +15%
  • Fire skill: chance on hit to remove 5% of enemy maximum health: +10%
  • Damage +30%, but mana cost +200%
  • Damage +40%, but damage taken +20%
  • Damage after a successful block for 6 seconds, up to 6 stacks: +5%
  • Damage taken by enemies below 20% health: +50%
  • Damage taken by enemies below 50% health: +40%
  • Damage taken by enemies above 60% health: +40%
  • Damage taken by enemies at full health: +50%
  • Damage after killing an enemy for 3 seconds, up to 8 stacks: +4%
  • Attack speed after killing an enemy for 3 seconds, up to 5 stacks: +6%
  • Elemental damage after killing an enemy for 6 seconds, up to 8 stacks: +6%
  • Damage after killing an elite enemy for 5 seconds, up to 3 stacks: +15%
  • Damage after casting a skill for 4 seconds, up to 5 stacks: +7%
  • Attack speed after casting a skill for 3 seconds, up to 6 stacks: +6%
  • Damage-over-time damage after casting a skill for 3 seconds, up to 6 stacks: +7%
  • Damage for each companion present: +2%
  • Attack speed for each companion present: +2%
  • Elemental damage for each companion present: +3%
  • Companion damage: +2%
  • Companion damage for each companion present: +3%
  • Companion attack speed for each companion present: +3%
  • Damage per socketed gem: +1%
  • Attack speed per socketed gem: +1%
  • Companion damage per socketed gem: +1%
  • Companion attack speed per socketed gem: +1%
  • Damage-over-time damage: +24%
  • Debuff duration: +20%
  • Damage-over-time damage taken by moving enemies: +32%
  • Damage-over-time damage taken by elite enemies: +32%
  • Damage taken for each different damage-over-time effect: +20%
  • Damage taken for each debuff: +16%
  • Damage-over-time stack limit: +1
  • Elemental damage converted from elemental penetration: +30%
  • Elemental damage converted from critical-hit chance: +30%
  • Damage for each companion type present: +12%
  • Damage for each companion type present: +16%
  • Lightning damage for each companion type present: +20%
  • Lightning penetration for each companion type present: +10%
  • Accessory damage for each companion present: +4%
16 items
Main modifier pool 55Main stat
55 possible effects
  • Accessory damage: +24%
  • Damage to elite enemies and bosses: +24%
  • Mana cost reduction: +24%
  • Projectile speed: +24%
  • Stun chance: +30%
  • Pierce chance: +24%
  • Damage per weapon with an attached skill: +4%
  • Companion damage per weapon with an attached skill: +3%
  • Attached weapon-skill damage: +24%
  • Attached weapon-skill trigger chance: +24%
  • All penetration: +3%
  • Accessory damage per weapon with an attached skill: +4%
  • Damage per enhanced weapon: +2.4%
  • Attack speed per enhanced weapon: +2.4%
  • Companion damage per enhanced weapon: +2.4%
  • Companion attack speed per enhanced weapon: +2.4%
  • Damage-over-time damage per enhanced weapon: +2.4%
  • Accessory damage per enhanced weapon: +2.4%
  • Fire penetration for each companion type present: +2.4%
  • Fire skill: chance on hit to remove 3% of enemy maximum health: +15%
  • Fire skill: chance on hit to remove 5% of enemy maximum health: +10%
  • Damage +30%, but mana cost +200%
  • Damage +40%, but damage taken +20%
  • Damage after a successful block for 6 seconds, up to 6 stacks: +5%
  • Damage taken by enemies below 20% health: +50%
  • Damage taken by enemies below 50% health: +40%
  • Damage taken by enemies above 60% health: +40%
  • Damage taken by enemies at full health: +50%
  • Damage after killing an enemy for 3 seconds, up to 8 stacks: +4%
  • Attack speed after killing an enemy for 3 seconds, up to 5 stacks: +6%
  • Elemental damage after killing an enemy for 6 seconds, up to 8 stacks: +6%
  • Damage after killing an elite enemy for 5 seconds, up to 3 stacks: +15%
  • Damage after casting a skill for 4 seconds, up to 5 stacks: +7%
  • Attack speed after casting a skill for 3 seconds, up to 6 stacks: +6%
  • Damage-over-time damage after casting a skill for 3 seconds, up to 6 stacks: +7%
  • Damage for each companion present: +2%
  • Attack speed for each companion present: +2%
  • Elemental damage for each companion present: +3%
  • Companion damage: +2%
  • Companion damage for each companion present: +3%
  • Companion attack speed for each companion present: +3%
  • Damage per socketed gem: +1%
  • Attack speed per socketed gem: +1%
  • Companion damage per socketed gem: +1%
  • Companion attack speed per socketed gem: +1%
  • Damage-over-time damage: +24%
  • Debuff duration: +20%
  • Damage-over-time damage taken by moving enemies: +32%
  • Damage-over-time damage taken by elite enemies: +32%
  • Damage taken for each different damage-over-time effect: +20%
  • Damage taken for each debuff: +16%
  • Damage-over-time stack limit: +1
  • Elemental damage converted from elemental penetration: +30%
  • Elemental damage converted from critical-hit chance: +30%
  • Accessory damage for each companion present: +8%
17 items
Main modifier pool 56Main stat
53 possible effects
  • Accessory damage: +24%
  • Damage to elite enemies and bosses: +24%
  • Mana cost reduction: +24%
  • Projectile speed: +24%
  • Stun chance: +30%
  • Explosion-skill range: +24%
  • Attack speed per weapon with an attached skill: +4%
  • Companion damage per weapon with an attached skill: +3%
  • Attached weapon-skill damage: +24%
  • Attached weapon-skill trigger chance: +24%
  • All penetration: +3%
  • Damage-over-time damage per weapon with an attached skill: +4%
  • Damage per enhanced weapon: +2.4%
  • Attack speed per enhanced weapon: +2.4%
  • Damage-over-time damage per enhanced weapon: +2.4%
  • Accessory damage per enhanced weapon: +2.4%
  • Fire penetration for each companion type present: +2.4%
  • Fire skill: chance on hit to remove 3% of enemy maximum health: +15%
  • Fire skill: chance on hit to remove 5% of enemy maximum health: +10%
  • Damage +30%, but mana cost +200%
  • Damage +40%, but damage taken +20%
  • Damage after a successful block for 6 seconds, up to 6 stacks: +5%
  • Damage taken by enemies below 20% health: +50%
  • Damage taken by enemies below 50% health: +40%
  • Damage taken by enemies above 60% health: +40%
  • Damage taken by enemies at full health: +50%
  • Damage after killing an enemy for 3 seconds, up to 8 stacks: +4%
  • Attack speed after killing an enemy for 3 seconds, up to 5 stacks: +6%
  • Elemental damage after killing an enemy for 6 seconds, up to 8 stacks: +6%
  • Damage after killing an elite enemy for 5 seconds, up to 3 stacks: +15%
  • Damage after casting a skill for 4 seconds, up to 5 stacks: +7%
  • Attack speed after casting a skill for 3 seconds, up to 6 stacks: +6%
  • Damage-over-time damage after casting a skill for 3 seconds, up to 6 stacks: +7%
  • Damage for each companion present: +2%
  • Attack speed for each companion present: +2%
  • Elemental damage for each companion present: +3%
  • Companion damage: +2%
  • Companion damage for each companion present: +3%
  • Companion attack speed for each companion present: +3%
  • Damage per socketed gem: +1%
  • Attack speed per socketed gem: +1%
  • Companion damage per socketed gem: +1%
  • Companion attack speed per socketed gem: +1%
  • Damage-over-time damage: +24%
  • Debuff duration: +20%
  • Damage-over-time damage taken by moving enemies: +32%
  • Damage-over-time damage taken by elite enemies: +32%
  • Damage taken for each different damage-over-time effect: +20%
  • Damage taken for each debuff: +16%
  • Damage-over-time stack limit: +1
  • Elemental damage converted from elemental penetration: +30%
  • Elemental damage converted from critical-hit chance: +30%
  • Accessory damage for each companion present: +8%
16 items
Main modifier pool 57Main stat
53 possible effects
  • Accessory damage: +24%
  • Damage to elite enemies and bosses: +24%
  • Mana cost reduction: +24%
  • Projectile speed: +24%
  • Stun chance: +30%
  • Explosion-skill range: +24%
  • Damage per weapon with an attached skill: +4%
  • Companion damage per weapon with an attached skill: +3%
  • Attached weapon-skill damage: +24%
  • Attached weapon-skill trigger chance: +24%
  • All penetration: +3%
  • Companion damage: +24%
  • Damage per enhanced weapon: +2.4%
  • Attack speed per enhanced weapon: +2.4%
  • Damage-over-time damage per enhanced weapon: +2.4%
  • Accessory damage per enhanced weapon: +2.4%
  • Fire penetration for each companion type present: +2.4%
  • Fire skill: chance on hit to remove 3% of enemy maximum health: +15%
  • Fire skill: chance on hit to remove 5% of enemy maximum health: +10%
  • Damage +30%, but mana cost +200%
  • Damage +40%, but damage taken +20%
  • Damage after a successful block for 6 seconds, up to 6 stacks: +5%
  • Damage taken by enemies below 20% health: +50%
  • Damage taken by enemies below 50% health: +40%
  • Damage taken by enemies above 60% health: +40%
  • Damage taken by enemies at full health: +50%
  • Damage after killing an enemy for 3 seconds, up to 8 stacks: +4%
  • Attack speed after killing an enemy for 3 seconds, up to 5 stacks: +6%
  • Elemental damage after killing an enemy for 6 seconds, up to 8 stacks: +6%
  • Damage after killing an elite enemy for 5 seconds, up to 3 stacks: +15%
  • Damage after casting a skill for 4 seconds, up to 5 stacks: +7%
  • Attack speed after casting a skill for 3 seconds, up to 6 stacks: +6%
  • Damage-over-time damage after casting a skill for 3 seconds, up to 6 stacks: +7%
  • Damage for each companion present: +2%
  • Attack speed for each companion present: +2%
  • Elemental damage for each companion present: +3%
  • Companion damage: +2%
  • Companion damage for each companion present: +3%
  • Companion attack speed for each companion present: +3%
  • Damage per socketed gem: +1%
  • Attack speed per socketed gem: +1%
  • Companion damage per socketed gem: +1%
  • Companion attack speed per socketed gem: +1%
  • Damage-over-time damage: +24%
  • Debuff duration: +20%
  • Damage-over-time damage taken by moving enemies: +32%
  • Damage-over-time damage taken by elite enemies: +32%
  • Damage taken for each different damage-over-time effect: +20%
  • Damage taken for each debuff: +16%
  • Damage-over-time stack limit: +1
  • Elemental damage converted from elemental penetration: +30%
  • Elemental damage converted from critical-hit chance: +30%
  • Accessory damage for each companion present: +8%
16 items
Main modifier pool 58Main stat
55 possible effects
  • Accessory damage: +24%
  • Damage to elite enemies and bosses: +24%
  • Mana cost reduction: +24%
  • Projectile speed: +24%
  • Stun chance: +30%
  • Pierce chance: +24%
  • Attack speed per weapon with an attached skill: +4%
  • Companion damage per weapon with an attached skill: +3%
  • Attached weapon-skill damage: +24%
  • Attached weapon-skill trigger chance: +24%
  • All penetration: +3%
  • Companion attack speed: +24%
  • Damage per enhanced weapon: +2.4%
  • Attack speed per enhanced weapon: +2.4%
  • Companion damage per enhanced weapon: +2.4%
  • Companion attack speed per enhanced weapon: +2.4%
  • Damage-over-time damage per enhanced weapon: +2.4%
  • Accessory damage per enhanced weapon: +2.4%
  • Fire penetration for each companion type present: +2.4%
  • Fire skill: chance on hit to remove 3% of enemy maximum health: +15%
  • Fire skill: chance on hit to remove 5% of enemy maximum health: +10%
  • Damage +30%, but mana cost +200%
  • Damage +40%, but damage taken +20%
  • Damage after a successful block for 6 seconds, up to 6 stacks: +5%
  • Damage taken by enemies below 20% health: +50%
  • Damage taken by enemies below 50% health: +40%
  • Damage taken by enemies above 60% health: +40%
  • Damage taken by enemies at full health: +50%
  • Damage after killing an enemy for 3 seconds, up to 8 stacks: +4%
  • Attack speed after killing an enemy for 3 seconds, up to 5 stacks: +6%
  • Elemental damage after killing an enemy for 6 seconds, up to 8 stacks: +6%
  • Damage after killing an elite enemy for 5 seconds, up to 3 stacks: +15%
  • Damage after casting a skill for 4 seconds, up to 5 stacks: +7%
  • Attack speed after casting a skill for 3 seconds, up to 6 stacks: +6%
  • Damage-over-time damage after casting a skill for 3 seconds, up to 6 stacks: +7%
  • Damage for each companion present: +2%
  • Attack speed for each companion present: +2%
  • Elemental damage for each companion present: +3%
  • Companion damage: +2%
  • Companion damage for each companion present: +3%
  • Companion attack speed for each companion present: +3%
  • Damage per socketed gem: +1%
  • Attack speed per socketed gem: +1%
  • Companion damage per socketed gem: +1%
  • Companion attack speed per socketed gem: +1%
  • Damage-over-time damage: +24%
  • Debuff duration: +20%
  • Damage-over-time damage taken by moving enemies: +32%
  • Damage-over-time damage taken by elite enemies: +32%
  • Damage taken for each different damage-over-time effect: +20%
  • Damage taken for each debuff: +16%
  • Damage-over-time stack limit: +1
  • Elemental damage converted from elemental penetration: +30%
  • Elemental damage converted from critical-hit chance: +30%
  • Accessory damage for each companion present: +6%
136 items
Main modifier pool 59Main stat
53 possible effects
  • Accessory damage: +24%
  • Damage to elite enemies and bosses: +24%
  • Mana cost reduction: +24%
  • Projectile speed: +24%
  • Stun chance: +30%
  • Explosion-skill range: +24%
  • Damage per weapon with an attached skill: +4%
  • Companion damage per weapon with an attached skill: +3%
  • Attached weapon-skill damage: +24%
  • Attached weapon-skill trigger chance: +24%
  • All penetration: +3%
  • Accessory damage per weapon with an attached skill: +4%
  • Damage per enhanced weapon: +2.4%
  • Attack speed per enhanced weapon: +2.4%
  • Damage-over-time damage per enhanced weapon: +2.4%
  • Accessory damage per enhanced weapon: +2.4%
  • Fire penetration for each companion type present: +2.4%
  • Fire skill: chance on hit to remove 3% of enemy maximum health: +15%
  • Fire skill: chance on hit to remove 5% of enemy maximum health: +10%
  • Damage +30%, but mana cost +200%
  • Damage +40%, but damage taken +20%
  • Damage after a successful block for 6 seconds, up to 6 stacks: +5%
  • Damage taken by enemies below 20% health: +50%
  • Damage taken by enemies below 50% health: +40%
  • Damage taken by enemies above 60% health: +40%
  • Damage taken by enemies at full health: +50%
  • Damage after killing an enemy for 3 seconds, up to 8 stacks: +4%
  • Attack speed after killing an enemy for 3 seconds, up to 5 stacks: +6%
  • Elemental damage after killing an enemy for 6 seconds, up to 8 stacks: +6%
  • Damage after killing an elite enemy for 5 seconds, up to 3 stacks: +15%
  • Damage after casting a skill for 4 seconds, up to 5 stacks: +7%
  • Attack speed after casting a skill for 3 seconds, up to 6 stacks: +6%
  • Damage-over-time damage after casting a skill for 3 seconds, up to 6 stacks: +7%
  • Damage for each companion present: +2%
  • Attack speed for each companion present: +2%
  • Elemental damage for each companion present: +3%
  • Companion damage: +2%
  • Companion damage for each companion present: +3%
  • Companion attack speed for each companion present: +3%
  • Damage per socketed gem: +1%
  • Attack speed per socketed gem: +1%
  • Companion damage per socketed gem: +1%
  • Companion attack speed per socketed gem: +1%
  • Damage-over-time damage: +24%
  • Debuff duration: +20%
  • Damage-over-time damage taken by moving enemies: +32%
  • Damage-over-time damage taken by elite enemies: +32%
  • Damage taken for each different damage-over-time effect: +20%
  • Damage taken for each debuff: +16%
  • Damage-over-time stack limit: +1
  • Elemental damage converted from elemental penetration: +30%
  • Elemental damage converted from critical-hit chance: +30%
  • Accessory damage for each companion present: +6%
16 items
Main modifier pool 60Main stat
55 possible effects
  • Accessory damage: +24%
  • Damage to elite enemies and bosses: +24%
  • Mana cost reduction: +24%
  • Projectile speed: +24%
  • Stun chance: +30%
  • Pierce chance: +24%
  • Damage per weapon with an attached skill: +4%
  • Companion damage per weapon with an attached skill: +3%
  • Attached weapon-skill damage: +24%
  • Attached weapon-skill trigger chance: +24%
  • All penetration: +3%
  • Companion attack speed: +24%
  • Damage per enhanced weapon: +2.4%
  • Attack speed per enhanced weapon: +2.4%
  • Companion damage per enhanced weapon: +2.4%
  • Companion attack speed per enhanced weapon: +2.4%
  • Damage-over-time damage per enhanced weapon: +2.4%
  • Accessory damage per enhanced weapon: +2.4%
  • Fire penetration for each companion type present: +2.4%
  • Fire skill: chance on hit to remove 3% of enemy maximum health: +15%
  • Fire skill: chance on hit to remove 5% of enemy maximum health: +10%
  • Damage +30%, but mana cost +200%
  • Damage +40%, but damage taken +20%
  • Damage after a successful block for 6 seconds, up to 6 stacks: +5%
  • Damage taken by enemies below 20% health: +50%
  • Damage taken by enemies below 50% health: +40%
  • Damage taken by enemies above 60% health: +40%
  • Damage taken by enemies at full health: +50%
  • Damage after killing an enemy for 3 seconds, up to 8 stacks: +4%
  • Attack speed after killing an enemy for 3 seconds, up to 5 stacks: +6%
  • Elemental damage after killing an enemy for 6 seconds, up to 8 stacks: +6%
  • Damage after killing an elite enemy for 5 seconds, up to 3 stacks: +15%
  • Damage after casting a skill for 4 seconds, up to 5 stacks: +7%
  • Attack speed after casting a skill for 3 seconds, up to 6 stacks: +6%
  • Damage-over-time damage after casting a skill for 3 seconds, up to 6 stacks: +7%
  • Damage for each companion present: +2%
  • Attack speed for each companion present: +2%
  • Elemental damage for each companion present: +3%
  • Companion damage: +2%
  • Companion damage for each companion present: +3%
  • Companion attack speed for each companion present: +3%
  • Damage per socketed gem: +1%
  • Attack speed per socketed gem: +1%
  • Companion damage per socketed gem: +1%
  • Companion attack speed per socketed gem: +1%
  • Damage-over-time damage: +24%
  • Debuff duration: +20%
  • Damage-over-time damage taken by moving enemies: +32%
  • Damage-over-time damage taken by elite enemies: +32%
  • Damage taken for each different damage-over-time effect: +20%
  • Damage taken for each debuff: +16%
  • Damage-over-time stack limit: +1
  • Elemental damage converted from elemental penetration: +30%
  • Elemental damage converted from critical-hit chance: +30%
  • Accessory damage for each companion present: +6%
17 items
Main modifier pool 61Main stat
56 possible effects
  • Accessory damage: +24%
  • Damage to elite enemies and bosses: +24%
  • Companion maximum health per weapon with an attached skill: +4%
  • Companion attack speed per weapon with an attached skill: +4%
  • Stun chance: +30%
  • Companion damage: +24%
  • Damage per weapon with an attached skill: +4%
  • Companion damage per weapon with an attached skill: +3%
  • Attached weapon-skill damage: +24%
  • Companion attack speed: +24%
  • All penetration: +3%
  • Companion attack speed: +24%
  • Damage per enhanced weapon: +2.4%
  • Attack speed per enhanced weapon: +2.4%
  • Companion damage per enhanced weapon: +2.4%
  • Companion attack speed per enhanced weapon: +2.4%
  • Damage-over-time damage per enhanced weapon: +2.4%
  • Accessory damage per enhanced weapon: +2.4%
  • Fire penetration for each companion type present: +2.4%
  • Fire skill: chance on hit to remove 3% of enemy maximum health: +15%
  • Fire skill: chance on hit to remove 5% of enemy maximum health: +10%
  • Damage +30%, but mana cost +200%
  • Damage +40%, but damage taken +20%
  • Damage after a successful block for 6 seconds, up to 6 stacks: +5%
  • Damage taken by enemies below 20% health: +50%
  • Damage taken by enemies below 50% health: +40%
  • Damage taken by enemies above 60% health: +40%
  • Damage taken by enemies at full health: +50%
  • Damage after killing an enemy for 3 seconds, up to 8 stacks: +4%
  • Attack speed after killing an enemy for 3 seconds, up to 5 stacks: +6%
  • Elemental damage after killing an enemy for 6 seconds, up to 8 stacks: +6%
  • Damage after killing an elite enemy for 5 seconds, up to 3 stacks: +15%
  • Damage after casting a skill for 4 seconds, up to 5 stacks: +7%
  • Attack speed after casting a skill for 3 seconds, up to 6 stacks: +6%
  • Damage-over-time damage after casting a skill for 3 seconds, up to 6 stacks: +7%
  • Damage for each companion present: +2%
  • Attack speed for each companion present: +2%
  • Elemental damage for each companion present: +3%
  • Companion damage: +2%
  • Companion damage for each companion present: +3%
  • Companion attack speed for each companion present: +3%
  • Damage per socketed gem: +1%
  • Attack speed per socketed gem: +1%
  • Companion damage per socketed gem: +1%
  • Companion attack speed per socketed gem: +1%
  • Damage-over-time damage: +24%
  • Debuff duration: +20%
  • Damage-over-time damage taken by moving enemies: +32%
  • Damage-over-time damage taken by elite enemies: +32%
  • Damage taken for each different damage-over-time effect: +20%
  • Damage taken for each debuff: +16%
  • Damage-over-time stack limit: +1
  • Elemental damage converted from elemental penetration: +30%
  • Elemental damage converted from critical-hit chance: +30%
  • Damage for each companion type present: +8%
  • Accessory damage for each companion present: +2%
16 items
Main modifier pool 62Main stat
58 possible effects
  • Accessory damage: +24%
  • Damage to elite enemies and bosses: +24%
  • Mana cost reduction: +24%
  • Companion attack speed per weapon with an attached skill: +4%
  • Stun chance: +30%
  • Explosion-skill range: +24%
  • Damage per weapon with an attached skill: +4%
  • Companion damage per weapon with an attached skill: +3%
  • Attached weapon-skill damage: +24%
  • Companion attack speed: +24%
  • All penetration: +3%
  • Accessory damage per weapon with an attached skill: +4%
  • Damage per enhanced weapon: +2.4%
  • Attack speed per enhanced weapon: +2.4%
  • Companion damage per enhanced weapon: +2.4%
  • Companion attack speed per enhanced weapon: +2.4%
  • Damage-over-time damage per enhanced weapon: +2.4%
  • Accessory damage per enhanced weapon: +2.4%
  • Fire penetration for each companion type present: +2.4%
  • Fire skill: chance on hit to remove 3% of enemy maximum health: +15%
  • Fire skill: chance on hit to remove 5% of enemy maximum health: +10%
  • Damage +30%, but mana cost +200%
  • Damage +40%, but damage taken +20%
  • Damage after a successful block for 6 seconds, up to 6 stacks: +5%
  • Damage taken by enemies below 20% health: +50%
  • Damage taken by enemies below 50% health: +40%
  • Damage taken by enemies above 60% health: +40%
  • Damage taken by enemies at full health: +50%
  • Damage after killing an enemy for 3 seconds, up to 8 stacks: +4%
  • Attack speed after killing an enemy for 3 seconds, up to 5 stacks: +6%
  • Elemental damage after killing an enemy for 6 seconds, up to 8 stacks: +6%
  • Damage after killing an elite enemy for 5 seconds, up to 3 stacks: +15%
  • Damage after casting a skill for 4 seconds, up to 5 stacks: +7%
  • Attack speed after casting a skill for 3 seconds, up to 6 stacks: +6%
  • Damage-over-time damage after casting a skill for 3 seconds, up to 6 stacks: +7%
  • Damage for each companion present: +2%
  • Attack speed for each companion present: +2%
  • Elemental damage for each companion present: +3%
  • Companion damage: +2%
  • Companion damage for each companion present: +3%
  • Companion attack speed for each companion present: +3%
  • Damage per socketed gem: +1%
  • Attack speed per socketed gem: +1%
  • Companion damage per socketed gem: +1%
  • Companion attack speed per socketed gem: +1%
  • Damage-over-time damage: +24%
  • Debuff duration: +20%
  • Damage-over-time damage taken by moving enemies: +32%
  • Damage-over-time damage taken by elite enemies: +32%
  • Damage taken for each different damage-over-time effect: +20%
  • Damage taken for each debuff: +16%
  • Damage-over-time stack limit: +1
  • Elemental damage converted from elemental penetration: +30%
  • Elemental damage converted from critical-hit chance: +30%
  • Damage for each companion type present: +8%
  • Physical damage for each companion type present: +9%
  • Physical penetration for each companion type present: +4%
  • Accessory damage for each companion present: +3%
17 items
Main modifier pool 63Main stat
61 possible effects
  • Accessory damage: +24%
  • Damage to elite enemies and bosses: +24%
  • Trap damage per weapon with an attached skill: +4%
  • Companion attack speed per weapon with an attached skill: +4%
  • Stun chance: +30%
  • Companion damage: +24%
  • Damage per weapon with an attached skill: +4%
  • Trap damage: +26%
  • Attached weapon-skill damage: +24%
  • Companion attack speed: +24%
  • All penetration: +3%
  • Companion attack speed: +24%
  • Damage per enhanced weapon: +2.4%
  • Attack speed per enhanced weapon: +2.4%
  • Companion damage per enhanced weapon: +2.4%
  • Companion attack speed per enhanced weapon: +2.4%
  • Damage-over-time damage per enhanced weapon: +2.4%
  • Accessory damage per enhanced weapon: +2.4%
  • Fire penetration for each companion type present: +2.4%
  • Trap damage per enhanced weapon: +2.4%
  • Fire skill: chance on hit to remove 3% of enemy maximum health: +15%
  • Fire skill: chance on hit to remove 5% of enemy maximum health: +10%
  • Damage +30%, but mana cost +200%
  • Damage +40%, but damage taken +20%
  • Damage after a successful block for 6 seconds, up to 6 stacks: +5%
  • Damage taken by enemies below 20% health: +50%
  • Damage taken by enemies below 50% health: +40%
  • Damage taken by enemies above 60% health: +40%
  • Damage taken by enemies at full health: +50%
  • Damage after killing an enemy for 3 seconds, up to 8 stacks: +4%
  • Attack speed after killing an enemy for 3 seconds, up to 5 stacks: +6%
  • Elemental damage after killing an enemy for 6 seconds, up to 8 stacks: +6%
  • Damage after killing an elite enemy for 5 seconds, up to 3 stacks: +15%
  • Damage after casting a skill for 4 seconds, up to 5 stacks: +7%
  • Attack speed after casting a skill for 3 seconds, up to 6 stacks: +6%
  • Damage-over-time damage after casting a skill for 3 seconds, up to 6 stacks: +7%
  • Damage for each companion present: +2%
  • Attack speed for each companion present: +2%
  • Elemental damage for each companion present: +3%
  • Companion damage: +2%
  • Companion damage for each companion present: +3%
  • Companion attack speed for each companion present: +3%
  • Damage per socketed gem: +1%
  • Attack speed per socketed gem: +1%
  • Companion damage per socketed gem: +1%
  • Companion attack speed per socketed gem: +1%
  • Trap damage per socketed gem: +1%
  • Totem-buff skill range: +20%
  • Damage-over-time damage: +24%
  • Debuff duration: +20%
  • Damage-over-time damage taken by moving enemies: +32%
  • Damage-over-time damage taken by elite enemies: +32%
  • Damage taken for each different damage-over-time effect: +20%
  • Damage taken for each debuff: +16%
  • Damage-over-time stack limit: +1
  • Elemental damage converted from elemental penetration: +30%
  • Elemental damage converted from critical-hit chance: +30%
  • Damage for each companion type present: +8%
  • Shadow damage for each companion type present: +9%
  • Shadow penetration for each companion type present: +4%
  • Accessory damage for each companion present: +2%
17 items
Main modifier pool 64Main stat
32 possible effects
  • Fire damage converted from maximum health: +50%
  • Critical damage taken reduction: +24%
  • Mana cost reduction: +24%
  • All resistance: +4%
  • Damage reduction against elite enemies and bosses: +25%
  • Damage while below 50% health: +24%
  • Damage while below 50% mana: +24%
  • Damage while at full health: +24%
  • Damage for each companion type present: +7%
  • Accessory damage for each companion type present: +7%
  • Companion maximum health per weapon with an attached skill: +3%
  • Companion all resistance per weapon with an attached skill: +4%
  • Damage while below 20% health: +40%
  • Companion all resistance per enhanced weapon: +2.4%
  • Damage for each nearby enemy, up to 20%: +1%
  • All resistance after killing an elite enemy for 3 seconds, up to 3 stacks: +5%
  • Damage-over-time damage: +24%
  • Debuff duration: +20%
  • Damage-over-time damage taken by moving enemies: +32%
  • Damage-over-time damage taken by elite enemies: +32%
  • Damage taken for each different damage-over-time effect: +20%
  • Damage taken for each debuff: +16%
  • Damage-over-time stack limit: +1
  • Socketed gem effect: +1
  • Fire damage converted from cooldown reduction: +30%
  • Elemental damage converted from elemental resistance: +20%
  • Excess critical-hit chance is converted to critical-hit damage
  • Maximum health for each companion type present: +8%
  • Poison damage for each companion type present: +9%
  • Poison penetration for each companion type present: +4%
  • Companion damage for each companion type present: +12%
  • Maximum health for each companion present: +4%
49 items
Main modifier pool 65Main stat
31 possible effects
  • Fire damage converted from maximum health: +50%
  • Critical damage taken reduction: +24%
  • Chance to trigger a hit skill when hit at low mana: +50%
  • All resistance: +4%
  • Damage reduction against elite enemies and bosses: +25%
  • Damage while below 50% health: +24%
  • Damage while below 50% mana: +24%
  • Damage while at full health: +24%
  • Maximum health for each companion type present: +7%
  • Maximum mana for each companion type present: +7%
  • Companion maximum health per weapon with an attached skill: +3%
  • Companion all resistance per weapon with an attached skill: +4%
  • Damage while below 20% health: +40%
  • Companion maximum health per enhanced weapon: +2.4%
  • Damage reduction for each nearby enemy, up to 9%: +0.4%
  • All resistance after killing an elite enemy for 3 seconds, up to 3 stacks: +5%
  • Damage-over-time damage: +24%
  • Debuff duration: +20%
  • Damage-over-time damage taken by moving enemies: +32%
  • Damage-over-time damage taken by elite enemies: +32%
  • Damage taken for each different damage-over-time effect: +20%
  • Damage taken for each debuff: +16%
  • Damage-over-time stack limit: +1
  • Socketed gem effect: +1
  • Elemental damage converted from elemental resistance: +20%
  • Elemental damage converted from block chance: +30%
  • Maximum health for each companion type present: +8%
  • Damage reduction for each companion type present: +1%
  • Damage reduction for each companion type present: +2%
  • Companion maximum health for each companion type present: +12%
  • Maximum health for each companion present: +4%
49 items
Main modifier pool 66Main stat
30 possible effects
  • Critical damage taken reduction: +24%
  • Attack speed while moving: +24%
  • Attack speed while standing still: +24%
  • Block chance while moving: +15%
  • Chance to trigger a hit skill when hit at full health: +50%
  • Damage while below 50% health: +24%
  • Damage while below 50% mana: +24%
  • Damage while at full health: +24%
  • Attack speed for each companion type present: +7%
  • Elemental damage for each companion type present: +7%
  • Totem duration: +26%
  • Totem-buff skill range: +26%
  • Damage while below 20% mana: +35%
  • Companion maximum health per enhanced weapon: +2.4%
  • Block chance for each nearby enemy, up to 12%: +0.5%
  • All resistance after killing an elite enemy for 3 seconds, up to 3 stacks: +5%
  • Damage gained each second without using skills, up to 5 stacks: +10%
  • Damage-over-time damage: +24%
  • Debuff duration: +20%
  • Damage-over-time damage taken by moving enemies: +32%
  • Damage-over-time damage taken by elite enemies: +32%
  • Damage taken for each different damage-over-time effect: +20%
  • Damage taken for each debuff: +16%
  • Damage-over-time stack limit: +1
  • Fire damage converted from cooldown reduction: +30%
  • Fire damage converted from pierce chance: +30%
  • Critical-hit damage converted from elemental penetration: +20%
  • Maximum mana for each companion type present: +8%
  • Companion attack speed for each companion type present: +12%
  • Maximum health for each companion present: +4%
49 items
Main modifier pool 67Main stat
29 possible effects
  • Critical damage taken reduction: +24%
  • Damage while moving: +24%
  • Damage while standing still: +24%
  • Damage while dashing: +30%
  • Damage while above 90% mana: +30%
  • Damage reduction while dashing: +24%
  • Damage reduction while standing still: +15%
  • Chance to trigger a hit skill when hit below 20% health: +50%
  • Movement speed for each companion type present: +4%
  • Companion damage-over-time damage for each companion type present: +7%
  • Totem duration: +26%
  • Totem-buff skill range: +26%
  • Damage while below 20% mana: +35%
  • Companion movement speed per enhanced weapon: +2.4%
  • Damage for each nearby enemy, up to 20%: +1%
  • All resistance after killing an elite enemy for 3 seconds, up to 3 stacks: +5%
  • Damage-over-time damage: +24%
  • Debuff duration: +20%
  • Damage-over-time damage taken by moving enemies: +32%
  • Damage-over-time damage taken by elite enemies: +32%
  • Damage taken for each different damage-over-time effect: +20%
  • Damage taken for each debuff: +16%
  • Damage-over-time stack limit: +1
  • Fire damage converted from damage reduction: +30%
  • Movement speed converted to damage: +40%
  • Movement speed converted to attack speed: +40%
  • Movement speed for each companion type present: +5%
  • Companion all resistance for each companion type present: +6%
  • Maximum health for each companion present: +4%
49 items
Main modifier pool 68Main stat
48 possible effects
  • Player automatic-pickup range: +12%
  • Fairy pickup range: +12%
  • Fairy dismantling sale price: +12%
  • Temple buff duration: +20%
  • Potion buff duration: +20%
  • Critical hit chance: +6%
  • Critical hit damage: +6%
  • All penetration: +4%
  • Maximum-health regeneration per second while standing still: +0.4%
  • Maximum-mana regeneration per second while standing still: +0.4%
  • Extra health from permanent potions: +4%
  • Extra mana from permanent potions: +4%
  • Extra damage from permanent potions: +4%
  • Accessory damage per enhanced weapon: +2.4%
  • Automatically use a health potion below 20% health
  • Automatically use a mana potion below 10% mana
  • Recovery potions restore the same amount of companion health
  • Damage for each owned fairy: +8%
  • Drop rate for each owned fairy: +3%
  • Fairy skill-interval reduction: +25%
  • Every 5 seconds, clear one debuff and restore health: +5%
  • Automatically open chests and shrines
  • Accessory orb base count: +3
  • Accessory orb base count: +4
  • Accessory orb damage: +30%
  • Accessory orb spawn-interval reduction: +16%
  • Unused entry: no player effect in this build (inactive)
  • Unused entry: no player effect in this build (inactive)
  • Damage-over-time damage: +24%
  • Debuff duration: +20%
  • Damage-over-time damage taken by moving enemies: +32%
  • Damage-over-time damage taken by elite enemies: +32%
  • Damage taken for each different damage-over-time effect: +20%
  • Damage taken for each debuff: +16%
  • Damage-over-time stack limit: +1
  • Cooldown reduction converted to companion damage: +50%
  • Cooldown reduction converted to companion damage: +40%
  • Drop rate for each companion type present: +1%
  • Drop rate for each companion type present: +2%
  • Accessory damage for each companion type present: +12%
  • Companion damage-over-time damage for each companion type present: +10%
  • Maximum mana for each companion present: +4%
  • Cooldown-reduction cap: +1%
  • Block-chance cap: +1%
  • Damage-reduction cap: +1%
  • Enemy damage-reduction cap: +1%
  • Enemy attack-speed-reduction cap: +1%
  • Enemy movement-speed-reduction cap: +1%
No current item uses this pool
Main modifier pool 69Main stat
70 possible effects
  • Accessory damage: +32%
  • Damage to elite enemies and bosses: +32%
  • Mana cost reduction: +32%
  • Projectile speed: +32%
  • Stun chance: +44%
  • Explosion-skill range: +32%
  • Damage per weapon with an attached skill: +6%
  • Companion damage per weapon with an attached skill: +6%
  • Attached weapon-skill damage: +32%
  • Attached weapon-skill trigger chance: +32%
  • All penetration: +6%
  • Companion attack speed: +32%
  • Damage per enhanced weapon: +3.2%
  • Attack speed per enhanced weapon: +3.2%
  • Companion damage per enhanced weapon: +3.2%
  • Companion attack speed per enhanced weapon: +3.2%
  • Damage-over-time damage per enhanced weapon: +3.2%
  • Accessory damage per enhanced weapon: +3.2%
  • Fire penetration for each companion type present: +3.2%
  • Fire skill: chance on hit to remove 3% of enemy maximum health: +18%
  • Fire skill: chance on hit to remove 5% of enemy maximum health: +12%
  • Damage +30%, but mana cost +200%
  • Damage +40%, but damage taken +20%
  • Damage after a successful block for 6 seconds, up to 6 stacks: +6%
  • Damage taken by enemies below 20% health: +70%
  • Damage taken by enemies below 50% health: +60%
  • Damage taken by enemies above 60% health: +60%
  • Damage taken by enemies at full health: +60%
  • Damage after killing an enemy for 5 seconds, up to 10 stacks: +5%
  • Attack speed after killing an enemy for 5 seconds, up to 8 stacks: +7%
  • Elemental damage after killing an enemy for 6 seconds, up to 8 stacks: +8%
  • Damage after killing an elite enemy for 5 seconds, up to 3 stacks: +20%
  • Damage after casting a skill for 3 seconds, up to 6 stacks: +8%
  • Attack speed after casting a skill for 3 seconds, up to 8 stacks: +7%
  • Damage-over-time damage after casting a skill for 4 seconds, up to 8 stacks: +8%
  • Damage for each companion present: +3%
  • Attack speed for each companion present: +3%
  • Elemental damage for each companion present: +4%
  • Companion damage: +3%
  • Companion damage for each companion present: +4%
  • Companion attack speed for each companion present: +4%
  • Damage per socketed gem: +2%
  • Attack speed per socketed gem: +2%
  • Companion damage per socketed gem: +2%
  • Companion attack speed per socketed gem: +2%
  • Critical-hit chance after casting a skill for 3 seconds, up to 10 stacks: +2%
  • Critical-hit damage after casting a skill for 3 seconds, up to 12 stacks: +2%
  • Damage per transmuted weapon: +4%
  • Attack speed per transmuted weapon: +4%
  • Critical-hit chance per transmuted weapon: +2%
  • Critical-hit damage per transmuted weapon: +2%
  • Companion damage per transmuted weapon: +5%
  • Companion attack speed per transmuted weapon: +5%
  • Damage-over-time damage per transmuted weapon: +5%
  • Trap damage per transmuted weapon: +50%
  • Damage-over-time damage: +30%
  • Debuff duration: +25%
  • Damage-over-time damage taken by moving enemies: +40%
  • Damage-over-time damage taken by elite enemies: +40%
  • Damage taken for each different damage-over-time effect: +25%
  • Damage taken for each debuff: +20%
  • Damage-over-time stack limit: +1
  • Damage-over-time stack limit: +2
  • Elemental damage converted from elemental penetration: +40%
  • Elemental damage converted from critical-hit chance: +40%
  • Damage for each companion type present: +16%
  • Damage for each companion type present: +20%
  • Fire damage for each companion type present: +30%
  • Fire penetration for each companion type present: +16%
  • Accessory damage for each companion present: +8%
40 items
Main modifier pool 70Main stat
70 possible effects
  • Accessory damage: +32%
  • Damage to elite enemies and bosses: +32%
  • Mana cost reduction: +32%
  • Projectile speed: +32%
  • Stun chance: +44%
  • Pierce chance: +32%
  • Attack speed per weapon with an attached skill: +6%
  • Companion damage per weapon with an attached skill: +6%
  • Attached weapon-skill damage: +32%
  • Attached weapon-skill trigger chance: +32%
  • All penetration: +6%
  • Companion damage: +32%
  • Damage per enhanced weapon: +3.2%
  • Attack speed per enhanced weapon: +3.2%
  • Companion damage per enhanced weapon: +3.2%
  • Companion attack speed per enhanced weapon: +3.2%
  • Damage-over-time damage per enhanced weapon: +3.2%
  • Accessory damage per enhanced weapon: +3.2%
  • Fire penetration for each companion type present: +3.2%
  • Fire skill: chance on hit to remove 3% of enemy maximum health: +18%
  • Fire skill: chance on hit to remove 5% of enemy maximum health: +12%
  • Damage +30%, but mana cost +200%
  • Damage +40%, but damage taken +20%
  • Damage after a successful block for 6 seconds, up to 6 stacks: +6%
  • Damage taken by enemies below 20% health: +70%
  • Damage taken by enemies below 50% health: +60%
  • Damage taken by enemies above 60% health: +60%
  • Damage taken by enemies at full health: +60%
  • Damage after killing an enemy for 5 seconds, up to 10 stacks: +5%
  • Attack speed after killing an enemy for 5 seconds, up to 8 stacks: +7%
  • Elemental damage after killing an enemy for 6 seconds, up to 8 stacks: +8%
  • Damage after killing an elite enemy for 5 seconds, up to 3 stacks: +20%
  • Damage after casting a skill for 3 seconds, up to 6 stacks: +8%
  • Attack speed after casting a skill for 3 seconds, up to 8 stacks: +7%
  • Damage-over-time damage after casting a skill for 4 seconds, up to 8 stacks: +8%
  • Damage for each companion present: +3%
  • Attack speed for each companion present: +3%
  • Elemental damage for each companion present: +4%
  • Companion damage: +3%
  • Companion damage for each companion present: +4%
  • Companion attack speed for each companion present: +4%
  • Damage per socketed gem: +2%
  • Attack speed per socketed gem: +2%
  • Companion damage per socketed gem: +2%
  • Companion attack speed per socketed gem: +2%
  • Critical-hit chance after casting a skill for 3 seconds, up to 10 stacks: +2%
  • Critical-hit damage after casting a skill for 3 seconds, up to 12 stacks: +2%
  • Damage per transmuted weapon: +4%
  • Attack speed per transmuted weapon: +4%
  • Critical-hit chance per transmuted weapon: +2%
  • Critical-hit damage per transmuted weapon: +2%
  • Companion damage per transmuted weapon: +5%
  • Companion attack speed per transmuted weapon: +5%
  • Damage-over-time damage per transmuted weapon: +5%
  • Trap damage per transmuted weapon: +50%
  • Damage-over-time damage: +30%
  • Debuff duration: +25%
  • Damage-over-time damage taken by moving enemies: +40%
  • Damage-over-time damage taken by elite enemies: +40%
  • Damage taken for each different damage-over-time effect: +25%
  • Damage taken for each debuff: +20%
  • Damage-over-time stack limit: +1
  • Damage-over-time stack limit: +2
  • Elemental damage converted from elemental penetration: +40%
  • Elemental damage converted from critical-hit chance: +40%
  • Damage for each companion type present: +16%
  • Damage for each companion type present: +20%
  • Frost damage for each companion type present: +30%
  • Frost penetration for each companion type present: +16%
  • Accessory damage for each companion present: +8%
40 items
Main modifier pool 71Main stat
70 possible effects
  • Accessory damage: +32%
  • Damage to elite enemies and bosses: +32%
  • Mana cost reduction: +32%
  • Projectile speed: +32%
  • Stun chance: +44%
  • Pierce chance: +32%
  • Attack speed per weapon with an attached skill: +6%
  • Companion damage per weapon with an attached skill: +6%
  • Attached weapon-skill damage: +32%
  • Attached weapon-skill trigger chance: +32%
  • All penetration: +6%
  • Companion damage: +32%
  • Damage per enhanced weapon: +3.2%
  • Attack speed per enhanced weapon: +3.2%
  • Companion damage per enhanced weapon: +3.2%
  • Companion attack speed per enhanced weapon: +3.2%
  • Damage-over-time damage per enhanced weapon: +3.2%
  • Accessory damage per enhanced weapon: +3.2%
  • Fire penetration for each companion type present: +3.2%
  • Fire skill: chance on hit to remove 3% of enemy maximum health: +18%
  • Fire skill: chance on hit to remove 5% of enemy maximum health: +12%
  • Damage +30%, but mana cost +200%
  • Damage +40%, but damage taken +20%
  • Damage after a successful block for 6 seconds, up to 6 stacks: +6%
  • Damage taken by enemies below 20% health: +70%
  • Damage taken by enemies below 50% health: +60%
  • Damage taken by enemies above 60% health: +60%
  • Damage taken by enemies at full health: +60%
  • Damage after killing an enemy for 5 seconds, up to 10 stacks: +5%
  • Attack speed after killing an enemy for 5 seconds, up to 8 stacks: +7%
  • Elemental damage after killing an enemy for 6 seconds, up to 8 stacks: +8%
  • Damage after killing an elite enemy for 5 seconds, up to 3 stacks: +20%
  • Damage after casting a skill for 3 seconds, up to 6 stacks: +8%
  • Attack speed after casting a skill for 3 seconds, up to 8 stacks: +7%
  • Damage-over-time damage after casting a skill for 4 seconds, up to 8 stacks: +8%
  • Damage for each companion present: +3%
  • Attack speed for each companion present: +3%
  • Elemental damage for each companion present: +4%
  • Companion damage: +3%
  • Companion damage for each companion present: +4%
  • Companion attack speed for each companion present: +4%
  • Damage per socketed gem: +2%
  • Attack speed per socketed gem: +2%
  • Companion damage per socketed gem: +2%
  • Companion attack speed per socketed gem: +2%
  • Critical-hit chance after casting a skill for 3 seconds, up to 10 stacks: +2%
  • Critical-hit damage after casting a skill for 3 seconds, up to 12 stacks: +2%
  • Damage per transmuted weapon: +4%
  • Attack speed per transmuted weapon: +4%
  • Critical-hit chance per transmuted weapon: +2%
  • Critical-hit damage per transmuted weapon: +2%
  • Companion damage per transmuted weapon: +5%
  • Companion attack speed per transmuted weapon: +5%
  • Damage-over-time damage per transmuted weapon: +5%
  • Trap damage per transmuted weapon: +50%
  • Damage-over-time damage: +30%
  • Debuff duration: +25%
  • Damage-over-time damage taken by moving enemies: +40%
  • Damage-over-time damage taken by elite enemies: +40%
  • Damage taken for each different damage-over-time effect: +25%
  • Damage taken for each debuff: +20%
  • Damage-over-time stack limit: +1
  • Damage-over-time stack limit: +2
  • Elemental damage converted from elemental penetration: +40%
  • Elemental damage converted from critical-hit chance: +40%
  • Damage for each companion type present: +16%
  • Damage for each companion type present: +20%
  • Lightning damage for each companion type present: +30%
  • Lightning penetration for each companion type present: +16%
  • Accessory damage for each companion present: +7%
40 items
Main modifier pool 72Main stat
66 possible effects
  • Accessory damage: +32%
  • Damage to elite enemies and bosses: +32%
  • Mana cost reduction: +32%
  • Projectile speed: +32%
  • Stun chance: +44%
  • Pierce chance: +32%
  • Damage per weapon with an attached skill: +6%
  • Companion damage per weapon with an attached skill: +6%
  • Attached weapon-skill damage: +32%
  • Attached weapon-skill trigger chance: +32%
  • All penetration: +6%
  • Accessory damage per weapon with an attached skill: +6%
  • Damage per enhanced weapon: +3.2%
  • Attack speed per enhanced weapon: +3.2%
  • Companion damage per enhanced weapon: +3.2%
  • Companion attack speed per enhanced weapon: +3.2%
  • Damage-over-time damage per enhanced weapon: +3.2%
  • Accessory damage per enhanced weapon: +3.2%
  • Fire penetration for each companion type present: +3.2%
  • Fire skill: chance on hit to remove 3% of enemy maximum health: +18%
  • Fire skill: chance on hit to remove 5% of enemy maximum health: +12%
  • Damage +30%, but mana cost +200%
  • Damage +40%, but damage taken +20%
  • Damage after a successful block for 6 seconds, up to 6 stacks: +6%
  • Damage taken by enemies below 20% health: +70%
  • Damage taken by enemies below 50% health: +60%
  • Damage taken by enemies above 60% health: +60%
  • Damage taken by enemies at full health: +60%
  • Damage after killing an enemy for 5 seconds, up to 10 stacks: +5%
  • Attack speed after killing an enemy for 5 seconds, up to 8 stacks: +7%
  • Elemental damage after killing an enemy for 6 seconds, up to 8 stacks: +8%
  • Damage after killing an elite enemy for 5 seconds, up to 3 stacks: +20%
  • Damage after casting a skill for 3 seconds, up to 6 stacks: +8%
  • Attack speed after casting a skill for 3 seconds, up to 8 stacks: +7%
  • Damage-over-time damage after casting a skill for 4 seconds, up to 8 stacks: +8%
  • Damage for each companion present: +3%
  • Attack speed for each companion present: +3%
  • Elemental damage for each companion present: +4%
  • Companion damage: +3%
  • Companion damage for each companion present: +4%
  • Companion attack speed for each companion present: +4%
  • Damage per socketed gem: +2%
  • Attack speed per socketed gem: +2%
  • Companion damage per socketed gem: +2%
  • Companion attack speed per socketed gem: +2%
  • Critical-hit chance after casting a skill for 3 seconds, up to 10 stacks: +2%
  • Critical-hit damage after casting a skill for 3 seconds, up to 12 stacks: +2%
  • Damage per transmuted weapon: +4%
  • Attack speed per transmuted weapon: +4%
  • Critical-hit chance per transmuted weapon: +2%
  • Critical-hit damage per transmuted weapon: +2%
  • Companion damage per transmuted weapon: +5%
  • Companion attack speed per transmuted weapon: +5%
  • Damage-over-time damage per transmuted weapon: +5%
  • Trap damage per transmuted weapon: +50%
  • Damage-over-time damage: +30%
  • Debuff duration: +25%
  • Damage-over-time damage taken by moving enemies: +40%
  • Damage-over-time damage taken by elite enemies: +40%
  • Damage taken for each different damage-over-time effect: +25%
  • Damage taken for each debuff: +20%
  • Damage-over-time stack limit: +1
  • Damage-over-time stack limit: +2
  • Elemental damage converted from elemental penetration: +40%
  • Elemental damage converted from critical-hit chance: +40%
  • Accessory damage for each companion present: +12%
40 items
Main modifier pool 73Main stat
64 possible effects
  • Accessory damage: +32%
  • Damage to elite enemies and bosses: +32%
  • Mana cost reduction: +32%
  • Projectile speed: +32%
  • Stun chance: +44%
  • Explosion-skill range: +32%
  • Attack speed per weapon with an attached skill: +6%
  • Companion damage per weapon with an attached skill: +6%
  • Attached weapon-skill damage: +32%
  • Attached weapon-skill trigger chance: +32%
  • All penetration: +6%
  • Damage-over-time damage per weapon with an attached skill: +6%
  • Damage per enhanced weapon: +3.2%
  • Attack speed per enhanced weapon: +3.2%
  • Damage-over-time damage per enhanced weapon: +3.2%
  • Accessory damage per enhanced weapon: +3.2%
  • Fire penetration for each companion type present: +3.2%
  • Fire skill: chance on hit to remove 3% of enemy maximum health: +18%
  • Fire skill: chance on hit to remove 5% of enemy maximum health: +12%
  • Damage +30%, but mana cost +200%
  • Damage +40%, but damage taken +20%
  • Damage after a successful block for 6 seconds, up to 6 stacks: +6%
  • Damage taken by enemies below 20% health: +70%
  • Damage taken by enemies below 50% health: +60%
  • Damage taken by enemies above 60% health: +60%
  • Damage taken by enemies at full health: +60%
  • Damage after killing an enemy for 5 seconds, up to 10 stacks: +5%
  • Attack speed after killing an enemy for 5 seconds, up to 8 stacks: +7%
  • Elemental damage after killing an enemy for 6 seconds, up to 8 stacks: +8%
  • Damage after killing an elite enemy for 5 seconds, up to 3 stacks: +20%
  • Damage after casting a skill for 3 seconds, up to 6 stacks: +8%
  • Attack speed after casting a skill for 3 seconds, up to 8 stacks: +7%
  • Damage-over-time damage after casting a skill for 4 seconds, up to 8 stacks: +8%
  • Damage for each companion present: +3%
  • Attack speed for each companion present: +3%
  • Elemental damage for each companion present: +4%
  • Companion damage: +3%
  • Companion damage for each companion present: +4%
  • Companion attack speed for each companion present: +4%
  • Damage per socketed gem: +2%
  • Attack speed per socketed gem: +2%
  • Companion damage per socketed gem: +2%
  • Companion attack speed per socketed gem: +2%
  • Critical-hit chance after casting a skill for 3 seconds, up to 10 stacks: +2%
  • Critical-hit damage after casting a skill for 3 seconds, up to 12 stacks: +2%
  • Damage per transmuted weapon: +4%
  • Attack speed per transmuted weapon: +4%
  • Critical-hit chance per transmuted weapon: +2%
  • Critical-hit damage per transmuted weapon: +2%
  • Companion damage per transmuted weapon: +5%
  • Companion attack speed per transmuted weapon: +5%
  • Damage-over-time damage per transmuted weapon: +5%
  • Trap damage per transmuted weapon: +50%
  • Damage-over-time damage: +30%
  • Debuff duration: +25%
  • Damage-over-time damage taken by moving enemies: +40%
  • Damage-over-time damage taken by elite enemies: +40%
  • Damage taken for each different damage-over-time effect: +25%
  • Damage taken for each debuff: +20%
  • Damage-over-time stack limit: +1
  • Damage-over-time stack limit: +2
  • Elemental damage converted from elemental penetration: +40%
  • Elemental damage converted from critical-hit chance: +40%
  • Accessory damage for each companion present: +12%
40 items
Main modifier pool 74Main stat
64 possible effects
  • Accessory damage: +32%
  • Damage to elite enemies and bosses: +32%
  • Mana cost reduction: +32%
  • Projectile speed: +32%
  • Stun chance: +44%
  • Explosion-skill range: +32%
  • Damage per weapon with an attached skill: +6%
  • Companion damage per weapon with an attached skill: +6%
  • Attached weapon-skill damage: +32%
  • Attached weapon-skill trigger chance: +32%
  • All penetration: +6%
  • Companion damage: +32%
  • Damage per enhanced weapon: +3.2%
  • Attack speed per enhanced weapon: +3.2%
  • Damage-over-time damage per enhanced weapon: +3.2%
  • Accessory damage per enhanced weapon: +3.2%
  • Fire penetration for each companion type present: +3.2%
  • Fire skill: chance on hit to remove 3% of enemy maximum health: +18%
  • Fire skill: chance on hit to remove 5% of enemy maximum health: +12%
  • Damage +30%, but mana cost +200%
  • Damage +40%, but damage taken +20%
  • Damage after a successful block for 6 seconds, up to 6 stacks: +6%
  • Damage taken by enemies below 20% health: +70%
  • Damage taken by enemies below 50% health: +60%
  • Damage taken by enemies above 60% health: +60%
  • Damage taken by enemies at full health: +60%
  • Damage after killing an enemy for 5 seconds, up to 10 stacks: +5%
  • Attack speed after killing an enemy for 5 seconds, up to 8 stacks: +7%
  • Elemental damage after killing an enemy for 6 seconds, up to 8 stacks: +8%
  • Damage after killing an elite enemy for 5 seconds, up to 3 stacks: +20%
  • Damage after casting a skill for 3 seconds, up to 6 stacks: +8%
  • Attack speed after casting a skill for 3 seconds, up to 8 stacks: +7%
  • Damage-over-time damage after casting a skill for 4 seconds, up to 8 stacks: +8%
  • Damage for each companion present: +3%
  • Attack speed for each companion present: +3%
  • Elemental damage for each companion present: +4%
  • Companion damage: +3%
  • Companion damage for each companion present: +4%
  • Companion attack speed for each companion present: +4%
  • Damage per socketed gem: +2%
  • Attack speed per socketed gem: +2%
  • Companion damage per socketed gem: +2%
  • Companion attack speed per socketed gem: +2%
  • Critical-hit chance after casting a skill for 3 seconds, up to 10 stacks: +2%
  • Critical-hit damage after casting a skill for 3 seconds, up to 12 stacks: +2%
  • Damage per transmuted weapon: +4%
  • Attack speed per transmuted weapon: +4%
  • Critical-hit chance per transmuted weapon: +2%
  • Critical-hit damage per transmuted weapon: +2%
  • Companion damage per transmuted weapon: +5%
  • Companion attack speed per transmuted weapon: +5%
  • Damage-over-time damage per transmuted weapon: +5%
  • Trap damage per transmuted weapon: +50%
  • Damage-over-time damage: +30%
  • Debuff duration: +25%
  • Damage-over-time damage taken by moving enemies: +40%
  • Damage-over-time damage taken by elite enemies: +40%
  • Damage taken for each different damage-over-time effect: +25%
  • Damage taken for each debuff: +20%
  • Damage-over-time stack limit: +1
  • Damage-over-time stack limit: +2
  • Elemental damage converted from elemental penetration: +40%
  • Elemental damage converted from critical-hit chance: +40%
  • Accessory damage for each companion present: +12%
41 items
Main modifier pool 75Main stat
66 possible effects
  • Accessory damage: +32%
  • Damage to elite enemies and bosses: +32%
  • Mana cost reduction: +32%
  • Projectile speed: +32%
  • Stun chance: +44%
  • Pierce chance: +32%
  • Attack speed per weapon with an attached skill: +6%
  • Companion damage per weapon with an attached skill: +6%
  • Attached weapon-skill damage: +32%
  • Attached weapon-skill trigger chance: +32%
  • All penetration: +6%
  • Companion attack speed: +32%
  • Damage per enhanced weapon: +3.2%
  • Attack speed per enhanced weapon: +3.2%
  • Companion damage per enhanced weapon: +3.2%
  • Companion attack speed per enhanced weapon: +3.2%
  • Damage-over-time damage per enhanced weapon: +3.2%
  • Accessory damage per enhanced weapon: +3.2%
  • Fire penetration for each companion type present: +3.2%
  • Fire skill: chance on hit to remove 3% of enemy maximum health: +18%
  • Fire skill: chance on hit to remove 5% of enemy maximum health: +12%
  • Damage +30%, but mana cost +200%
  • Damage +40%, but damage taken +20%
  • Damage after a successful block for 6 seconds, up to 6 stacks: +6%
  • Damage taken by enemies below 20% health: +70%
  • Damage taken by enemies below 50% health: +60%
  • Damage taken by enemies above 60% health: +60%
  • Damage taken by enemies at full health: +60%
  • Damage after killing an enemy for 5 seconds, up to 10 stacks: +5%
  • Attack speed after killing an enemy for 5 seconds, up to 8 stacks: +7%
  • Elemental damage after killing an enemy for 6 seconds, up to 8 stacks: +8%
  • Damage after killing an elite enemy for 5 seconds, up to 3 stacks: +20%
  • Damage after casting a skill for 3 seconds, up to 6 stacks: +8%
  • Attack speed after casting a skill for 3 seconds, up to 8 stacks: +7%
  • Damage-over-time damage after casting a skill for 4 seconds, up to 8 stacks: +8%
  • Damage for each companion present: +3%
  • Attack speed for each companion present: +3%
  • Elemental damage for each companion present: +4%
  • Companion damage: +3%
  • Companion damage for each companion present: +4%
  • Companion attack speed for each companion present: +4%
  • Damage per socketed gem: +2%
  • Attack speed per socketed gem: +2%
  • Companion damage per socketed gem: +2%
  • Companion attack speed per socketed gem: +2%
  • Critical-hit chance after casting a skill for 3 seconds, up to 10 stacks: +2%
  • Critical-hit damage after casting a skill for 3 seconds, up to 12 stacks: +2%
  • Damage per transmuted weapon: +4%
  • Attack speed per transmuted weapon: +4%
  • Critical-hit chance per transmuted weapon: +2%
  • Critical-hit damage per transmuted weapon: +2%
  • Companion damage per transmuted weapon: +5%
  • Companion attack speed per transmuted weapon: +5%
  • Damage-over-time damage per transmuted weapon: +5%
  • Trap damage per transmuted weapon: +50%
  • Damage-over-time damage: +30%
  • Debuff duration: +25%
  • Damage-over-time damage taken by moving enemies: +40%
  • Damage-over-time damage taken by elite enemies: +40%
  • Damage taken for each different damage-over-time effect: +25%
  • Damage taken for each debuff: +20%
  • Damage-over-time stack limit: +1
  • Damage-over-time stack limit: +2
  • Elemental damage converted from elemental penetration: +40%
  • Elemental damage converted from critical-hit chance: +40%
  • Accessory damage for each companion present: +9%
40 items
Main modifier pool 76Main stat
64 possible effects
  • Accessory damage: +32%
  • Damage to elite enemies and bosses: +32%
  • Mana cost reduction: +32%
  • Projectile speed: +32%
  • Stun chance: +44%
  • Explosion-skill range: +32%
  • Damage per weapon with an attached skill: +6%
  • Companion damage per weapon with an attached skill: +6%
  • Attached weapon-skill damage: +32%
  • Attached weapon-skill trigger chance: +32%
  • All penetration: +6%
  • Accessory damage per weapon with an attached skill: +6%
  • Damage per enhanced weapon: +3.2%
  • Attack speed per enhanced weapon: +3.2%
  • Damage-over-time damage per enhanced weapon: +3.2%
  • Accessory damage per enhanced weapon: +3.2%
  • Fire penetration for each companion type present: +3.2%
  • Fire skill: chance on hit to remove 3% of enemy maximum health: +18%
  • Fire skill: chance on hit to remove 5% of enemy maximum health: +12%
  • Damage +30%, but mana cost +200%
  • Damage +40%, but damage taken +20%
  • Damage after a successful block for 6 seconds, up to 6 stacks: +6%
  • Damage taken by enemies below 20% health: +70%
  • Damage taken by enemies below 50% health: +60%
  • Damage taken by enemies above 60% health: +60%
  • Damage taken by enemies at full health: +60%
  • Damage after killing an enemy for 5 seconds, up to 10 stacks: +5%
  • Attack speed after killing an enemy for 5 seconds, up to 8 stacks: +7%
  • Elemental damage after killing an enemy for 6 seconds, up to 8 stacks: +8%
  • Damage after killing an elite enemy for 5 seconds, up to 3 stacks: +20%
  • Damage after casting a skill for 3 seconds, up to 6 stacks: +8%
  • Attack speed after casting a skill for 3 seconds, up to 8 stacks: +7%
  • Damage-over-time damage after casting a skill for 4 seconds, up to 8 stacks: +8%
  • Damage for each companion present: +3%
  • Attack speed for each companion present: +3%
  • Elemental damage for each companion present: +4%
  • Companion damage: +3%
  • Companion damage for each companion present: +4%
  • Companion attack speed for each companion present: +4%
  • Damage per socketed gem: +2%
  • Attack speed per socketed gem: +2%
  • Companion damage per socketed gem: +2%
  • Companion attack speed per socketed gem: +2%
  • Critical-hit chance after casting a skill for 3 seconds, up to 10 stacks: +2%
  • Critical-hit damage after casting a skill for 3 seconds, up to 12 stacks: +2%
  • Damage per transmuted weapon: +4%
  • Attack speed per transmuted weapon: +4%
  • Critical-hit chance per transmuted weapon: +2%
  • Critical-hit damage per transmuted weapon: +2%
  • Companion damage per transmuted weapon: +5%
  • Companion attack speed per transmuted weapon: +5%
  • Damage-over-time damage per transmuted weapon: +5%
  • Trap damage per transmuted weapon: +50%
  • Damage-over-time damage: +30%
  • Debuff duration: +25%
  • Damage-over-time damage taken by moving enemies: +40%
  • Damage-over-time damage taken by elite enemies: +40%
  • Damage taken for each different damage-over-time effect: +25%
  • Damage taken for each debuff: +20%
  • Damage-over-time stack limit: +1
  • Damage-over-time stack limit: +2
  • Elemental damage converted from elemental penetration: +40%
  • Elemental damage converted from critical-hit chance: +40%
  • Accessory damage for each companion present: +9%
40 items
Main modifier pool 77Main stat
66 possible effects
  • Accessory damage: +32%
  • Damage to elite enemies and bosses: +32%
  • Mana cost reduction: +32%
  • Projectile speed: +32%
  • Stun chance: +44%
  • Pierce chance: +32%
  • Damage per weapon with an attached skill: +6%
  • Companion damage per weapon with an attached skill: +6%
  • Attached weapon-skill damage: +32%
  • Attached weapon-skill trigger chance: +32%
  • All penetration: +6%
  • Companion attack speed: +32%
  • Damage per enhanced weapon: +3.2%
  • Attack speed per enhanced weapon: +3.2%
  • Companion damage per enhanced weapon: +3.2%
  • Companion attack speed per enhanced weapon: +3.2%
  • Damage-over-time damage per enhanced weapon: +3.2%
  • Accessory damage per enhanced weapon: +3.2%
  • Fire penetration for each companion type present: +3.2%
  • Fire skill: chance on hit to remove 3% of enemy maximum health: +18%
  • Fire skill: chance on hit to remove 5% of enemy maximum health: +12%
  • Damage +30%, but mana cost +200%
  • Damage +40%, but damage taken +20%
  • Damage after a successful block for 6 seconds, up to 6 stacks: +6%
  • Damage taken by enemies below 20% health: +70%
  • Damage taken by enemies below 50% health: +60%
  • Damage taken by enemies above 60% health: +60%
  • Damage taken by enemies at full health: +60%
  • Damage after killing an enemy for 5 seconds, up to 10 stacks: +5%
  • Attack speed after killing an enemy for 5 seconds, up to 8 stacks: +7%
  • Elemental damage after killing an enemy for 6 seconds, up to 8 stacks: +8%
  • Damage after killing an elite enemy for 5 seconds, up to 3 stacks: +20%
  • Damage after casting a skill for 3 seconds, up to 6 stacks: +8%
  • Attack speed after casting a skill for 3 seconds, up to 8 stacks: +7%
  • Damage-over-time damage after casting a skill for 4 seconds, up to 8 stacks: +8%
  • Damage for each companion present: +3%
  • Attack speed for each companion present: +3%
  • Elemental damage for each companion present: +4%
  • Companion damage: +3%
  • Companion damage for each companion present: +4%
  • Companion attack speed for each companion present: +4%
  • Damage per socketed gem: +2%
  • Attack speed per socketed gem: +2%
  • Companion damage per socketed gem: +2%
  • Companion attack speed per socketed gem: +2%
  • Critical-hit chance after casting a skill for 3 seconds, up to 10 stacks: +2%
  • Critical-hit damage after casting a skill for 3 seconds, up to 12 stacks: +2%
  • Damage per transmuted weapon: +4%
  • Attack speed per transmuted weapon: +4%
  • Critical-hit chance per transmuted weapon: +2%
  • Critical-hit damage per transmuted weapon: +2%
  • Companion damage per transmuted weapon: +5%
  • Companion attack speed per transmuted weapon: +5%
  • Damage-over-time damage per transmuted weapon: +5%
  • Trap damage per transmuted weapon: +50%
  • Damage-over-time damage: +30%
  • Debuff duration: +25%
  • Damage-over-time damage taken by moving enemies: +40%
  • Damage-over-time damage taken by elite enemies: +40%
  • Damage taken for each different damage-over-time effect: +25%
  • Damage taken for each debuff: +20%
  • Damage-over-time stack limit: +1
  • Damage-over-time stack limit: +2
  • Elemental damage converted from elemental penetration: +40%
  • Elemental damage converted from critical-hit chance: +40%
  • Accessory damage for each companion present: +9%
40 items
Main modifier pool 78Main stat
67 possible effects
  • Accessory damage: +32%
  • Damage to elite enemies and bosses: +32%
  • Companion maximum health per weapon with an attached skill: +6%
  • Companion attack speed per weapon with an attached skill: +6%
  • Stun chance: +44%
  • Companion damage: +32%
  • Damage per weapon with an attached skill: +6%
  • Companion damage per weapon with an attached skill: +6%
  • Attached weapon-skill damage: +32%
  • Companion attack speed: +32%
  • All penetration: +6%
  • Companion attack speed: +32%
  • Damage per enhanced weapon: +3.2%
  • Attack speed per enhanced weapon: +3.2%
  • Companion damage per enhanced weapon: +3.2%
  • Companion attack speed per enhanced weapon: +3.2%
  • Damage-over-time damage per enhanced weapon: +3.2%
  • Accessory damage per enhanced weapon: +3.2%
  • Fire penetration for each companion type present: +3.2%
  • Fire skill: chance on hit to remove 3% of enemy maximum health: +18%
  • Fire skill: chance on hit to remove 5% of enemy maximum health: +12%
  • Damage +30%, but mana cost +200%
  • Damage +40%, but damage taken +20%
  • Damage after a successful block for 6 seconds, up to 6 stacks: +6%
  • Damage taken by enemies below 20% health: +70%
  • Damage taken by enemies below 50% health: +60%
  • Damage taken by enemies above 60% health: +60%
  • Damage taken by enemies at full health: +60%
  • Damage after killing an enemy for 5 seconds, up to 10 stacks: +5%
  • Attack speed after killing an enemy for 5 seconds, up to 8 stacks: +7%
  • Elemental damage after killing an enemy for 6 seconds, up to 8 stacks: +8%
  • Damage after killing an elite enemy for 5 seconds, up to 3 stacks: +20%
  • Damage after casting a skill for 3 seconds, up to 6 stacks: +8%
  • Attack speed after casting a skill for 3 seconds, up to 8 stacks: +7%
  • Damage-over-time damage after casting a skill for 4 seconds, up to 8 stacks: +8%
  • Damage for each companion present: +3%
  • Attack speed for each companion present: +3%
  • Elemental damage for each companion present: +4%
  • Companion damage: +3%
  • Companion damage for each companion present: +4%
  • Companion attack speed for each companion present: +4%
  • Damage per socketed gem: +2%
  • Attack speed per socketed gem: +2%
  • Companion damage per socketed gem: +2%
  • Companion attack speed per socketed gem: +2%
  • Critical-hit chance after casting a skill for 3 seconds, up to 10 stacks: +2%
  • Critical-hit damage after casting a skill for 3 seconds, up to 12 stacks: +2%
  • Damage per transmuted weapon: +4%
  • Attack speed per transmuted weapon: +4%
  • Critical-hit chance per transmuted weapon: +2%
  • Critical-hit damage per transmuted weapon: +2%
  • Companion damage per transmuted weapon: +5%
  • Companion attack speed per transmuted weapon: +5%
  • Damage-over-time damage per transmuted weapon: +5%
  • Trap damage per transmuted weapon: +50%
  • Damage-over-time damage: +30%
  • Debuff duration: +25%
  • Damage-over-time damage taken by moving enemies: +40%
  • Damage-over-time damage taken by elite enemies: +40%
  • Damage taken for each different damage-over-time effect: +25%
  • Damage taken for each debuff: +20%
  • Damage-over-time stack limit: +1
  • Damage-over-time stack limit: +2
  • Elemental damage converted from elemental penetration: +40%
  • Elemental damage converted from critical-hit chance: +40%
  • Damage for each companion type present: +11%
  • Accessory damage for each companion present: +3%
38 items
Main modifier pool 79Main stat
69 possible effects
  • Accessory damage: +32%
  • Damage to elite enemies and bosses: +32%
  • Mana cost reduction: +32%
  • Companion attack speed per weapon with an attached skill: +6%
  • Stun chance: +44%
  • Explosion-skill range: +32%
  • Damage per weapon with an attached skill: +6%
  • Companion damage per weapon with an attached skill: +6%
  • Attached weapon-skill damage: +32%
  • Companion attack speed: +32%
  • All penetration: +6%
  • Accessory damage per weapon with an attached skill: +6%
  • Damage per enhanced weapon: +3.2%
  • Attack speed per enhanced weapon: +3.2%
  • Companion damage per enhanced weapon: +3.2%
  • Companion attack speed per enhanced weapon: +3.2%
  • Damage-over-time damage per enhanced weapon: +3.2%
  • Accessory damage per enhanced weapon: +3.2%
  • Fire penetration for each companion type present: +3.2%
  • Fire skill: chance on hit to remove 3% of enemy maximum health: +18%
  • Fire skill: chance on hit to remove 5% of enemy maximum health: +12%
  • Damage +30%, but mana cost +200%
  • Damage +40%, but damage taken +20%
  • Damage after a successful block for 6 seconds, up to 6 stacks: +6%
  • Damage taken by enemies below 20% health: +70%
  • Damage taken by enemies below 50% health: +60%
  • Damage taken by enemies above 60% health: +60%
  • Damage taken by enemies at full health: +60%
  • Damage after killing an enemy for 5 seconds, up to 10 stacks: +5%
  • Attack speed after killing an enemy for 5 seconds, up to 8 stacks: +7%
  • Elemental damage after killing an enemy for 6 seconds, up to 8 stacks: +8%
  • Damage after killing an elite enemy for 5 seconds, up to 3 stacks: +20%
  • Damage after casting a skill for 3 seconds, up to 6 stacks: +8%
  • Attack speed after casting a skill for 3 seconds, up to 8 stacks: +7%
  • Damage-over-time damage after casting a skill for 4 seconds, up to 8 stacks: +8%
  • Damage for each companion present: +3%
  • Attack speed for each companion present: +3%
  • Elemental damage for each companion present: +4%
  • Companion damage: +3%
  • Companion damage for each companion present: +4%
  • Companion attack speed for each companion present: +4%
  • Damage per socketed gem: +2%
  • Attack speed per socketed gem: +2%
  • Companion damage per socketed gem: +2%
  • Companion attack speed per socketed gem: +2%
  • Critical-hit chance after casting a skill for 3 seconds, up to 10 stacks: +2%
  • Critical-hit damage after casting a skill for 3 seconds, up to 12 stacks: +2%
  • Damage per transmuted weapon: +4%
  • Attack speed per transmuted weapon: +4%
  • Critical-hit chance per transmuted weapon: +2%
  • Critical-hit damage per transmuted weapon: +2%
  • Companion damage per transmuted weapon: +5%
  • Companion attack speed per transmuted weapon: +5%
  • Damage-over-time damage per transmuted weapon: +5%
  • Trap damage per transmuted weapon: +50%
  • Damage-over-time damage: +30%
  • Debuff duration: +25%
  • Damage-over-time damage taken by moving enemies: +40%
  • Damage-over-time damage taken by elite enemies: +40%
  • Damage taken for each different damage-over-time effect: +25%
  • Damage taken for each debuff: +20%
  • Damage-over-time stack limit: +1
  • Damage-over-time stack limit: +2
  • Elemental damage converted from elemental penetration: +40%
  • Elemental damage converted from critical-hit chance: +40%
  • Damage for each companion type present: +11%
  • Physical damage for each companion type present: +12%
  • Physical penetration for each companion type present: +6%
  • Accessory damage for each companion present: +4%
40 items
Main modifier pool 80Main stat
64 possible effects
  • Accessory damage: +32%
  • Damage to elite enemies and bosses: +32%
  • Trap damage per weapon with an attached skill: +6%
  • Companion attack speed per weapon with an attached skill: +6%
  • Stun chance: +44%
  • Companion damage: +32%
  • Damage per weapon with an attached skill: +6%
  • Trap damage: +36%
  • Attached weapon-skill damage: +32%
  • Companion attack speed: +32%
  • All penetration: +6%
  • Companion attack speed: +32%
  • Damage per enhanced weapon: +3.2%
  • Attack speed per enhanced weapon: +3.2%
  • Companion damage per enhanced weapon: +3.2%
  • Companion attack speed per enhanced weapon: +3.2%
  • Damage-over-time damage per enhanced weapon: +3.2%
  • Accessory damage per enhanced weapon: +3.2%
  • Fire penetration for each companion type present: +3.2%
  • Trap damage per enhanced weapon: +3.2%
  • Fire skill: chance on hit to remove 3% of enemy maximum health: +20%
  • Fire skill: chance on hit to remove 5% of enemy maximum health: +12%
  • Damage +30%, but mana cost +200%
  • Damage +40%, but damage taken +20%
  • Damage after a successful block for 6 seconds, up to 6 stacks: +6%
  • Damage taken by enemies below 20% health: +70%
  • Damage taken by enemies below 50% health: +60%
  • Damage taken by enemies above 60% health: +60%
  • Damage taken by enemies at full health: +60%
  • Damage after killing an enemy for 5 seconds, up to 10 stacks: +5%
  • Attack speed after killing an enemy for 5 seconds, up to 8 stacks: +7%
  • Elemental damage after killing an enemy for 6 seconds, up to 8 stacks: +8%
  • Damage after killing an elite enemy for 5 seconds, up to 3 stacks: +20%
  • Damage after casting a skill for 3 seconds, up to 6 stacks: +8%
  • Attack speed after casting a skill for 3 seconds, up to 8 stacks: +7%
  • Damage-over-time damage after casting a skill for 4 seconds, up to 8 stacks: +8%
  • Damage for each companion present: +3%
  • Attack speed for each companion present: +3%
  • Elemental damage for each companion present: +4%
  • Companion damage: +3%
  • Companion damage for each companion present: +4%
  • Companion attack speed for each companion present: +4%
  • Damage per socketed gem: +2%
  • Attack speed per socketed gem: +2%
  • Companion damage per socketed gem: +2%
  • Companion attack speed per socketed gem: +2%
  • Critical-hit chance after casting a skill for 3 seconds, up to 10 stacks: +2%
  • Critical-hit damage after casting a skill for 3 seconds, up to 12 stacks: +2%
  • Trap damage per socketed gem: +1%
  • Totem-buff skill range: +30%
  • Damage-over-time damage: +30%
  • Debuff duration: +25%
  • Damage-over-time damage taken by moving enemies: +40%
  • Damage-over-time damage taken by elite enemies: +40%
  • Damage taken for each different damage-over-time effect: +25%
  • Damage taken for each debuff: +20%
  • Damage-over-time stack limit: +1
  • Damage-over-time stack limit: +2
  • Elemental damage converted from elemental penetration: +40%
  • Elemental damage converted from critical-hit chance: +40%
  • Damage for each companion type present: +11%
  • Shadow damage for each companion type present: +12%
  • Shadow penetration for each companion type present: +6%
  • Accessory damage for each companion present: +3%
42 items
Main modifier pool 81Main stat
38 possible effects
  • Fire damage converted from maximum health: +80%
  • Critical damage taken reduction: +32%
  • Mana cost reduction: +32%
  • All resistance: +6%
  • Damage reduction against elite enemies and bosses: +32%
  • Damage while below 50% health: +32%
  • Damage while below 50% mana: +32%
  • Damage while at full health: +32%
  • Damage for each companion type present: +12%
  • Accessory damage for each companion type present: +12%
  • Companion maximum health per weapon with an attached skill: +6%
  • Companion all resistance per weapon with an attached skill: +6%
  • Damage while below 20% health: +50%
  • Companion all resistance per enhanced weapon: +3.2%
  • Damage for each nearby enemy, up to 20%: +1%
  • All resistance after killing an elite enemy for 3 seconds, up to 3 stacks: +5%
  • Maximum health converted to damage: +1%
  • Lost health converted to damage: +2%
  • Companion maximum health per transmuted weapon: +4%
  • Companion all resistance per transmuted weapon: +4%
  • Damage-over-time damage: +30%
  • Debuff duration: +25%
  • Damage-over-time damage taken by moving enemies: +40%
  • Damage-over-time damage taken by elite enemies: +40%
  • Damage taken for each different damage-over-time effect: +25%
  • Damage taken for each debuff: +20%
  • Damage-over-time stack limit: +1
  • Damage-over-time stack limit: +2
  • Socketed gem effect: +1
  • Socketed gem effect: +2
  • Fire damage converted from cooldown reduction: +40%
  • Elemental damage converted from elemental resistance: +26%
  • Excess critical-hit chance is converted to critical-hit damage
  • Maximum health for each companion type present: +11%
  • Poison damage for each companion type present: +12%
  • Poison penetration for each companion type present: +6%
  • Companion damage for each companion type present: +16%
  • Maximum health for each companion present: +4%
161 items
Main modifier pool 82Main stat
39 possible effects
  • Fire damage converted from maximum health: +80%
  • Critical damage taken reduction: +32%
  • Chance to trigger a hit skill when hit at low mana: +80%
  • All resistance: +6%
  • Damage reduction against elite enemies and bosses: +32%
  • Damage while below 50% health: +32%
  • Damage while below 50% mana: +32%
  • Damage while at full health: +32%
  • Maximum health for each companion type present: +12%
  • Maximum mana for each companion type present: +12%
  • Companion maximum health per weapon with an attached skill: +6%
  • Companion all resistance per weapon with an attached skill: +6%
  • Damage while below 20% health: +50%
  • Companion maximum health per enhanced weapon: +3.2%
  • Damage reduction for each nearby enemy, up to 9%: +0.4%
  • All resistance after killing an elite enemy for 3 seconds, up to 3 stacks: +5%
  • Maximum health converted to damage: +1%
  • Lost health converted to damage: +2%
  • Companion maximum health per transmuted weapon: +4%
  • Companion all resistance per transmuted weapon: +4%
  • Damage-over-time damage: +30%
  • Debuff duration: +25%
  • Damage-over-time damage taken by moving enemies: +40%
  • Damage-over-time damage taken by elite enemies: +40%
  • Damage taken for each different damage-over-time effect: +25%
  • Damage taken for each debuff: +20%
  • Damage-over-time stack limit: +1
  • Damage-over-time stack limit: +2
  • Socketed gem effect: +1
  • Socketed gem effect: +2
  • Elemental damage converted from elemental resistance: +26%
  • Elemental damage converted from block chance: +40%
  • Maximum health for each companion type present: +11%
  • Damage reduction for each companion type present: +2%
  • Damage reduction for each companion type present: +3%
  • Companion maximum health for each companion type present: +16%
  • Maximum health for each companion present: +4%
  • Damage reduction for each companion present: +1%
  • Drop rate for each companion present: +1%
161 items
Main modifier pool 83Main stat
35 possible effects
  • Critical damage taken reduction: +32%
  • Attack speed while moving: +32%
  • Attack speed while standing still: +32%
  • Block chance while moving: +20%
  • Chance to trigger a hit skill when hit at full health: +80%
  • Damage while below 50% health: +32%
  • Damage while below 50% mana: +32%
  • Damage while at full health: +32%
  • Attack speed for each companion type present: +12%
  • Elemental damage for each companion type present: +12%
  • Totem duration: +36%
  • Totem-buff skill range: +36%
  • Damage while below 20% mana: +44%
  • Companion maximum health per enhanced weapon: +3.2%
  • Block chance for each nearby enemy, up to 12%: +0.5%
  • All resistance after killing an elite enemy for 3 seconds, up to 3 stacks: +5%
  • Maximum mana converted to damage: +1%
  • Current mana converted to damage: +1%
  • Damage gained each second without using skills, up to 8 stacks: +12%
  • Companion maximum health per transmuted weapon: +4%
  • Companion all resistance per transmuted weapon: +4%
  • Damage-over-time damage: +30%
  • Debuff duration: +25%
  • Damage-over-time damage taken by moving enemies: +40%
  • Damage-over-time damage taken by elite enemies: +40%
  • Damage taken for each different damage-over-time effect: +25%
  • Damage taken for each debuff: +20%
  • Damage-over-time stack limit: +1
  • Damage-over-time stack limit: +2
  • Fire damage converted from cooldown reduction: +40%
  • Fire damage converted from pierce chance: +40%
  • Critical-hit damage converted from elemental penetration: +26%
  • Maximum mana for each companion type present: +11%
  • Companion attack speed for each companion type present: +16%
  • Maximum health for each companion present: +4%
161 items
Main modifier pool 84Main stat
36 possible effects
  • Critical damage taken reduction: +32%
  • Damage while moving: +32%
  • Damage while standing still: +32%
  • Damage while dashing: +40%
  • Damage while above 90% mana: +44%
  • Damage reduction while dashing: +32%
  • Damage reduction while standing still: +20%
  • Chance to trigger a hit skill when hit below 20% health: +40%
  • Movement speed for each companion type present: +12%
  • Companion damage-over-time damage for each companion type present: +12%
  • Totem duration: +36%
  • Totem-buff skill range: +36%
  • Damage while below 20% mana: +44%
  • Companion movement speed per enhanced weapon: +3.2%
  • Damage for each nearby enemy, up to 20%: +1%
  • All resistance after killing an elite enemy for 3 seconds, up to 3 stacks: +5%
  • Missing mana converted to damage: +1%
  • Immune to ground damage-over-time effects
  • Companions are unaffected by debuffs
  • Companions are immune to ground damage-over-time effects
  • Companion maximum health per transmuted weapon: +4%
  • Companion all resistance per transmuted weapon: +4%
  • Damage-over-time damage: +30%
  • Debuff duration: +25%
  • Damage-over-time damage taken by moving enemies: +40%
  • Damage-over-time damage taken by elite enemies: +40%
  • Damage taken for each different damage-over-time effect: +25%
  • Damage taken for each debuff: +20%
  • Damage-over-time stack limit: +1
  • Damage-over-time stack limit: +2
  • Fire damage converted from damage reduction: +40%
  • Movement speed converted to damage: +55%
  • Movement speed converted to attack speed: +55%
  • Movement speed for each companion type present: +6%
  • Companion all resistance for each companion type present: +8%
  • Maximum health for each companion present: +4%
161 items
Main modifier pool 85Main stat
51 possible effects
  • Player automatic-pickup range: +16%
  • Fairy pickup range: +16%
  • Fairy dismantling sale price: +6%
  • Temple buff duration: +24%
  • Potion buff duration: +24%
  • Critical hit chance: +8%
  • Critical hit damage: +8%
  • All penetration: +6%
  • Maximum-health regeneration per second while standing still: +0.5%
  • Maximum-mana regeneration per second while standing still: +0.5%
  • Extra health from permanent potions: +6%
  • Extra mana from permanent potions: +6%
  • Extra damage from permanent potions: +6%
  • Accessory damage per enhanced weapon: +3.2%
  • Automatically use a health potion below 20% health
  • Automatically use a mana potion below 10% mana
  • Recovery potions restore the same amount of companion health
  • Damage for each owned fairy: +5%
  • Drop rate for each owned fairy: +4%
  • Fairy skill-interval reduction: +30%
  • Every 5 seconds, clear one debuff and restore health: +6%
  • Automatically open chests and shrines
  • Accessory orb base count: +5
  • Accessory orb base count: +6
  • Accessory orb damage: +40%
  • Accessory orb spawn-interval reduction: +20%
  • Unused entry: no player effect in this build (inactive)
  • Unused entry: no player effect in this build (inactive)
  • Accessory damage per transmuted weapon: +5%
  • Damage-over-time damage: +30%
  • Debuff duration: +25%
  • Damage-over-time damage taken by moving enemies: +40%
  • Damage-over-time damage taken by elite enemies: +40%
  • Damage taken for each different damage-over-time effect: +25%
  • Damage taken for each debuff: +20%
  • Damage-over-time stack limit: +1
  • Damage-over-time stack limit: +2
  • Cooldown reduction converted to companion damage: +55%
  • Cooldown reduction converted to companion damage: +55%
  • Drop rate for each companion type present: +2%
  • Drop rate for each companion type present: +3%
  • Drop rate for each companion type present: +4%
  • Accessory damage for each companion type present: +16%
  • Companion damage-over-time damage for each companion type present: +15%
  • Maximum mana for each companion present: +4%
  • Cooldown-reduction cap: +1%
  • Block-chance cap: +1%
  • Damage-reduction cap: +1%
  • Enemy damage-reduction cap: +1%
  • Enemy attack-speed-reduction cap: +1%
  • Enemy movement-speed-reduction cap: +1%
240 items
Ailment modifier pool 1Ailment
17 possible effects
  • Fire ailment: each application adds 1 extra stack(s)
  • Fire ailment: each application adds 1 extra stack(s)
  • When an enemy that damaged you counterattacks, there is a 15% chance to add 1 stack of Fire ailment
  • Fire ailment: each damage tick has a 5% chance to add 1 extra stack
  • Fire ailment can spread on death
  • Fire ailment: spread stacks +1
  • Fire ailment: spread stacks +1
  • Fire ailment: enemies become vulnerable and take +5% damage
  • Fire ailment: torn wounds prevent healing and turn healing into equal damage
  • Fire ailment: death explosions have a 10% chance to hit the same enemy type instead of the player
  • Fire ailment: weakened enemies have a 30% chance to gain 1 stack when stunned
  • Fire ailment: attached child-skill damage +10%
  • Companions deal +10% damage to enemies with Fire ailment
  • Fire ailment: deals +15% damage to enemies below 50% health
  • When player health is below 50%, Fire ailment damage +15%
  • When player is at full health, Fire ailment damage +15%
  • When player mana is below 40%, Fire ailment damage +15%
13 items
Ailment modifier pool 2Ailment
18 possible effects
  • Frost ailment: each application adds 1 extra stack(s)
  • Frost ailment: each application adds 1 extra stack(s)
  • When an enemy that damaged you counterattacks, there is a 15% chance to add 1 stack of Frost ailment
  • Frost ailment: each damage tick has a 5% chance to add 1 extra stack
  • Frost ailment can spread on death
  • Frost ailment: spread stacks +1
  • Frost ailment: spread stacks +1
  • Frost ailment: enemies become vulnerable and take +5% damage
  • Frost ailment: torn wounds prevent healing and turn healing into equal damage
  • Frost ailment: death explosions have a 10% chance to hit the same enemy type instead of the player
  • Frost ailment: weakened enemies have a 30% chance to gain 1 stack when stunned
  • Frost ailment: attached child-skill damage +10%
  • Companions deal +10% damage to enemies with Frost ailment
  • Frost ailment: deals +15% damage to enemies below 50% health
  • When player health is below 50%, Frost ailment damage +15%
  • When player is at full health, Frost ailment damage +15%
  • When player mana is below 40%, Frost ailment damage +15%
  • Frost ailment: frozen enemies take +15% damage
14 items
Ailment modifier pool 3Ailment
17 possible effects
  • Lightning ailment: each application adds 1 extra stack(s)
  • Lightning ailment: each application adds 1 extra stack(s)
  • When an enemy that damaged you counterattacks, there is a 15% chance to add 1 stack of Lightning ailment
  • Lightning ailment: each damage tick has a 5% chance to add 1 extra stack
  • Lightning ailment can spread on death
  • Lightning ailment: spread stacks +1
  • Lightning ailment: spread stacks +1
  • Lightning ailment: enemies become vulnerable and take +5% damage
  • Lightning ailment: torn wounds prevent healing and turn healing into equal damage
  • Lightning ailment: death explosions have a 10% chance to hit the same enemy type instead of the player
  • Lightning ailment: weakened enemies have a 30% chance to gain 1 stack when stunned
  • Lightning ailment: attached child-skill damage +10%
  • Companions deal +10% damage to enemies with Lightning ailment
  • Lightning ailment: deals +15% damage to enemies below 50% health
  • When player health is below 50%, Lightning ailment damage +15%
  • When player is at full health, Lightning ailment damage +15%
  • When player mana is below 40%, Lightning ailment damage +15%
15 items
Ailment modifier pool 4Ailment
17 possible effects
  • Physical ailment: each application adds 1 extra stack(s)
  • Physical ailment: each application adds 1 extra stack(s)
  • When an enemy that damaged you counterattacks, there is a 15% chance to add 1 stack of Physical ailment
  • Physical ailment: each damage tick has a 5% chance to add 1 extra stack
  • Physical ailment can spread on death
  • Physical ailment: spread stacks +1
  • Physical ailment: spread stacks +1
  • Physical ailment: enemies become vulnerable and take +5% damage
  • Physical ailment: torn wounds prevent healing and turn healing into equal damage
  • Physical ailment: death explosions have a 10% chance to hit the same enemy type instead of the player
  • Physical ailment: weakened enemies have a 30% chance to gain 1 stack when stunned
  • Physical ailment: attached child-skill damage +10%
  • Companions deal +10% damage to enemies with Physical ailment
  • Physical ailment: deals +15% damage to enemies below 50% health
  • When player health is below 50%, Physical ailment damage +15%
  • When player is at full health, Physical ailment damage +15%
  • When player mana is below 40%, Physical ailment damage +15%
15 items
Ailment modifier pool 5Ailment
17 possible effects
  • Lightning ailment: each application adds 1 extra stack(s)
  • Lightning ailment: each application adds 1 extra stack(s)
  • When an enemy that damaged you counterattacks, there is a 15% chance to add 1 stack of Lightning ailment
  • Lightning ailment: each damage tick has a 5% chance to add 1 extra stack
  • Lightning ailment can spread on death
  • Lightning ailment: spread stacks +1
  • Lightning ailment: spread stacks +1
  • Lightning ailment: enemies become vulnerable and take +5% damage
  • Lightning ailment: torn wounds prevent healing and turn healing into equal damage
  • Lightning ailment: death explosions have a 10% chance to hit the same enemy type instead of the player
  • Lightning ailment: weakened enemies have a 30% chance to gain 1 stack when stunned
  • Lightning ailment: attached child-skill damage +10%
  • Companions deal +10% damage to enemies with Lightning ailment
  • Lightning ailment: deals +15% damage to enemies below 50% health
  • When player health is below 50%, Lightning ailment damage +15%
  • When player is at full health, Lightning ailment damage +15%
  • When player mana is below 40%, Lightning ailment damage +15%
12 items
Ailment modifier pool 6Ailment
17 possible effects
  • Fire ailment: each application adds 1 extra stack(s)
  • Fire ailment: each application adds 1 extra stack(s)
  • When an enemy that damaged you counterattacks, there is a 15% chance to add 1 stack of Fire ailment
  • Fire ailment: each damage tick has a 5% chance to add 1 extra stack
  • Fire ailment can spread on death
  • Fire ailment: spread stacks +1
  • Fire ailment: spread stacks +1
  • Fire ailment: enemies become vulnerable and take +5% damage
  • Fire ailment: torn wounds prevent healing and turn healing into equal damage
  • Fire ailment: death explosions have a 10% chance to hit the same enemy type instead of the player
  • Fire ailment: weakened enemies have a 30% chance to gain 1 stack when stunned
  • Fire ailment: attached child-skill damage +10%
  • Companions deal +10% damage to enemies with Fire ailment
  • Fire ailment: deals +15% damage to enemies below 50% health
  • When player health is below 50%, Fire ailment damage +15%
  • When player is at full health, Fire ailment damage +15%
  • When player mana is below 40%, Fire ailment damage +15%
13 items
Ailment modifier pool 7Ailment
17 possible effects
  • Physical ailment: each application adds 1 extra stack(s)
  • Physical ailment: each application adds 1 extra stack(s)
  • When an enemy that damaged you counterattacks, there is a 15% chance to add 1 stack of Physical ailment
  • Physical ailment: each damage tick has a 5% chance to add 1 extra stack
  • Physical ailment can spread on death
  • Physical ailment: spread stacks +1
  • Physical ailment: spread stacks +1
  • Physical ailment: enemies become vulnerable and take +5% damage
  • Physical ailment: torn wounds prevent healing and turn healing into equal damage
  • Physical ailment: death explosions have a 10% chance to hit the same enemy type instead of the player
  • Physical ailment: weakened enemies have a 30% chance to gain 1 stack when stunned
  • Physical ailment: attached child-skill damage +10%
  • Companions deal +10% damage to enemies with Physical ailment
  • Physical ailment: deals +15% damage to enemies below 50% health
  • When player health is below 50%, Physical ailment damage +15%
  • When player is at full health, Physical ailment damage +15%
  • When player mana is below 40%, Physical ailment damage +15%
13 items
Ailment modifier pool 8Ailment
17 possible effects
  • Fire ailment: each application adds 1 extra stack(s)
  • Fire ailment: each application adds 1 extra stack(s)
  • When an enemy that damaged you counterattacks, there is a 15% chance to add 1 stack of Fire ailment
  • Fire ailment: each damage tick has a 5% chance to add 1 extra stack
  • Fire ailment can spread on death
  • Fire ailment: spread stacks +1
  • Fire ailment: spread stacks +1
  • Fire ailment: enemies become vulnerable and take +5% damage
  • Fire ailment: torn wounds prevent healing and turn healing into equal damage
  • Fire ailment: death explosions have a 10% chance to hit the same enemy type instead of the player
  • Fire ailment: weakened enemies have a 30% chance to gain 1 stack when stunned
  • Fire ailment: attached child-skill damage +10%
  • Companions deal +10% damage to enemies with Fire ailment
  • Fire ailment: deals +15% damage to enemies below 50% health
  • When player health is below 50%, Fire ailment damage +15%
  • When player is at full health, Fire ailment damage +15%
  • When player mana is below 40%, Fire ailment damage +15%
12 items
Ailment modifier pool 9Ailment
17 possible effects
  • Poison ailment: each application adds 1 extra stack(s)
  • Poison ailment: each application adds 1 extra stack(s)
  • When an enemy that damaged you counterattacks, there is a 15% chance to add 1 stack of Poison ailment
  • Poison ailment: each damage tick has a 5% chance to add 1 extra stack
  • Poison ailment can spread on death
  • Poison ailment: spread stacks +1
  • Poison ailment: spread stacks +1
  • Poison ailment: enemies become vulnerable and take +5% damage
  • Poison ailment: torn wounds prevent healing and turn healing into equal damage
  • Poison ailment: death explosions have a 10% chance to hit the same enemy type instead of the player
  • Poison ailment: weakened enemies have a 30% chance to gain 1 stack when stunned
  • Poison ailment: attached child-skill damage +10%
  • Companions deal +10% damage to enemies with Poison ailment
  • Poison ailment: deals +15% damage to enemies below 50% health
  • When player health is below 50%, Poison ailment damage +15%
  • When player is at full health, Poison ailment damage +15%
  • When player mana is below 40%, Poison ailment damage +15%
14 items
Ailment modifier pool 10Ailment
17 possible effects
  • Physical ailment: each application adds 1 extra stack(s)
  • Physical ailment: each application adds 1 extra stack(s)
  • When an enemy that damaged you counterattacks, there is a 15% chance to add 1 stack of Physical ailment
  • Physical ailment: each damage tick has a 5% chance to add 1 extra stack
  • Physical ailment can spread on death
  • Physical ailment: spread stacks +1
  • Physical ailment: spread stacks +1
  • Physical ailment: enemies become vulnerable and take +5% damage
  • Physical ailment: torn wounds prevent healing and turn healing into equal damage
  • Physical ailment: death explosions have a 10% chance to hit the same enemy type instead of the player
  • Physical ailment: weakened enemies have a 30% chance to gain 1 stack when stunned
  • Physical ailment: attached child-skill damage +10%
  • Companions deal +10% damage to enemies with Physical ailment
  • Physical ailment: deals +15% damage to enemies below 50% health
  • When player health is below 50%, Physical ailment damage +15%
  • When player is at full health, Physical ailment damage +15%
  • When player mana is below 40%, Physical ailment damage +15%
14 items
Ailment modifier pool 11Ailment
17 possible effects
  • Shadow ailment: each application adds 1 extra stack(s)
  • Shadow ailment: each application adds 1 extra stack(s)
  • When an enemy that damaged you counterattacks, there is a 15% chance to add 1 stack of Shadow ailment
  • Shadow ailment: each damage tick has a 5% chance to add 1 extra stack
  • Shadow ailment can spread on death
  • Shadow ailment: spread stacks +1
  • Shadow ailment: spread stacks +1
  • Shadow ailment: enemies become vulnerable and take +5% damage
  • Shadow ailment: torn wounds prevent healing and turn healing into equal damage
  • Shadow ailment: death explosions have a 10% chance to hit the same enemy type instead of the player
  • Shadow ailment: weakened enemies have a 30% chance to gain 1 stack when stunned
  • Shadow ailment: attached child-skill damage +10%
  • Companions deal +10% damage to enemies with Shadow ailment
  • Shadow ailment: deals +15% damage to enemies below 50% health
  • When player health is below 50%, Shadow ailment damage +15%
  • When player is at full health, Shadow ailment damage +15%
  • When player mana is below 40%, Shadow ailment damage +15%
13 items
Ailment modifier pool 12Ailment
17 possible effects
  • Poison ailment: each application adds 1 extra stack(s)
  • Poison ailment: each application adds 1 extra stack(s)
  • When an enemy that damaged you counterattacks, there is a 15% chance to add 1 stack of Poison ailment
  • Poison ailment: each damage tick has a 5% chance to add 1 extra stack
  • Poison ailment can spread on death
  • Poison ailment: spread stacks +1
  • Poison ailment: spread stacks +1
  • Poison ailment: enemies become vulnerable and take +5% damage
  • Poison ailment: torn wounds prevent healing and turn healing into equal damage
  • Poison ailment: death explosions have a 15% chance to hit the same enemy type instead of the player
  • Poison ailment: weakened enemies have a 30% chance to gain 1 stack when stunned
  • Poison ailment: attached child-skill damage +10%
  • Companions deal +10% damage to enemies with Poison ailment
  • Poison ailment: deals +15% damage to enemies below 50% health
  • When player health is below 50%, Poison ailment damage +15%
  • When player is at full health, Poison ailment damage +15%
  • When player mana is below 40%, Poison ailment damage +15%
13 items
Ailment modifier pool 13Ailment
20 possible effects
  • Fire ailment: each application adds 1 extra stack(s)
  • Fire ailment: each application adds 2 extra stack(s)
  • When an enemy that damaged you counterattacks, there is a 30% chance to add 1 stack of Fire ailment
  • Fire ailment: each damage tick has a 7% chance to add 1 extra stack
  • Fire ailment can spread on death
  • Fire ailment: spread stacks +1
  • Fire ailment: spread stacks +2
  • Fire ailment: enemies become vulnerable and take +12% damage
  • Fire ailment: torn wounds prevent healing and turn healing into equal damage
  • Fire ailment: silences enemies and reduces strong skill casts; ineffective on bosses
  • Fire ailment: death explosions have a 15% chance to hit the same enemy type instead of the player
  • Fire ailment: cursed enemies cannot critically hit or apply debuffs
  • Fire ailment: weakened enemies have a 45% chance to gain 1 stack when stunned
  • Fire ailment: attached child-skill damage +15%
  • Fire ailment: at 8 or more stacks, each damage tick removes 2% enemy health
  • Companions deal +18% damage to enemies with Fire ailment
  • Fire ailment: deals +24% damage to enemies below 50% health
  • When player health is below 50%, Fire ailment damage +24%
  • When player is at full health, Fire ailment damage +24%
  • When player mana is below 40%, Fire ailment damage +24%
18 items
Ailment modifier pool 14Ailment
21 possible effects
  • Frost ailment: each application adds 1 extra stack(s)
  • Frost ailment: each application adds 2 extra stack(s)
  • When an enemy that damaged you counterattacks, there is a 30% chance to add 1 stack of Frost ailment
  • Frost ailment: each damage tick has a 7% chance to add 1 extra stack
  • Frost ailment can spread on death
  • Frost ailment: spread stacks +1
  • Frost ailment: spread stacks +2
  • Frost ailment: enemies become vulnerable and take +12% damage
  • Frost ailment: torn wounds prevent healing and turn healing into equal damage
  • Frost ailment: silences enemies and reduces strong skill casts; ineffective on bosses
  • Frost ailment: death explosions have a 15% chance to hit the same enemy type instead of the player
  • Frost ailment: cursed enemies cannot critically hit or apply debuffs
  • Frost ailment: weakened enemies have a 45% chance to gain 1 stack when stunned
  • Frost ailment: attached child-skill damage +15%
  • Frost ailment: at 8 or more stacks, each damage tick removes 2% enemy health
  • Companions deal +18% damage to enemies with Frost ailment
  • Frost ailment: deals +24% damage to enemies below 50% health
  • When player health is below 50%, Frost ailment damage +24%
  • When player is at full health, Frost ailment damage +24%
  • When player mana is below 40%, Frost ailment damage +24%
  • Frost ailment: frozen enemies take +24% damage
15 items
Ailment modifier pool 15Ailment
20 possible effects
  • Lightning ailment: each application adds 1 extra stack(s)
  • Lightning ailment: each application adds 2 extra stack(s)
  • When an enemy that damaged you counterattacks, there is a 30% chance to add 1 stack of Lightning ailment
  • Lightning ailment: each damage tick has a 7% chance to add 1 extra stack
  • Lightning ailment can spread on death
  • Lightning ailment: spread stacks +1
  • Lightning ailment: spread stacks +2
  • Lightning ailment: enemies become vulnerable and take +12% damage
  • Lightning ailment: torn wounds prevent healing and turn healing into equal damage
  • Lightning ailment: silences enemies and reduces strong skill casts; ineffective on bosses
  • Lightning ailment: death explosions have a 15% chance to hit the same enemy type instead of the player
  • Lightning ailment: cursed enemies cannot critically hit or apply debuffs
  • Lightning ailment: weakened enemies have a 45% chance to gain 1 stack when stunned
  • Lightning ailment: attached child-skill damage +15%
  • Lightning ailment: at 8 or more stacks, each damage tick removes 2% enemy health
  • Companions deal +18% damage to enemies with Lightning ailment
  • Lightning ailment: deals +24% damage to enemies below 50% health
  • When player health is below 50%, Lightning ailment damage +24%
  • When player is at full health, Lightning ailment damage +24%
  • When player mana is below 40%, Lightning ailment damage +24%
16 items
Ailment modifier pool 16Ailment
20 possible effects
  • Physical ailment: each application adds 1 extra stack(s)
  • Physical ailment: each application adds 2 extra stack(s)
  • When an enemy that damaged you counterattacks, there is a 30% chance to add 1 stack of Physical ailment
  • Physical ailment: each damage tick has a 7% chance to add 1 extra stack
  • Physical ailment can spread on death
  • Physical ailment: spread stacks +1
  • Physical ailment: spread stacks +2
  • Physical ailment: enemies become vulnerable and take +12% damage
  • Physical ailment: torn wounds prevent healing and turn healing into equal damage
  • Physical ailment: silences enemies and reduces strong skill casts; ineffective on bosses
  • Physical ailment: death explosions have a 15% chance to hit the same enemy type instead of the player
  • Physical ailment: cursed enemies cannot critically hit or apply debuffs
  • Physical ailment: weakened enemies have a 45% chance to gain 1 stack when stunned
  • Physical ailment: attached child-skill damage +15%
  • Physical ailment: at 8 or more stacks, each damage tick removes 2% enemy health
  • Companions deal +18% damage to enemies with Physical ailment
  • Physical ailment: deals +24% damage to enemies below 50% health
  • When player health is below 50%, Physical ailment damage +24%
  • When player is at full health, Physical ailment damage +24%
  • When player mana is below 40%, Physical ailment damage +24%
16 items
Ailment modifier pool 17Ailment
20 possible effects
  • Lightning ailment: each application adds 1 extra stack(s)
  • Lightning ailment: each application adds 2 extra stack(s)
  • When an enemy that damaged you counterattacks, there is a 30% chance to add 1 stack of Lightning ailment
  • Lightning ailment: each damage tick has a 7% chance to add 1 extra stack
  • Lightning ailment can spread on death
  • Lightning ailment: spread stacks +1
  • Lightning ailment: spread stacks +2
  • Lightning ailment: enemies become vulnerable and take +12% damage
  • Lightning ailment: torn wounds prevent healing and turn healing into equal damage
  • Lightning ailment: silences enemies and reduces strong skill casts; ineffective on bosses
  • Lightning ailment: death explosions have a 15% chance to hit the same enemy type instead of the player
  • Lightning ailment: cursed enemies cannot critically hit or apply debuffs
  • Lightning ailment: weakened enemies have a 45% chance to gain 1 stack when stunned
  • Lightning ailment: attached child-skill damage +15%
  • Lightning ailment: at 8 or more stacks, each damage tick removes 2% enemy health
  • Companions deal +18% damage to enemies with Lightning ailment
  • Lightning ailment: deals +24% damage to enemies below 50% health
  • When player health is below 50%, Lightning ailment damage +24%
  • When player is at full health, Lightning ailment damage +24%
  • When player mana is below 40%, Lightning ailment damage +24%
17 items
Ailment modifier pool 18Ailment
20 possible effects
  • Fire ailment: each application adds 1 extra stack(s)
  • Fire ailment: each application adds 2 extra stack(s)
  • When an enemy that damaged you counterattacks, there is a 30% chance to add 1 stack of Fire ailment
  • Fire ailment: each damage tick has a 7% chance to add 1 extra stack
  • Fire ailment can spread on death
  • Fire ailment: spread stacks +1
  • Fire ailment: spread stacks +2
  • Fire ailment: enemies become vulnerable and take +12% damage
  • Fire ailment: torn wounds prevent healing and turn healing into equal damage
  • Fire ailment: silences enemies and reduces strong skill casts; ineffective on bosses
  • Fire ailment: death explosions have a 15% chance to hit the same enemy type instead of the player
  • Fire ailment: cursed enemies cannot critically hit or apply debuffs
  • Fire ailment: weakened enemies have a 45% chance to gain 1 stack when stunned
  • Fire ailment: attached child-skill damage +15%
  • Fire ailment: at 8 or more stacks, each damage tick removes 2% enemy health
  • Companions deal +18% damage to enemies with Fire ailment
  • Fire ailment: deals +24% damage to enemies below 50% health
  • When player health is below 50%, Fire ailment damage +24%
  • When player is at full health, Fire ailment damage +24%
  • When player mana is below 40%, Fire ailment damage +24%
18 items
Ailment modifier pool 19Ailment
20 possible effects
  • Physical ailment: each application adds 1 extra stack(s)
  • Physical ailment: each application adds 2 extra stack(s)
  • When an enemy that damaged you counterattacks, there is a 30% chance to add 1 stack of Physical ailment
  • Physical ailment: each damage tick has a 7% chance to add 1 extra stack
  • Physical ailment can spread on death
  • Physical ailment: spread stacks +1
  • Physical ailment: spread stacks +2
  • Physical ailment: enemies become vulnerable and take +12% damage
  • Physical ailment: torn wounds prevent healing and turn healing into equal damage
  • Physical ailment: silences enemies and reduces strong skill casts; ineffective on bosses
  • Physical ailment: death explosions have a 15% chance to hit the same enemy type instead of the player
  • Physical ailment: cursed enemies cannot critically hit or apply debuffs
  • Physical ailment: weakened enemies have a 45% chance to gain 1 stack when stunned
  • Physical ailment: attached child-skill damage +15%
  • Physical ailment: at 8 or more stacks, each damage tick removes 2% enemy health
  • Companions deal +18% damage to enemies with Physical ailment
  • Physical ailment: deals +24% damage to enemies below 50% health
  • When player health is below 50%, Physical ailment damage +24%
  • When player is at full health, Physical ailment damage +24%
  • When player mana is below 40%, Physical ailment damage +24%
17 items
Ailment modifier pool 20Ailment
20 possible effects
  • Fire ailment: each application adds 1 extra stack(s)
  • Fire ailment: each application adds 2 extra stack(s)
  • When an enemy that damaged you counterattacks, there is a 30% chance to add 1 stack of Fire ailment
  • Fire ailment: each damage tick has a 7% chance to add 1 extra stack
  • Fire ailment can spread on death
  • Fire ailment: spread stacks +1
  • Fire ailment: spread stacks +2
  • Fire ailment: enemies become vulnerable and take +12% damage
  • Fire ailment: torn wounds prevent healing and turn healing into equal damage
  • Fire ailment: silences enemies and reduces strong skill casts; ineffective on bosses
  • Fire ailment: death explosions have a 15% chance to hit the same enemy type instead of the player
  • Fire ailment: cursed enemies cannot critically hit or apply debuffs
  • Fire ailment: weakened enemies have a 45% chance to gain 1 stack when stunned
  • Fire ailment: attached child-skill damage +15%
  • Fire ailment: at 8 or more stacks, each damage tick removes 2% enemy health
  • Companions deal +18% damage to enemies with Fire ailment
  • Fire ailment: deals +24% damage to enemies below 50% health
  • When player health is below 50%, Fire ailment damage +24%
  • When player is at full health, Fire ailment damage +24%
  • When player mana is below 40%, Fire ailment damage +24%
17 items
Ailment modifier pool 21Ailment
20 possible effects
  • Poison ailment: each application adds 1 extra stack(s)
  • Poison ailment: each application adds 2 extra stack(s)
  • When an enemy that damaged you counterattacks, there is a 30% chance to add 1 stack of Poison ailment
  • Poison ailment: each damage tick has a 7% chance to add 1 extra stack
  • Poison ailment can spread on death
  • Poison ailment: spread stacks +1
  • Poison ailment: spread stacks +2
  • Poison ailment: enemies become vulnerable and take +12% damage
  • Poison ailment: torn wounds prevent healing and turn healing into equal damage
  • Poison ailment: silences enemies and reduces strong skill casts; ineffective on bosses
  • Poison ailment: death explosions have a 15% chance to hit the same enemy type instead of the player
  • Poison ailment: cursed enemies cannot critically hit or apply debuffs
  • Poison ailment: weakened enemies have a 45% chance to gain 1 stack when stunned
  • Poison ailment: attached child-skill damage +15%
  • Poison ailment: at 8 or more stacks, each damage tick removes 2% enemy health
  • Companions deal +18% damage to enemies with Poison ailment
  • Poison ailment: deals +24% damage to enemies below 50% health
  • When player health is below 50%, Poison ailment damage +24%
  • When player is at full health, Poison ailment damage +24%
  • When player mana is below 40%, Poison ailment damage +24%
17 items
Ailment modifier pool 22Ailment
20 possible effects
  • Physical ailment: each application adds 1 extra stack(s)
  • Physical ailment: each application adds 2 extra stack(s)
  • When an enemy that damaged you counterattacks, there is a 30% chance to add 1 stack of Physical ailment
  • Physical ailment: each damage tick has a 7% chance to add 1 extra stack
  • Physical ailment can spread on death
  • Physical ailment: spread stacks +1
  • Physical ailment: spread stacks +2
  • Physical ailment: enemies become vulnerable and take +12% damage
  • Physical ailment: torn wounds prevent healing and turn healing into equal damage
  • Physical ailment: silences enemies and reduces strong skill casts; ineffective on bosses
  • Physical ailment: death explosions have a 15% chance to hit the same enemy type instead of the player
  • Physical ailment: cursed enemies cannot critically hit or apply debuffs
  • Physical ailment: weakened enemies have a 45% chance to gain 1 stack when stunned
  • Physical ailment: attached child-skill damage +15%
  • Physical ailment: at 8 or more stacks, each damage tick removes 2% enemy health
  • Companions deal +18% damage to enemies with Physical ailment
  • Physical ailment: deals +24% damage to enemies below 50% health
  • When player health is below 50%, Physical ailment damage +24%
  • When player is at full health, Physical ailment damage +24%
  • When player mana is below 40%, Physical ailment damage +24%
16 items
Ailment modifier pool 23Ailment
20 possible effects
  • Shadow ailment: each application adds 1 extra stack(s)
  • Shadow ailment: each application adds 2 extra stack(s)
  • When an enemy that damaged you counterattacks, there is a 30% chance to add 1 stack of Shadow ailment
  • Shadow ailment: each damage tick has a 7% chance to add 1 extra stack
  • Shadow ailment can spread on death
  • Shadow ailment: spread stacks +1
  • Shadow ailment: spread stacks +2
  • Shadow ailment: enemies become vulnerable and take +12% damage
  • Shadow ailment: torn wounds prevent healing and turn healing into equal damage
  • Shadow ailment: silences enemies and reduces strong skill casts; ineffective on bosses
  • Shadow ailment: death explosions have a 15% chance to hit the same enemy type instead of the player
  • Shadow ailment: cursed enemies cannot critically hit or apply debuffs
  • Shadow ailment: weakened enemies have a 45% chance to gain 1 stack when stunned
  • Shadow ailment: attached child-skill damage +15%
  • Shadow ailment: at 8 or more stacks, each damage tick removes 2% enemy health
  • Companions deal +18% damage to enemies with Shadow ailment
  • Shadow ailment: deals +24% damage to enemies below 50% health
  • When player health is below 50%, Shadow ailment damage +24%
  • When player is at full health, Shadow ailment damage +24%
  • When player mana is below 40%, Shadow ailment damage +24%
17 items
Ailment modifier pool 24Ailment
20 possible effects
  • Poison ailment: each application adds 1 extra stack(s)
  • Poison ailment: each application adds 2 extra stack(s)
  • When an enemy that damaged you counterattacks, there is a 30% chance to add 1 stack of Poison ailment
  • Poison ailment: each damage tick has a 7% chance to add 1 extra stack
  • Poison ailment can spread on death
  • Poison ailment: spread stacks +1
  • Poison ailment: spread stacks +2
  • Poison ailment: enemies become vulnerable and take +12% damage
  • Poison ailment: torn wounds prevent healing and turn healing into equal damage
  • Poison ailment: silences enemies and reduces strong skill casts; ineffective on bosses
  • Poison ailment: death explosions have a 15% chance to hit the same enemy type instead of the player
  • Poison ailment: cursed enemies cannot critically hit or apply debuffs
  • Poison ailment: weakened enemies have a 45% chance to gain 1 stack when stunned
  • Poison ailment: attached child-skill damage +15%
  • Poison ailment: at 8 or more stacks, each damage tick removes 2% enemy health
  • Companions deal +18% damage to enemies with Poison ailment
  • Poison ailment: deals +24% damage to enemies below 50% health
  • When player health is below 50%, Poison ailment damage +24%
  • When player is at full health, Poison ailment damage +24%
  • When player mana is below 40%, Poison ailment damage +24%
17 items
Ailment modifier pool 25Ailment
21 possible effects
  • Fire ailment: each application adds 1 extra stack(s)
  • Fire ailment: each application adds 2 extra stack(s)
  • When an enemy that damaged you counterattacks, there is a 45% chance to add 1 stack of Fire ailment
  • Fire ailment: each damage tick has a 10% chance to add 1 extra stack
  • Fire ailment can spread on death
  • Fire ailment: spread stacks +1
  • Fire ailment: spread stacks +2
  • Fire ailment: enemies become vulnerable and take +18% damage
  • Fire ailment: torn wounds prevent healing and turn healing into equal damage
  • Fire ailment: silences enemies and reduces strong skill casts; ineffective on bosses
  • Fire ailment: death explosions have a 20% chance to hit the same enemy type instead of the player
  • Fire ailment: cursed enemies cannot critically hit or apply debuffs
  • Fire ailment: weakened enemies have a 60% chance to gain 1 stack when stunned
  • Fire ailment: attached child-skill damage +20%
  • Fire ailment: at 8 or more stacks, each damage tick removes 3% enemy health
  • Companions deal +24% damage to enemies with Fire ailment
  • Fire ailment: deals +32% damage to enemies below 50% health
  • When player health is below 50%, Fire ailment damage +32%
  • When player is at full health, Fire ailment damage +32%
  • When player mana is below 40%, Fire ailment damage +32%
  • Critical hits always add 1 stack of Fire ailment
18 items
Ailment modifier pool 26Ailment
22 possible effects
  • Frost ailment: each application adds 1 extra stack(s)
  • Frost ailment: each application adds 2 extra stack(s)
  • When an enemy that damaged you counterattacks, there is a 45% chance to add 1 stack of Frost ailment
  • Frost ailment: each damage tick has a 10% chance to add 1 extra stack
  • Frost ailment can spread on death
  • Frost ailment: spread stacks +1
  • Frost ailment: spread stacks +2
  • Frost ailment: enemies become vulnerable and take +18% damage
  • Frost ailment: torn wounds prevent healing and turn healing into equal damage
  • Frost ailment: silences enemies and reduces strong skill casts; ineffective on bosses
  • Frost ailment: death explosions have a 20% chance to hit the same enemy type instead of the player
  • Frost ailment: cursed enemies cannot critically hit or apply debuffs
  • Frost ailment: weakened enemies have a 60% chance to gain 1 stack when stunned
  • Frost ailment: attached child-skill damage +20%
  • Frost ailment: at 8 or more stacks, each damage tick removes 3% enemy health
  • Companions deal +24% damage to enemies with Frost ailment
  • Frost ailment: deals +32% damage to enemies below 50% health
  • When player health is below 50%, Frost ailment damage +32%
  • When player is at full health, Frost ailment damage +32%
  • When player mana is below 40%, Frost ailment damage +32%
  • Frost ailment: frozen enemies take +32% damage
  • Critical hits always add 1 stack of Frost ailment
16 items
Ailment modifier pool 27Ailment
21 possible effects
  • Lightning ailment: each application adds 1 extra stack(s)
  • Lightning ailment: each application adds 2 extra stack(s)
  • When an enemy that damaged you counterattacks, there is a 45% chance to add 1 stack of Lightning ailment
  • Lightning ailment: each damage tick has a 10% chance to add 1 extra stack
  • Lightning ailment can spread on death
  • Lightning ailment: spread stacks +1
  • Lightning ailment: spread stacks +2
  • Lightning ailment: enemies become vulnerable and take +18% damage
  • Lightning ailment: torn wounds prevent healing and turn healing into equal damage
  • Lightning ailment: silences enemies and reduces strong skill casts; ineffective on bosses
  • Lightning ailment: death explosions have a 20% chance to hit the same enemy type instead of the player
  • Lightning ailment: cursed enemies cannot critically hit or apply debuffs
  • Lightning ailment: weakened enemies have a 60% chance to gain 1 stack when stunned
  • Lightning ailment: attached child-skill damage +20%
  • Lightning ailment: at 8 or more stacks, each damage tick removes 3% enemy health
  • Companions deal +24% damage to enemies with Lightning ailment
  • Lightning ailment: deals +32% damage to enemies below 50% health
  • When player health is below 50%, Lightning ailment damage +32%
  • When player is at full health, Lightning ailment damage +32%
  • When player mana is below 40%, Lightning ailment damage +32%
  • Critical hits always add 1 stack of Lightning ailment
17 items
Ailment modifier pool 28Ailment
21 possible effects
  • Physical ailment: each application adds 1 extra stack(s)
  • Physical ailment: each application adds 2 extra stack(s)
  • When an enemy that damaged you counterattacks, there is a 45% chance to add 1 stack of Physical ailment
  • Physical ailment: each damage tick has a 10% chance to add 1 extra stack
  • Physical ailment can spread on death
  • Physical ailment: spread stacks +1
  • Physical ailment: spread stacks +2
  • Physical ailment: enemies become vulnerable and take +18% damage
  • Physical ailment: torn wounds prevent healing and turn healing into equal damage
  • Physical ailment: silences enemies and reduces strong skill casts; ineffective on bosses
  • Physical ailment: death explosions have a 20% chance to hit the same enemy type instead of the player
  • Physical ailment: cursed enemies cannot critically hit or apply debuffs
  • Physical ailment: weakened enemies have a 60% chance to gain 1 stack when stunned
  • Physical ailment: attached child-skill damage +20%
  • Physical ailment: at 8 or more stacks, each damage tick removes 3% enemy health
  • Companions deal +24% damage to enemies with Physical ailment
  • Physical ailment: deals +32% damage to enemies below 50% health
  • When player health is below 50%, Physical ailment damage +32%
  • When player is at full health, Physical ailment damage +32%
  • When player mana is below 40%, Physical ailment damage +32%
  • Critical hits always add 1 stack of Physical ailment
17 items
Ailment modifier pool 29Ailment
21 possible effects
  • Lightning ailment: each application adds 1 extra stack(s)
  • Lightning ailment: each application adds 2 extra stack(s)
  • When an enemy that damaged you counterattacks, there is a 45% chance to add 1 stack of Lightning ailment
  • Lightning ailment: each damage tick has a 10% chance to add 1 extra stack
  • Lightning ailment can spread on death
  • Lightning ailment: spread stacks +1
  • Lightning ailment: spread stacks +2
  • Lightning ailment: enemies become vulnerable and take +18% damage
  • Lightning ailment: torn wounds prevent healing and turn healing into equal damage
  • Lightning ailment: silences enemies and reduces strong skill casts; ineffective on bosses
  • Lightning ailment: death explosions have a 20% chance to hit the same enemy type instead of the player
  • Lightning ailment: cursed enemies cannot critically hit or apply debuffs
  • Lightning ailment: weakened enemies have a 60% chance to gain 1 stack when stunned
  • Lightning ailment: attached child-skill damage +20%
  • Lightning ailment: at 8 or more stacks, each damage tick removes 3% enemy health
  • Companions deal +24% damage to enemies with Lightning ailment
  • Lightning ailment: deals +32% damage to enemies below 50% health
  • When player health is below 50%, Lightning ailment damage +32%
  • When player is at full health, Lightning ailment damage +32%
  • When player mana is below 40%, Lightning ailment damage +32%
  • Critical hits always add 1 stack of Lightning ailment
16 items
Ailment modifier pool 30Ailment
21 possible effects
  • Fire ailment: each application adds 1 extra stack(s)
  • Fire ailment: each application adds 2 extra stack(s)
  • When an enemy that damaged you counterattacks, there is a 45% chance to add 1 stack of Fire ailment
  • Fire ailment: each damage tick has a 10% chance to add 1 extra stack
  • Fire ailment can spread on death
  • Fire ailment: spread stacks +1
  • Fire ailment: spread stacks +2
  • Fire ailment: enemies become vulnerable and take +18% damage
  • Fire ailment: torn wounds prevent healing and turn healing into equal damage
  • Fire ailment: silences enemies and reduces strong skill casts; ineffective on bosses
  • Fire ailment: death explosions have a 20% chance to hit the same enemy type instead of the player
  • Fire ailment: cursed enemies cannot critically hit or apply debuffs
  • Fire ailment: weakened enemies have a 60% chance to gain 1 stack when stunned
  • Fire ailment: attached child-skill damage +20%
  • Fire ailment: at 8 or more stacks, each damage tick removes 3% enemy health
  • Companions deal +24% damage to enemies with Fire ailment
  • Fire ailment: deals +32% damage to enemies below 50% health
  • When player health is below 50%, Fire ailment damage +32%
  • When player is at full health, Fire ailment damage +32%
  • When player mana is below 40%, Fire ailment damage +32%
  • Critical hits always add 1 stack of Fire ailment
16 items
Ailment modifier pool 31Ailment
21 possible effects
  • Physical ailment: each application adds 1 extra stack(s)
  • Physical ailment: each application adds 2 extra stack(s)
  • When an enemy that damaged you counterattacks, there is a 45% chance to add 1 stack of Physical ailment
  • Physical ailment: each damage tick has a 10% chance to add 1 extra stack
  • Physical ailment can spread on death
  • Physical ailment: spread stacks +1
  • Physical ailment: spread stacks +2
  • Physical ailment: enemies become vulnerable and take +18% damage
  • Physical ailment: torn wounds prevent healing and turn healing into equal damage
  • Physical ailment: silences enemies and reduces strong skill casts; ineffective on bosses
  • Physical ailment: death explosions have a 20% chance to hit the same enemy type instead of the player
  • Physical ailment: cursed enemies cannot critically hit or apply debuffs
  • Physical ailment: weakened enemies have a 60% chance to gain 1 stack when stunned
  • Physical ailment: attached child-skill damage +20%
  • Physical ailment: at 8 or more stacks, each damage tick removes 3% enemy health
  • Companions deal +24% damage to enemies with Physical ailment
  • Physical ailment: deals +32% damage to enemies below 50% health
  • When player health is below 50%, Physical ailment damage +32%
  • When player is at full health, Physical ailment damage +32%
  • When player mana is below 40%, Physical ailment damage +32%
  • Critical hits always add 1 stack of Physical ailment
15 items
Ailment modifier pool 32Ailment
21 possible effects
  • Fire ailment: each application adds 1 extra stack(s)
  • Fire ailment: each application adds 2 extra stack(s)
  • When an enemy that damaged you counterattacks, there is a 45% chance to add 1 stack of Fire ailment
  • Fire ailment: each damage tick has a 10% chance to add 1 extra stack
  • Fire ailment can spread on death
  • Fire ailment: spread stacks +1
  • Fire ailment: spread stacks +2
  • Fire ailment: enemies become vulnerable and take +18% damage
  • Fire ailment: torn wounds prevent healing and turn healing into equal damage
  • Fire ailment: silences enemies and reduces strong skill casts; ineffective on bosses
  • Fire ailment: death explosions have a 20% chance to hit the same enemy type instead of the player
  • Fire ailment: cursed enemies cannot critically hit or apply debuffs
  • Fire ailment: weakened enemies have a 60% chance to gain 1 stack when stunned
  • Fire ailment: attached child-skill damage +20%
  • Fire ailment: at 8 or more stacks, each damage tick removes 3% enemy health
  • Companions deal +24% damage to enemies with Fire ailment
  • Fire ailment: deals +32% damage to enemies below 50% health
  • When player health is below 50%, Fire ailment damage +32%
  • When player is at full health, Fire ailment damage +32%
  • When player mana is below 40%, Fire ailment damage +32%
  • Critical hits always add 1 stack of Fire ailment
17 items
Ailment modifier pool 33Ailment
21 possible effects
  • Poison ailment: each application adds 1 extra stack(s)
  • Poison ailment: each application adds 2 extra stack(s)
  • When an enemy that damaged you counterattacks, there is a 45% chance to add 1 stack of Poison ailment
  • Poison ailment: each damage tick has a 10% chance to add 1 extra stack
  • Poison ailment can spread on death
  • Poison ailment: spread stacks +1
  • Poison ailment: spread stacks +2
  • Poison ailment: enemies become vulnerable and take +18% damage
  • Poison ailment: torn wounds prevent healing and turn healing into equal damage
  • Poison ailment: silences enemies and reduces strong skill casts; ineffective on bosses
  • Poison ailment: death explosions have a 20% chance to hit the same enemy type instead of the player
  • Poison ailment: cursed enemies cannot critically hit or apply debuffs
  • Poison ailment: weakened enemies have a 60% chance to gain 1 stack when stunned
  • Poison ailment: attached child-skill damage +20%
  • Poison ailment: at 8 or more stacks, each damage tick removes 3% enemy health
  • Companions deal +24% damage to enemies with Poison ailment
  • Poison ailment: deals +32% damage to enemies below 50% health
  • When player health is below 50%, Poison ailment damage +32%
  • When player is at full health, Poison ailment damage +32%
  • When player mana is below 40%, Poison ailment damage +32%
  • Critical hits always add 1 stack of Poison ailment
17 items
Ailment modifier pool 34Ailment
21 possible effects
  • Physical ailment: each application adds 1 extra stack(s)
  • Physical ailment: each application adds 2 extra stack(s)
  • When an enemy that damaged you counterattacks, there is a 45% chance to add 1 stack of Physical ailment
  • Physical ailment: each damage tick has a 10% chance to add 1 extra stack
  • Physical ailment can spread on death
  • Physical ailment: spread stacks +1
  • Physical ailment: spread stacks +2
  • Physical ailment: enemies become vulnerable and take +18% damage
  • Physical ailment: torn wounds prevent healing and turn healing into equal damage
  • Physical ailment: silences enemies and reduces strong skill casts; ineffective on bosses
  • Physical ailment: death explosions have a 20% chance to hit the same enemy type instead of the player
  • Physical ailment: cursed enemies cannot critically hit or apply debuffs
  • Physical ailment: weakened enemies have a 60% chance to gain 1 stack when stunned
  • Physical ailment: attached child-skill damage +20%
  • Physical ailment: at 8 or more stacks, each damage tick removes 3% enemy health
  • Companions deal +24% damage to enemies with Physical ailment
  • Physical ailment: deals +32% damage to enemies below 50% health
  • When player health is below 50%, Physical ailment damage +32%
  • When player is at full health, Physical ailment damage +32%
  • When player mana is below 40%, Physical ailment damage +32%
  • Critical hits always add 1 stack of Physical ailment
17 items
Ailment modifier pool 35Ailment
21 possible effects
  • Shadow ailment: each application adds 1 extra stack(s)
  • Shadow ailment: each application adds 2 extra stack(s)
  • When an enemy that damaged you counterattacks, there is a 45% chance to add 1 stack of Shadow ailment
  • Shadow ailment: each damage tick has a 10% chance to add 1 extra stack
  • Shadow ailment can spread on death
  • Shadow ailment: spread stacks +1
  • Shadow ailment: spread stacks +2
  • Shadow ailment: enemies become vulnerable and take +18% damage
  • Shadow ailment: torn wounds prevent healing and turn healing into equal damage
  • Shadow ailment: silences enemies and reduces strong skill casts; ineffective on bosses
  • Shadow ailment: death explosions have a 20% chance to hit the same enemy type instead of the player
  • Shadow ailment: cursed enemies cannot critically hit or apply debuffs
  • Shadow ailment: weakened enemies have a 60% chance to gain 1 stack when stunned
  • Shadow ailment: attached child-skill damage +20%
  • Shadow ailment: at 8 or more stacks, each damage tick removes 3% enemy health
  • Companions deal +24% damage to enemies with Shadow ailment
  • Shadow ailment: deals +32% damage to enemies below 50% health
  • When player health is below 50%, Shadow ailment damage +32%
  • When player is at full health, Shadow ailment damage +32%
  • When player mana is below 40%, Shadow ailment damage +32%
  • Critical hits always add 1 stack of Shadow ailment
17 items
Ailment modifier pool 36Ailment
21 possible effects
  • Poison ailment: each application adds 1 extra stack(s)
  • Poison ailment: each application adds 2 extra stack(s)
  • When an enemy that damaged you counterattacks, there is a 45% chance to add 1 stack of Poison ailment
  • Poison ailment: each damage tick has a 10% chance to add 1 extra stack
  • Poison ailment can spread on death
  • Poison ailment: spread stacks +1
  • Poison ailment: spread stacks +2
  • Poison ailment: enemies become vulnerable and take +18% damage
  • Poison ailment: torn wounds prevent healing and turn healing into equal damage
  • Poison ailment: silences enemies and reduces strong skill casts; ineffective on bosses
  • Poison ailment: death explosions have a 20% chance to hit the same enemy type instead of the player
  • Poison ailment: cursed enemies cannot critically hit or apply debuffs
  • Poison ailment: weakened enemies have a 60% chance to gain 1 stack when stunned
  • Poison ailment: attached child-skill damage +20%
  • Poison ailment: at 8 or more stacks, each damage tick removes 3% enemy health
  • Companions deal +24% damage to enemies with Poison ailment
  • Poison ailment: deals +32% damage to enemies below 50% health
  • When player health is below 50%, Poison ailment damage +32%
  • When player is at full health, Poison ailment damage +32%
  • When player mana is below 40%, Poison ailment damage +32%
  • Critical hits always add 1 stack of Poison ailment
16 items
Ailment modifier pool 37Ailment
28 possible effects
  • Fire ailment: each application adds 1 extra stack(s)
  • Fire ailment: each application adds 2 extra stack(s)
  • Fire ailment: each application adds 3 extra stack(s)
  • When an enemy that damaged you counterattacks, there is a 60% chance to add 1 stack of Fire ailment
  • Fire ailment: each damage tick has a 13% chance to add 1 extra stack
  • Fire ailment can spread on death
  • Fire ailment: spread stacks +1
  • Fire ailment: spread stacks +2
  • Fire ailment: spread stacks +3
  • Fire ailment: explodes the enemy every 3 seconds, dealing damage equal to 3 times the current stack count, then reduces stacks to 1
  • Unused entry: no player effect in this build (inactive)
  • Fire ailment: enemies become vulnerable and take +25% damage
  • Fire ailment: torn wounds prevent healing and turn healing into equal damage
  • Fire ailment: silences enemies and reduces strong skill casts; ineffective on bosses
  • Fire ailment: death explosions have a 25% chance to hit the same enemy type instead of the player
  • Fire ailment: cursed enemies cannot critically hit or apply debuffs
  • Fire ailment: weakened enemies have a 75% chance to gain 1 stack when stunned
  • Fire ailment: attached child-skill damage +25%
  • Fire ailment: at 8 or more stacks, each damage tick removes 4% enemy health
  • Companions deal +32% damage to enemies with Fire ailment
  • Fire ailment: deals +40% damage to enemies below 50% health
  • When player health is below 50%, Fire ailment damage +40%
  • When player is at full health, Fire ailment damage +40%
  • When player mana is below 40%, Fire ailment damage +40%
  • Critical hits always add 1 stack of Fire ailment
  • Elite enemies with Fire ailment have a 40% chance on death to randomly explode a nearby enemy
  • Fire ailment can critically hit
  • For each nearby enemy with Fire ailment, player damage +1%
20 items
Ailment modifier pool 38Ailment
30 possible effects
  • Frost ailment: each application adds 1 extra stack(s)
  • Frost ailment: each application adds 2 extra stack(s)
  • Frost ailment: each application adds 3 extra stack(s)
  • When an enemy that damaged you counterattacks, there is a 60% chance to add 1 stack of Frost ailment
  • Frost ailment: each damage tick has a 13% chance to add 1 extra stack
  • Frost ailment can spread on death
  • Frost ailment: spread stacks +1
  • Frost ailment: spread stacks +2
  • Frost ailment: spread stacks +3
  • Frost ailment: explodes the enemy every 3 seconds, dealing damage equal to 3 times the current stack count, then reduces stacks to 1
  • Unused entry: no player effect in this build (inactive)
  • Frost ailment: enemies become vulnerable and take +25% damage
  • Frost ailment: torn wounds prevent healing and turn healing into equal damage
  • Frost ailment: silences enemies and reduces strong skill casts; ineffective on bosses
  • Frost ailment: death explosions have a 25% chance to hit the same enemy type instead of the player
  • Frost ailment: cursed enemies cannot critically hit or apply debuffs
  • Frost ailment: weakened enemies have a 75% chance to gain 1 stack when stunned
  • Frost ailment: attached child-skill damage +25%
  • Frost ailment: at 8 or more stacks, each damage tick removes 4% enemy health
  • Companions deal +32% damage to enemies with Frost ailment
  • Frost ailment: deals +40% damage to enemies below 50% health
  • When player health is below 50%, Frost ailment damage +40%
  • When player is at full health, Frost ailment damage +40%
  • When player mana is below 40%, Frost ailment damage +40%
  • Frost ailment: frozen enemies take +40% damage
  • Frost ailment: enemies frozen forever continue taking debuff damage until death
  • Critical hits always add 1 stack of Frost ailment
  • Elite enemies with Frost ailment have a 40% chance on death to randomly explode a nearby enemy
  • Frost ailment can critically hit
  • For each nearby enemy with Frost ailment, player damage +1%
21 items
Ailment modifier pool 39Ailment
28 possible effects
  • Lightning ailment: each application adds 1 extra stack(s)
  • Lightning ailment: each application adds 2 extra stack(s)
  • Lightning ailment: each application adds 3 extra stack(s)
  • When an enemy that damaged you counterattacks, there is a 60% chance to add 1 stack of Lightning ailment
  • Lightning ailment: each damage tick has a 13% chance to add 1 extra stack
  • Lightning ailment can spread on death
  • Lightning ailment: spread stacks +1
  • Lightning ailment: spread stacks +2
  • Lightning ailment: spread stacks +3
  • Lightning ailment: explodes the enemy every 3 seconds, dealing damage equal to 3 times the current stack count, then reduces stacks to 1
  • Unused entry: no player effect in this build (inactive)
  • Lightning ailment: enemies become vulnerable and take +25% damage
  • Lightning ailment: torn wounds prevent healing and turn healing into equal damage
  • Lightning ailment: silences enemies and reduces strong skill casts; ineffective on bosses
  • Lightning ailment: death explosions have a 25% chance to hit the same enemy type instead of the player
  • Lightning ailment: cursed enemies cannot critically hit or apply debuffs
  • Lightning ailment: weakened enemies have a 75% chance to gain 1 stack when stunned
  • Lightning ailment: attached child-skill damage +25%
  • Lightning ailment: at 8 or more stacks, each damage tick removes 4% enemy health
  • Companions deal +32% damage to enemies with Lightning ailment
  • Lightning ailment: deals +40% damage to enemies below 50% health
  • When player health is below 50%, Lightning ailment damage +40%
  • When player is at full health, Lightning ailment damage +40%
  • When player mana is below 40%, Lightning ailment damage +40%
  • Critical hits always add 1 stack of Lightning ailment
  • Elite enemies with Lightning ailment have a 40% chance on death to randomly explode a nearby enemy
  • Lightning ailment can critically hit
  • For each nearby enemy with Lightning ailment, player damage +1%
21 items
Ailment modifier pool 40Ailment
28 possible effects
  • Physical ailment: each application adds 1 extra stack(s)
  • Physical ailment: each application adds 2 extra stack(s)
  • Physical ailment: each application adds 3 extra stack(s)
  • When an enemy that damaged you counterattacks, there is a 60% chance to add 1 stack of Physical ailment
  • Physical ailment: each damage tick has a 13% chance to add 1 extra stack
  • Physical ailment can spread on death
  • Physical ailment: spread stacks +1
  • Physical ailment: spread stacks +2
  • Physical ailment: spread stacks +3
  • Physical ailment: explodes the enemy every 3 seconds, dealing damage equal to 3 times the current stack count, then reduces stacks to 1
  • Unused entry: no player effect in this build (inactive)
  • Physical ailment: enemies become vulnerable and take +25% damage
  • Physical ailment: torn wounds prevent healing and turn healing into equal damage
  • Physical ailment: silences enemies and reduces strong skill casts; ineffective on bosses
  • Physical ailment: death explosions have a 25% chance to hit the same enemy type instead of the player
  • Physical ailment: cursed enemies cannot critically hit or apply debuffs
  • Physical ailment: weakened enemies have a 75% chance to gain 1 stack when stunned
  • Physical ailment: attached child-skill damage +25%
  • Physical ailment: at 8 or more stacks, each damage tick removes 4% enemy health
  • Companions deal +32% damage to enemies with Physical ailment
  • Physical ailment: deals +40% damage to enemies below 50% health
  • When player health is below 50%, Physical ailment damage +40%
  • When player is at full health, Physical ailment damage +40%
  • When player mana is below 40%, Physical ailment damage +40%
  • Critical hits always add 1 stack of Physical ailment
  • Elite enemies with Physical ailment have a 40% chance on death to randomly explode a nearby enemy
  • Physical ailment can critically hit
  • For each nearby enemy with Physical ailment, player damage +1%
20 items
Ailment modifier pool 41Ailment
28 possible effects
  • Lightning ailment: each application adds 1 extra stack(s)
  • Lightning ailment: each application adds 2 extra stack(s)
  • Lightning ailment: each application adds 3 extra stack(s)
  • When an enemy that damaged you counterattacks, there is a 60% chance to add 1 stack of Lightning ailment
  • Lightning ailment: each damage tick has a 13% chance to add 1 extra stack
  • Lightning ailment can spread on death
  • Lightning ailment: spread stacks +1
  • Lightning ailment: spread stacks +2
  • Lightning ailment: spread stacks +3
  • Lightning ailment: explodes the enemy every 3 seconds, dealing damage equal to 3 times the current stack count, then reduces stacks to 1
  • Unused entry: no player effect in this build (inactive)
  • Lightning ailment: enemies become vulnerable and take +25% damage
  • Lightning ailment: torn wounds prevent healing and turn healing into equal damage
  • Lightning ailment: silences enemies and reduces strong skill casts; ineffective on bosses
  • Lightning ailment: death explosions have a 25% chance to hit the same enemy type instead of the player
  • Lightning ailment: cursed enemies cannot critically hit or apply debuffs
  • Lightning ailment: weakened enemies have a 75% chance to gain 1 stack when stunned
  • Lightning ailment: attached child-skill damage +25%
  • Lightning ailment: at 8 or more stacks, each damage tick removes 4% enemy health
  • Companions deal +32% damage to enemies with Lightning ailment
  • Lightning ailment: deals +40% damage to enemies below 50% health
  • When player health is below 50%, Lightning ailment damage +40%
  • When player is at full health, Lightning ailment damage +40%
  • When player mana is below 40%, Lightning ailment damage +40%
  • Critical hits always add 1 stack of Lightning ailment
  • Elite enemies with Lightning ailment have a 40% chance on death to randomly explode a nearby enemy
  • Lightning ailment can critically hit
  • For each nearby enemy with Lightning ailment, player damage +1%
19 items
Ailment modifier pool 42Ailment
28 possible effects
  • Fire ailment: each application adds 1 extra stack(s)
  • Fire ailment: each application adds 2 extra stack(s)
  • Fire ailment: each application adds 3 extra stack(s)
  • When an enemy that damaged you counterattacks, there is a 60% chance to add 1 stack of Fire ailment
  • Fire ailment: each damage tick has a 13% chance to add 1 extra stack
  • Fire ailment can spread on death
  • Fire ailment: spread stacks +1
  • Fire ailment: spread stacks +2
  • Fire ailment: spread stacks +3
  • Fire ailment: explodes the enemy every 3 seconds, dealing damage equal to 3 times the current stack count, then reduces stacks to 1
  • Unused entry: no player effect in this build (inactive)
  • Fire ailment: enemies become vulnerable and take +25% damage
  • Fire ailment: torn wounds prevent healing and turn healing into equal damage
  • Fire ailment: silences enemies and reduces strong skill casts; ineffective on bosses
  • Fire ailment: death explosions have a 25% chance to hit the same enemy type instead of the player
  • Fire ailment: cursed enemies cannot critically hit or apply debuffs
  • Fire ailment: weakened enemies have a 75% chance to gain 1 stack when stunned
  • Fire ailment: attached child-skill damage +25%
  • Fire ailment: at 8 or more stacks, each damage tick removes 4% enemy health
  • Companions deal +32% damage to enemies with Fire ailment
  • Fire ailment: deals +40% damage to enemies below 50% health
  • When player health is below 50%, Fire ailment damage +40%
  • When player is at full health, Fire ailment damage +40%
  • When player mana is below 40%, Fire ailment damage +40%
  • Critical hits always add 1 stack of Fire ailment
  • Elite enemies with Fire ailment have a 40% chance on death to randomly explode a nearby enemy
  • Fire ailment can critically hit
  • For each nearby enemy with Fire ailment, player damage +1%
19 items
Ailment modifier pool 43Ailment
28 possible effects
  • Physical ailment: each application adds 1 extra stack(s)
  • Physical ailment: each application adds 2 extra stack(s)
  • Physical ailment: each application adds 3 extra stack(s)
  • When an enemy that damaged you counterattacks, there is a 60% chance to add 1 stack of Physical ailment
  • Physical ailment: each damage tick has a 13% chance to add 1 extra stack
  • Physical ailment can spread on death
  • Physical ailment: spread stacks +1
  • Physical ailment: spread stacks +2
  • Physical ailment: spread stacks +3
  • Physical ailment: explodes the enemy every 3 seconds, dealing damage equal to 3 times the current stack count, then reduces stacks to 1
  • Unused entry: no player effect in this build (inactive)
  • Physical ailment: enemies become vulnerable and take +25% damage
  • Physical ailment: torn wounds prevent healing and turn healing into equal damage
  • Physical ailment: silences enemies and reduces strong skill casts; ineffective on bosses
  • Physical ailment: death explosions have a 25% chance to hit the same enemy type instead of the player
  • Physical ailment: cursed enemies cannot critically hit or apply debuffs
  • Physical ailment: weakened enemies have a 75% chance to gain 1 stack when stunned
  • Physical ailment: attached child-skill damage +25%
  • Physical ailment: at 8 or more stacks, each damage tick removes 4% enemy health
  • Companions deal +32% damage to enemies with Physical ailment
  • Physical ailment: deals +40% damage to enemies below 50% health
  • When player health is below 50%, Physical ailment damage +40%
  • When player is at full health, Physical ailment damage +40%
  • When player mana is below 40%, Physical ailment damage +40%
  • Critical hits always add 1 stack of Physical ailment
  • Elite enemies with Physical ailment have a 40% chance on death to randomly explode a nearby enemy
  • Physical ailment can critically hit
  • For each nearby enemy with Physical ailment, player damage +1%
20 items
Ailment modifier pool 44Ailment
28 possible effects
  • Fire ailment: each application adds 1 extra stack(s)
  • Fire ailment: each application adds 2 extra stack(s)
  • Fire ailment: each application adds 3 extra stack(s)
  • When an enemy that damaged you counterattacks, there is a 60% chance to add 1 stack of Fire ailment
  • Fire ailment: each damage tick has a 13% chance to add 1 extra stack
  • Fire ailment can spread on death
  • Fire ailment: spread stacks +1
  • Fire ailment: spread stacks +2
  • Fire ailment: spread stacks +3
  • Fire ailment: explodes the enemy every 3 seconds, dealing damage equal to 3 times the current stack count, then reduces stacks to 1
  • Unused entry: no player effect in this build (inactive)
  • Fire ailment: enemies become vulnerable and take +25% damage
  • Fire ailment: torn wounds prevent healing and turn healing into equal damage
  • Fire ailment: silences enemies and reduces strong skill casts; ineffective on bosses
  • Fire ailment: death explosions have a 25% chance to hit the same enemy type instead of the player
  • Fire ailment: cursed enemies cannot critically hit or apply debuffs
  • Fire ailment: weakened enemies have a 75% chance to gain 1 stack when stunned
  • Fire ailment: attached child-skill damage +25%
  • Fire ailment: at 8 or more stacks, each damage tick removes 4% enemy health
  • Companions deal +32% damage to enemies with Fire ailment
  • Fire ailment: deals +40% damage to enemies below 50% health
  • When player health is below 50%, Fire ailment damage +40%
  • When player is at full health, Fire ailment damage +40%
  • When player mana is below 40%, Fire ailment damage +40%
  • Critical hits always add 1 stack of Fire ailment
  • Elite enemies with Fire ailment have a 40% chance on death to randomly explode a nearby enemy
  • Fire ailment can critically hit
  • For each nearby enemy with Fire ailment, player damage +1%
20 items
Ailment modifier pool 45Ailment
28 possible effects
  • Poison ailment: each application adds 1 extra stack(s)
  • Poison ailment: each application adds 2 extra stack(s)
  • Poison ailment: each application adds 3 extra stack(s)
  • When an enemy that damaged you counterattacks, there is a 60% chance to add 1 stack of Poison ailment
  • Poison ailment: each damage tick has a 13% chance to add 1 extra stack
  • Poison ailment can spread on death
  • Poison ailment: spread stacks +1
  • Poison ailment: spread stacks +2
  • Poison ailment: spread stacks +3
  • Poison ailment: explodes the enemy every 3 seconds, dealing damage equal to 3 times the current stack count, then reduces stacks to 1
  • Unused entry: no player effect in this build (inactive)
  • Poison ailment: enemies become vulnerable and take +25% damage
  • Poison ailment: torn wounds prevent healing and turn healing into equal damage
  • Poison ailment: silences enemies and reduces strong skill casts; ineffective on bosses
  • Poison ailment: death explosions have a 25% chance to hit the same enemy type instead of the player
  • Poison ailment: cursed enemies cannot critically hit or apply debuffs
  • Poison ailment: weakened enemies have a 75% chance to gain 1 stack when stunned
  • Poison ailment: attached child-skill damage +25%
  • Poison ailment: at 8 or more stacks, each damage tick removes 4% enemy health
  • Companions deal +32% damage to enemies with Poison ailment
  • Poison ailment: deals +40% damage to enemies below 50% health
  • When player health is below 50%, Poison ailment damage +40%
  • When player is at full health, Poison ailment damage +40%
  • When player mana is below 40%, Poison ailment damage +40%
  • Critical hits always add 1 stack of Poison ailment
  • Elite enemies with Poison ailment have a 40% chance on death to randomly explode a nearby enemy
  • Poison ailment can critically hit
  • For each nearby enemy with Poison ailment, player damage +1%
20 items
Ailment modifier pool 46Ailment
28 possible effects
  • Physical ailment: each application adds 1 extra stack(s)
  • Physical ailment: each application adds 2 extra stack(s)
  • Physical ailment: each application adds 3 extra stack(s)
  • When an enemy that damaged you counterattacks, there is a 60% chance to add 1 stack of Physical ailment
  • Physical ailment: each damage tick has a 13% chance to add 1 extra stack
  • Physical ailment can spread on death
  • Physical ailment: spread stacks +1
  • Physical ailment: spread stacks +2
  • Physical ailment: spread stacks +3
  • Physical ailment: explodes the enemy every 3 seconds, dealing damage equal to 3 times the current stack count, then reduces stacks to 1
  • Unused entry: no player effect in this build (inactive)
  • Physical ailment: enemies become vulnerable and take +25% damage
  • Physical ailment: torn wounds prevent healing and turn healing into equal damage
  • Physical ailment: silences enemies and reduces strong skill casts; ineffective on bosses
  • Physical ailment: death explosions have a 25% chance to hit the same enemy type instead of the player
  • Physical ailment: cursed enemies cannot critically hit or apply debuffs
  • Physical ailment: weakened enemies have a 75% chance to gain 1 stack when stunned
  • Physical ailment: attached child-skill damage +25%
  • Physical ailment: at 8 or more stacks, each damage tick removes 4% enemy health
  • Companions deal +32% damage to enemies with Physical ailment
  • Physical ailment: deals +40% damage to enemies below 50% health
  • When player health is below 50%, Physical ailment damage +40%
  • When player is at full health, Physical ailment damage +40%
  • When player mana is below 40%, Physical ailment damage +40%
  • Critical hits always add 1 stack of Physical ailment
  • Elite enemies with Physical ailment have a 40% chance on death to randomly explode a nearby enemy
  • Physical ailment can critically hit
  • For each nearby enemy with Physical ailment, player damage +1%
20 items
Ailment modifier pool 47Ailment
28 possible effects
  • Shadow ailment: each application adds 1 extra stack(s)
  • Shadow ailment: each application adds 2 extra stack(s)
  • Shadow ailment: each application adds 3 extra stack(s)
  • When an enemy that damaged you counterattacks, there is a 60% chance to add 1 stack of Shadow ailment
  • Shadow ailment: each damage tick has a 13% chance to add 1 extra stack
  • Shadow ailment can spread on death
  • Shadow ailment: spread stacks +1
  • Shadow ailment: spread stacks +2
  • Shadow ailment: spread stacks +3
  • Shadow ailment: explodes the enemy every 3 seconds, dealing damage equal to 3 times the current stack count, then reduces stacks to 1
  • Unused entry: no player effect in this build (inactive)
  • Shadow ailment: enemies become vulnerable and take +25% damage
  • Shadow ailment: torn wounds prevent healing and turn healing into equal damage
  • Shadow ailment: silences enemies and reduces strong skill casts; ineffective on bosses
  • Shadow ailment: death explosions have a 25% chance to hit the same enemy type instead of the player
  • Shadow ailment: cursed enemies cannot critically hit or apply debuffs
  • Shadow ailment: weakened enemies have a 75% chance to gain 1 stack when stunned
  • Shadow ailment: attached child-skill damage +25%
  • Shadow ailment: at 8 or more stacks, each damage tick removes 4% enemy health
  • Companions deal +32% damage to enemies with Shadow ailment
  • Shadow ailment: deals +40% damage to enemies below 50% health
  • When player health is below 50%, Shadow ailment damage +40%
  • When player is at full health, Shadow ailment damage +40%
  • When player mana is below 40%, Shadow ailment damage +40%
  • Critical hits always add 1 stack of Shadow ailment
  • Elite enemies with Shadow ailment have a 40% chance on death to randomly explode a nearby enemy
  • Shadow ailment can critically hit
  • For each nearby enemy with Shadow ailment, player damage +1%
20 items
Ailment modifier pool 48Ailment
28 possible effects
  • Poison ailment: each application adds 1 extra stack(s)
  • Poison ailment: each application adds 2 extra stack(s)
  • Poison ailment: each application adds 3 extra stack(s)
  • When an enemy that damaged you counterattacks, there is a 60% chance to add 1 stack of Poison ailment
  • Poison ailment: each damage tick has a 13% chance to add 1 extra stack
  • Poison ailment can spread on death
  • Poison ailment: spread stacks +1
  • Poison ailment: spread stacks +2
  • Poison ailment: spread stacks +3
  • Poison ailment: explodes the enemy every 3 seconds, dealing damage equal to 3 times the current stack count, then reduces stacks to 1
  • Unused entry: no player effect in this build (inactive)
  • Poison ailment: enemies become vulnerable and take +25% damage
  • Poison ailment: torn wounds prevent healing and turn healing into equal damage
  • Poison ailment: silences enemies and reduces strong skill casts; ineffective on bosses
  • Poison ailment: death explosions have a 25% chance to hit the same enemy type instead of the player
  • Poison ailment: cursed enemies cannot critically hit or apply debuffs
  • Poison ailment: weakened enemies have a 75% chance to gain 1 stack when stunned
  • Poison ailment: attached child-skill damage +25%
  • Poison ailment: at 8 or more stacks, each damage tick removes 4% enemy health
  • Companions deal +32% damage to enemies with Poison ailment
  • Poison ailment: deals +40% damage to enemies below 50% health
  • When player health is below 50%, Poison ailment damage +40%
  • When player is at full health, Poison ailment damage +40%
  • When player mana is below 40%, Poison ailment damage +40%
  • Critical hits always add 1 stack of Poison ailment
  • Elite enemies with Poison ailment have a 40% chance on death to randomly explode a nearby enemy
  • Poison ailment can critically hit
  • For each nearby enemy with Poison ailment, player damage +1%
20 items
Ailment modifier pool 49Ailment
30 possible effects
  • Fire ailment: each application adds 2 extra stack(s)
  • Fire ailment: each application adds 3 extra stack(s)
  • Fire ailment: each application adds 4 extra stack(s)
  • When an enemy that damaged you counterattacks, there is a 75% chance to add 1 stack of Fire ailment
  • Fire ailment: each damage tick has a 15% chance to add 1 extra stack
  • Fire ailment can spread on death
  • Fire ailment: spread stacks +2
  • Fire ailment: spread stacks +3
  • Fire ailment: spread stacks +4
  • Fire ailment spreads all current stacks on the enemy
  • Fire ailment: explodes the enemy every 3 seconds, dealing damage equal to 3 times the current stack count, then reduces stacks to 1
  • Fire ailment: explosions consume only half the stacks
  • Unused entry: no player effect in this build (inactive)
  • Fire ailment: enemies become vulnerable and take +32% damage
  • Fire ailment: torn wounds prevent healing and turn healing into equal damage
  • Fire ailment: silences enemies and reduces strong skill casts; ineffective on bosses
  • Fire ailment: death explosions have a 30% chance to hit the same enemy type instead of the player
  • Fire ailment: cursed enemies cannot critically hit or apply debuffs
  • Fire ailment: weakened enemies have a 90% chance to gain 1 stack when stunned
  • Fire ailment: attached child-skill damage +30%
  • Fire ailment: at 8 or more stacks, each damage tick removes 5% enemy health
  • Companions deal +40% damage to enemies with Fire ailment
  • Fire ailment: deals +48% damage to enemies below 50% health
  • When player health is below 50%, Fire ailment damage +48%
  • When player is at full health, Fire ailment damage +48%
  • When player mana is below 40%, Fire ailment damage +48%
  • Critical hits always add 1 stack of Fire ailment
  • Elite enemies with Fire ailment have a 80% chance on death to randomly explode a nearby enemy
  • Fire ailment can critically hit
  • For each nearby enemy with Fire ailment, player damage +2%
20 items
Ailment modifier pool 50Ailment
32 possible effects
  • Frost ailment: each application adds 2 extra stack(s)
  • Frost ailment: each application adds 3 extra stack(s)
  • Frost ailment: each application adds 4 extra stack(s)
  • When an enemy that damaged you counterattacks, there is a 75% chance to add 1 stack of Frost ailment
  • Frost ailment: each damage tick has a 15% chance to add 1 extra stack
  • Frost ailment can spread on death
  • Frost ailment: spread stacks +2
  • Frost ailment: spread stacks +3
  • Frost ailment: spread stacks +4
  • Frost ailment spreads all current stacks on the enemy
  • Frost ailment: explodes the enemy every 3 seconds, dealing damage equal to 3 times the current stack count, then reduces stacks to 1
  • Frost ailment: explosions consume only half the stacks
  • Unused entry: no player effect in this build (inactive)
  • Frost ailment: enemies become vulnerable and take +32% damage
  • Frost ailment: torn wounds prevent healing and turn healing into equal damage
  • Frost ailment: silences enemies and reduces strong skill casts; ineffective on bosses
  • Frost ailment: death explosions have a 30% chance to hit the same enemy type instead of the player
  • Frost ailment: cursed enemies cannot critically hit or apply debuffs
  • Frost ailment: weakened enemies have a 90% chance to gain 1 stack when stunned
  • Frost ailment: attached child-skill damage +30%
  • Frost ailment: at 8 or more stacks, each damage tick removes 5% enemy health
  • Companions deal +40% damage to enemies with Frost ailment
  • Frost ailment: deals +48% damage to enemies below 50% health
  • When player health is below 50%, Frost ailment damage +48%
  • When player is at full health, Frost ailment damage +48%
  • When player mana is below 40%, Frost ailment damage +48%
  • Frost ailment: frozen enemies take +48% damage
  • Frost ailment: enemies frozen forever continue taking debuff damage until death
  • Critical hits always add 1 stack of Frost ailment
  • Elite enemies with Frost ailment have a 80% chance on death to randomly explode a nearby enemy
  • Frost ailment can critically hit
  • For each nearby enemy with Frost ailment, player damage +2%
20 items
Ailment modifier pool 51Ailment
30 possible effects
  • Lightning ailment: each application adds 2 extra stack(s)
  • Lightning ailment: each application adds 3 extra stack(s)
  • Lightning ailment: each application adds 4 extra stack(s)
  • When an enemy that damaged you counterattacks, there is a 75% chance to add 1 stack of Lightning ailment
  • Lightning ailment: each damage tick has a 15% chance to add 1 extra stack
  • Lightning ailment can spread on death
  • Lightning ailment: spread stacks +2
  • Lightning ailment: spread stacks +3
  • Lightning ailment: spread stacks +4
  • Lightning ailment spreads all current stacks on the enemy
  • Lightning ailment: explodes the enemy every 3 seconds, dealing damage equal to 3 times the current stack count, then reduces stacks to 1
  • Lightning ailment: explosions consume only half the stacks
  • Unused entry: no player effect in this build (inactive)
  • Lightning ailment: enemies become vulnerable and take +32% damage
  • Lightning ailment: torn wounds prevent healing and turn healing into equal damage
  • Lightning ailment: silences enemies and reduces strong skill casts; ineffective on bosses
  • Lightning ailment: death explosions have a 30% chance to hit the same enemy type instead of the player
  • Lightning ailment: cursed enemies cannot critically hit or apply debuffs
  • Lightning ailment: weakened enemies have a 90% chance to gain 1 stack when stunned
  • Lightning ailment: attached child-skill damage +30%
  • Lightning ailment: at 8 or more stacks, each damage tick removes 5% enemy health
  • Companions deal +40% damage to enemies with Lightning ailment
  • Lightning ailment: deals +48% damage to enemies below 50% health
  • When player health is below 50%, Lightning ailment damage +48%
  • When player is at full health, Lightning ailment damage +48%
  • When player mana is below 40%, Lightning ailment damage +48%
  • Critical hits always add 1 stack of Lightning ailment
  • Elite enemies with Lightning ailment have a 80% chance on death to randomly explode a nearby enemy
  • Lightning ailment can critically hit
  • For each nearby enemy with Lightning ailment, player damage +2%
19 items
Ailment modifier pool 52Ailment
30 possible effects
  • Physical ailment: each application adds 2 extra stack(s)
  • Physical ailment: each application adds 3 extra stack(s)
  • Physical ailment: each application adds 4 extra stack(s)
  • When an enemy that damaged you counterattacks, there is a 75% chance to add 1 stack of Physical ailment
  • Physical ailment: each damage tick has a 15% chance to add 1 extra stack
  • Physical ailment can spread on death
  • Physical ailment: spread stacks +2
  • Physical ailment: spread stacks +3
  • Physical ailment: spread stacks +4
  • Physical ailment spreads all current stacks on the enemy
  • Physical ailment: explodes the enemy every 3 seconds, dealing damage equal to 3 times the current stack count, then reduces stacks to 1
  • Physical ailment: explosions consume only half the stacks
  • Unused entry: no player effect in this build (inactive)
  • Physical ailment: enemies become vulnerable and take +32% damage
  • Physical ailment: torn wounds prevent healing and turn healing into equal damage
  • Physical ailment: silences enemies and reduces strong skill casts; ineffective on bosses
  • Physical ailment: death explosions have a 30% chance to hit the same enemy type instead of the player
  • Physical ailment: cursed enemies cannot critically hit or apply debuffs
  • Physical ailment: weakened enemies have a 90% chance to gain 1 stack when stunned
  • Physical ailment: attached child-skill damage +30%
  • Physical ailment: at 8 or more stacks, each damage tick removes 5% enemy health
  • Companions deal +40% damage to enemies with Physical ailment
  • Physical ailment: deals +48% damage to enemies below 50% health
  • When player health is below 50%, Physical ailment damage +48%
  • When player is at full health, Physical ailment damage +48%
  • When player mana is below 40%, Physical ailment damage +48%
  • Critical hits always add 1 stack of Physical ailment
  • Elite enemies with Physical ailment have a 80% chance on death to randomly explode a nearby enemy
  • Physical ailment can critically hit
  • For each nearby enemy with Physical ailment, player damage +2%
20 items
Ailment modifier pool 53Ailment
30 possible effects
  • Lightning ailment: each application adds 2 extra stack(s)
  • Lightning ailment: each application adds 3 extra stack(s)
  • Lightning ailment: each application adds 4 extra stack(s)
  • When an enemy that damaged you counterattacks, there is a 75% chance to add 1 stack of Lightning ailment
  • Lightning ailment: each damage tick has a 15% chance to add 1 extra stack
  • Lightning ailment can spread on death
  • Lightning ailment: spread stacks +2
  • Lightning ailment: spread stacks +3
  • Lightning ailment: spread stacks +4
  • Lightning ailment spreads all current stacks on the enemy
  • Lightning ailment: explodes the enemy every 3 seconds, dealing damage equal to 3 times the current stack count, then reduces stacks to 1
  • Lightning ailment: explosions consume only half the stacks
  • Unused entry: no player effect in this build (inactive)
  • Lightning ailment: enemies become vulnerable and take +32% damage
  • Lightning ailment: torn wounds prevent healing and turn healing into equal damage
  • Lightning ailment: silences enemies and reduces strong skill casts; ineffective on bosses
  • Lightning ailment: death explosions have a 30% chance to hit the same enemy type instead of the player
  • Lightning ailment: cursed enemies cannot critically hit or apply debuffs
  • Lightning ailment: weakened enemies have a 90% chance to gain 1 stack when stunned
  • Lightning ailment: attached child-skill damage +30%
  • Lightning ailment: at 8 or more stacks, each damage tick removes 5% enemy health
  • Companions deal +40% damage to enemies with Lightning ailment
  • Lightning ailment: deals +48% damage to enemies below 50% health
  • When player health is below 50%, Lightning ailment damage +48%
  • When player is at full health, Lightning ailment damage +48%
  • When player mana is below 40%, Lightning ailment damage +48%
  • Critical hits always add 1 stack of Lightning ailment
  • Elite enemies with Lightning ailment have a 80% chance on death to randomly explode a nearby enemy
  • Lightning ailment can critically hit
  • For each nearby enemy with Lightning ailment, player damage +2%
20 items
Ailment modifier pool 54Ailment
30 possible effects
  • Fire ailment: each application adds 2 extra stack(s)
  • Fire ailment: each application adds 3 extra stack(s)
  • Fire ailment: each application adds 4 extra stack(s)
  • When an enemy that damaged you counterattacks, there is a 75% chance to add 1 stack of Fire ailment
  • Fire ailment: each damage tick has a 15% chance to add 1 extra stack
  • Fire ailment can spread on death
  • Fire ailment: spread stacks +2
  • Fire ailment: spread stacks +3
  • Fire ailment: spread stacks +4
  • Fire ailment spreads all current stacks on the enemy
  • Fire ailment: explodes the enemy every 3 seconds, dealing damage equal to 3 times the current stack count, then reduces stacks to 1
  • Fire ailment: explosions consume only half the stacks
  • Unused entry: no player effect in this build (inactive)
  • Fire ailment: enemies become vulnerable and take +32% damage
  • Fire ailment: torn wounds prevent healing and turn healing into equal damage
  • Fire ailment: silences enemies and reduces strong skill casts; ineffective on bosses
  • Fire ailment: death explosions have a 30% chance to hit the same enemy type instead of the player
  • Fire ailment: cursed enemies cannot critically hit or apply debuffs
  • Fire ailment: weakened enemies have a 90% chance to gain 1 stack when stunned
  • Fire ailment: attached child-skill damage +30%
  • Fire ailment: at 8 or more stacks, each damage tick removes 5% enemy health
  • Companions deal +40% damage to enemies with Fire ailment
  • Fire ailment: deals +48% damage to enemies below 50% health
  • When player health is below 50%, Fire ailment damage +48%
  • When player is at full health, Fire ailment damage +48%
  • When player mana is below 40%, Fire ailment damage +48%
  • Critical hits always add 1 stack of Fire ailment
  • Elite enemies with Fire ailment have a 80% chance on death to randomly explode a nearby enemy
  • Fire ailment can critically hit
  • For each nearby enemy with Fire ailment, player damage +2%
20 items
Ailment modifier pool 55Ailment
30 possible effects
  • Physical ailment: each application adds 2 extra stack(s)
  • Physical ailment: each application adds 3 extra stack(s)
  • Physical ailment: each application adds 4 extra stack(s)
  • When an enemy that damaged you counterattacks, there is a 75% chance to add 1 stack of Physical ailment
  • Physical ailment: each damage tick has a 15% chance to add 1 extra stack
  • Physical ailment can spread on death
  • Physical ailment: spread stacks +2
  • Physical ailment: spread stacks +3
  • Physical ailment: spread stacks +4
  • Physical ailment spreads all current stacks on the enemy
  • Physical ailment: explodes the enemy every 3 seconds, dealing damage equal to 3 times the current stack count, then reduces stacks to 1
  • Physical ailment: explosions consume only half the stacks
  • Unused entry: no player effect in this build (inactive)
  • Physical ailment: enemies become vulnerable and take +32% damage
  • Physical ailment: torn wounds prevent healing and turn healing into equal damage
  • Physical ailment: silences enemies and reduces strong skill casts; ineffective on bosses
  • Physical ailment: death explosions have a 30% chance to hit the same enemy type instead of the player
  • Physical ailment: cursed enemies cannot critically hit or apply debuffs
  • Physical ailment: weakened enemies have a 90% chance to gain 1 stack when stunned
  • Physical ailment: attached child-skill damage +30%
  • Physical ailment: at 8 or more stacks, each damage tick removes 5% enemy health
  • Companions deal +40% damage to enemies with Physical ailment
  • Physical ailment: deals +48% damage to enemies below 50% health
  • When player health is below 50%, Physical ailment damage +48%
  • When player is at full health, Physical ailment damage +48%
  • When player mana is below 40%, Physical ailment damage +48%
  • Critical hits always add 1 stack of Physical ailment
  • Elite enemies with Physical ailment have a 80% chance on death to randomly explode a nearby enemy
  • Physical ailment can critically hit
  • For each nearby enemy with Physical ailment, player damage +2%
20 items
Ailment modifier pool 56Ailment
30 possible effects
  • Fire ailment: each application adds 2 extra stack(s)
  • Fire ailment: each application adds 3 extra stack(s)
  • Fire ailment: each application adds 4 extra stack(s)
  • When an enemy that damaged you counterattacks, there is a 75% chance to add 1 stack of Fire ailment
  • Fire ailment: each damage tick has a 15% chance to add 1 extra stack
  • Fire ailment can spread on death
  • Fire ailment: spread stacks +2
  • Fire ailment: spread stacks +3
  • Fire ailment: spread stacks +4
  • Fire ailment spreads all current stacks on the enemy
  • Fire ailment: explodes the enemy every 3 seconds, dealing damage equal to 3 times the current stack count, then reduces stacks to 1
  • Fire ailment: explosions consume only half the stacks
  • Unused entry: no player effect in this build (inactive)
  • Fire ailment: enemies become vulnerable and take +32% damage
  • Fire ailment: torn wounds prevent healing and turn healing into equal damage
  • Fire ailment: silences enemies and reduces strong skill casts; ineffective on bosses
  • Fire ailment: death explosions have a 30% chance to hit the same enemy type instead of the player
  • Fire ailment: cursed enemies cannot critically hit or apply debuffs
  • Fire ailment: weakened enemies have a 90% chance to gain 1 stack when stunned
  • Fire ailment: attached child-skill damage +30%
  • Fire ailment: at 8 or more stacks, each damage tick removes 5% enemy health
  • Companions deal +40% damage to enemies with Fire ailment
  • Fire ailment: deals +48% damage to enemies below 50% health
  • When player health is below 50%, Fire ailment damage +48%
  • When player is at full health, Fire ailment damage +48%
  • When player mana is below 40%, Fire ailment damage +48%
  • Critical hits always add 1 stack of Fire ailment
  • Elite enemies with Fire ailment have a 80% chance on death to randomly explode a nearby enemy
  • Fire ailment can critically hit
  • For each nearby enemy with Fire ailment, player damage +2%
20 items
Ailment modifier pool 57Ailment
30 possible effects
  • Poison ailment: each application adds 2 extra stack(s)
  • Poison ailment: each application adds 3 extra stack(s)
  • Poison ailment: each application adds 4 extra stack(s)
  • When an enemy that damaged you counterattacks, there is a 75% chance to add 1 stack of Poison ailment
  • Poison ailment: each damage tick has a 15% chance to add 1 extra stack
  • Poison ailment can spread on death
  • Poison ailment: spread stacks +2
  • Poison ailment: spread stacks +3
  • Poison ailment: spread stacks +4
  • Poison ailment spreads all current stacks on the enemy
  • Poison ailment: explodes the enemy every 3 seconds, dealing damage equal to 3 times the current stack count, then reduces stacks to 1
  • Poison ailment: explosions consume only half the stacks
  • Unused entry: no player effect in this build (inactive)
  • Poison ailment: enemies become vulnerable and take +32% damage
  • Poison ailment: torn wounds prevent healing and turn healing into equal damage
  • Poison ailment: silences enemies and reduces strong skill casts; ineffective on bosses
  • Poison ailment: death explosions have a 30% chance to hit the same enemy type instead of the player
  • Poison ailment: cursed enemies cannot critically hit or apply debuffs
  • Poison ailment: weakened enemies have a 90% chance to gain 1 stack when stunned
  • Poison ailment: attached child-skill damage +30%
  • Poison ailment: at 8 or more stacks, each damage tick removes 5% enemy health
  • Companions deal +40% damage to enemies with Poison ailment
  • Poison ailment: deals +48% damage to enemies below 50% health
  • When player health is below 50%, Poison ailment damage +48%
  • When player is at full health, Poison ailment damage +48%
  • When player mana is below 40%, Poison ailment damage +48%
  • Critical hits always add 1 stack of Poison ailment
  • Elite enemies with Poison ailment have a 80% chance on death to randomly explode a nearby enemy
  • Poison ailment can critically hit
  • For each nearby enemy with Poison ailment, player damage +2%
20 items
Ailment modifier pool 58Ailment
30 possible effects
  • Physical ailment: each application adds 2 extra stack(s)
  • Physical ailment: each application adds 3 extra stack(s)
  • Physical ailment: each application adds 4 extra stack(s)
  • When an enemy that damaged you counterattacks, there is a 75% chance to add 1 stack of Physical ailment
  • Physical ailment: each damage tick has a 15% chance to add 1 extra stack
  • Physical ailment can spread on death
  • Physical ailment: spread stacks +2
  • Physical ailment: spread stacks +3
  • Physical ailment: spread stacks +4
  • Physical ailment spreads all current stacks on the enemy
  • Physical ailment: explodes the enemy every 3 seconds, dealing damage equal to 3 times the current stack count, then reduces stacks to 1
  • Physical ailment: explosions consume only half the stacks
  • Unused entry: no player effect in this build (inactive)
  • Physical ailment: enemies become vulnerable and take +32% damage
  • Physical ailment: torn wounds prevent healing and turn healing into equal damage
  • Physical ailment: silences enemies and reduces strong skill casts; ineffective on bosses
  • Physical ailment: death explosions have a 30% chance to hit the same enemy type instead of the player
  • Physical ailment: cursed enemies cannot critically hit or apply debuffs
  • Physical ailment: weakened enemies have a 90% chance to gain 1 stack when stunned
  • Physical ailment: attached child-skill damage +30%
  • Physical ailment: at 8 or more stacks, each damage tick removes 5% enemy health
  • Companions deal +40% damage to enemies with Physical ailment
  • Physical ailment: deals +48% damage to enemies below 50% health
  • When player health is below 50%, Physical ailment damage +48%
  • When player is at full health, Physical ailment damage +48%
  • When player mana is below 40%, Physical ailment damage +48%
  • Critical hits always add 1 stack of Physical ailment
  • Elite enemies with Physical ailment have a 80% chance on death to randomly explode a nearby enemy
  • Physical ailment can critically hit
  • For each nearby enemy with Physical ailment, player damage +2%
20 items
Ailment modifier pool 59Ailment
30 possible effects
  • Shadow ailment: each application adds 2 extra stack(s)
  • Shadow ailment: each application adds 3 extra stack(s)
  • Shadow ailment: each application adds 4 extra stack(s)
  • When an enemy that damaged you counterattacks, there is a 75% chance to add 1 stack of Shadow ailment
  • Shadow ailment: each damage tick has a 15% chance to add 1 extra stack
  • Shadow ailment can spread on death
  • Shadow ailment: spread stacks +2
  • Shadow ailment: spread stacks +3
  • Shadow ailment: spread stacks +4
  • Shadow ailment spreads all current stacks on the enemy
  • Shadow ailment: explodes the enemy every 3 seconds, dealing damage equal to 3 times the current stack count, then reduces stacks to 1
  • Shadow ailment: explosions consume only half the stacks
  • Unused entry: no player effect in this build (inactive)
  • Shadow ailment: enemies become vulnerable and take +32% damage
  • Shadow ailment: torn wounds prevent healing and turn healing into equal damage
  • Shadow ailment: silences enemies and reduces strong skill casts; ineffective on bosses
  • Shadow ailment: death explosions have a 30% chance to hit the same enemy type instead of the player
  • Shadow ailment: cursed enemies cannot critically hit or apply debuffs
  • Shadow ailment: weakened enemies have a 90% chance to gain 1 stack when stunned
  • Shadow ailment: attached child-skill damage +30%
  • Shadow ailment: at 8 or more stacks, each damage tick removes 5% enemy health
  • Companions deal +40% damage to enemies with Shadow ailment
  • Shadow ailment: deals +48% damage to enemies below 50% health
  • When player health is below 50%, Shadow ailment damage +48%
  • When player is at full health, Shadow ailment damage +48%
  • When player mana is below 40%, Shadow ailment damage +48%
  • Critical hits always add 1 stack of Shadow ailment
  • Elite enemies with Shadow ailment have a 80% chance on death to randomly explode a nearby enemy
  • Shadow ailment can critically hit
  • For each nearby enemy with Shadow ailment, player damage +2%
20 items
Ailment modifier pool 60Ailment
30 possible effects
  • Poison ailment: each application adds 2 extra stack(s)
  • Poison ailment: each application adds 3 extra stack(s)
  • Poison ailment: each application adds 4 extra stack(s)
  • When an enemy that damaged you counterattacks, there is a 75% chance to add 1 stack of Poison ailment
  • Poison ailment: each damage tick has a 15% chance to add 1 extra stack
  • Poison ailment can spread on death
  • Poison ailment: spread stacks +2
  • Poison ailment: spread stacks +3
  • Poison ailment: spread stacks +4
  • Poison ailment spreads all current stacks on the enemy
  • Poison ailment: explodes the enemy every 3 seconds, dealing damage equal to 3 times the current stack count, then reduces stacks to 1
  • Poison ailment: explosions consume only half the stacks
  • Unused entry: no player effect in this build (inactive)
  • Poison ailment: enemies become vulnerable and take +32% damage
  • Poison ailment: torn wounds prevent healing and turn healing into equal damage
  • Poison ailment: silences enemies and reduces strong skill casts; ineffective on bosses
  • Poison ailment: death explosions have a 30% chance to hit the same enemy type instead of the player
  • Poison ailment: cursed enemies cannot critically hit or apply debuffs
  • Poison ailment: weakened enemies have a 90% chance to gain 1 stack when stunned
  • Poison ailment: attached child-skill damage +30%
  • Poison ailment: at 8 or more stacks, each damage tick removes 5% enemy health
  • Companions deal +40% damage to enemies with Poison ailment
  • Poison ailment: deals +48% damage to enemies below 50% health
  • When player health is below 50%, Poison ailment damage +48%
  • When player is at full health, Poison ailment damage +48%
  • When player mana is below 40%, Poison ailment damage +48%
  • Critical hits always add 1 stack of Poison ailment
  • Elite enemies with Poison ailment have a 80% chance on death to randomly explode a nearby enemy
  • Poison ailment can critically hit
  • For each nearby enemy with Poison ailment, player damage +2%
20 items
Ailment modifier pool 61Ailment
1 possible effects
  • When an enemy that damaged you counterattacks, there is a 5% chance to add 1 stack of Elemental ailment
200 items
Ailment modifier pool 62Ailment
7 possible effects
  • Elemental ailment can spread on death
  • Elemental ailment can spread on death
  • Elemental ailment: explodes the enemy every 3 seconds, dealing damage equal to 3 times the current stack count, then reduces stacks to 1
  • Elemental ailment: explodes the enemy every 3 seconds, dealing damage equal to 3 times the current stack count, then reduces stacks to 1
  • When an enemy that damaged you counterattacks, there is a 10% chance to add 1 stack of Elemental ailment
  • Elemental ailment: each damage tick has a 1% chance to add 1 extra stack
  • Elemental ailment: enemies become vulnerable and take +4% damage
200 items
Ailment modifier pool 63Ailment
7 possible effects
  • Elemental ailment can spread on death
  • Elemental ailment can spread on death
  • Elemental ailment: explodes the enemy every 3 seconds, dealing damage equal to 3 times the current stack count, then reduces stacks to 1
  • Elemental ailment: explodes the enemy every 3 seconds, dealing damage equal to 3 times the current stack count, then reduces stacks to 1
  • When an enemy that damaged you counterattacks, there is a 15% chance to add 1 stack of Elemental ailment
  • Elemental ailment: each damage tick has a 2% chance to add 1 extra stack
  • Elemental ailment: enemies become vulnerable and take +8% damage
200 items
Ailment modifier pool 64Ailment
9 possible effects
  • Elemental ailment can spread on death
  • Elemental ailment can spread on death
  • Elemental ailment: explodes the enemy every 3 seconds, dealing damage equal to 3 times the current stack count, then reduces stacks to 1
  • Elemental ailment: explodes the enemy every 3 seconds, dealing damage equal to 3 times the current stack count, then reduces stacks to 1
  • Elemental ailment: each application adds 1 extra stack(s)
  • When an enemy that damaged you counterattacks, there is a 20% chance to add 1 stack of Elemental ailment
  • Elemental ailment: each damage tick has a 3% chance to add 1 extra stack
  • Elemental ailment: spread stacks +1
  • Elemental ailment: enemies become vulnerable and take +12% damage
200 items
Ailment modifier pool 65Ailment
9 possible effects
  • Elemental ailment can spread on death
  • Elemental ailment can spread on death
  • Elemental ailment: explodes the enemy every 3 seconds, dealing damage equal to 3 times the current stack count, then reduces stacks to 1
  • Elemental ailment: explodes the enemy every 3 seconds, dealing damage equal to 3 times the current stack count, then reduces stacks to 1
  • Elemental ailment: each application adds 1 extra stack(s)
  • When an enemy that damaged you counterattacks, there is a 25% chance to add 1 stack of Elemental ailment
  • Elemental ailment: each damage tick has a 4% chance to add 1 extra stack
  • Elemental ailment: spread stacks +1
  • Elemental ailment: enemies become vulnerable and take +16% damage
440 items
Skill and companion modifier pool 1Skill and companion
45 possible effects
  • FireBall: firing count +1
  • Hellfire auto-casts when ready without a cast action
  • Meteorite auto-casts when ready without a cast action
  • Flamestrike auto-casts when ready without a cast action
  • Volcano auto-casts when ready without a cast action
  • Hell Bomb auto-casts when ready without a cast action
  • After firing Hellfire: 6% chance to refresh cooldown immediately
  • After firing Meteorite: 6% chance to refresh cooldown immediately
  • After firing Flamestrike: 6% chance to refresh cooldown immediately
  • After firing Volcano: 6% chance to refresh cooldown immediately
  • After firing Hell Bomb: 6% chance to refresh cooldown immediately
  • FireBall: damage +3% for each companion on the field
  • Hellfire: damage +3% for each companion on the field
  • Meteorite: damage +3% for each companion on the field
  • Flamestrike: damage +3% for each companion on the field
  • Volcano: damage +3% for each companion on the field
  • Hell Bomb: damage +3% for each companion on the field
  • After a successful block: 20% chance to fire FireBall
  • After a successful block: 10% chance to fire Hellfire
  • After a successful block: 8% chance to fire Meteorite
  • After a successful block: 8% chance to fire Flamestrike
  • After using FireBall: attack speed +4% for 3 seconds, up to 4 stacks
  • After using Hellfire: damage +5% for 4 seconds, up to 5 stacks
  • After using Meteorite: damage +5% for 4 seconds, up to 5 stacks
  • After using Flamestrike: damage +6% for 4 seconds, up to 5 stacks
  • After using FireBall: companion damage +4% for 3 seconds, up to 4 stacks
  • After using Hellfire: companion damage +5% for 3 seconds, up to 4 stacks
  • After using Meteorite: companion damage +5% for 3 seconds, up to 4 stacks
  • After using Flamestrike: companion damage +6% for 3 seconds, up to 4 stacks
  • Flame Demon: attack firing count +1
  • Flame Demon: when applying a debuff on hit, extra stacks +1
  • Unused entry: no player effect in this build (inactive)
  • Each Flame Demon on the field: player damage +4%
  • Each Flame Demon on the field: player Fire penetration +4%
  • Each Flame Demon on the field: player attack speed +5%
  • Each Flame Demon on the field: player movement speed +3%
  • Each Flame Demon on the field: player maximum health +4%
  • Each Flame Demon on the field: player maximum mana +4%
  • Each Flame Demon on the field: player critical-hit chance +2%
  • Each Flame Demon on the field: player critical-hit damage +2%
  • Unused entry: no player effect in this build (inactive)
  • Each Flame Demon on the field: player all resistance +2%
  • Each Flame Demon on the field: player accessory damage +5%
  • Each Flame Demon on the field: player damage-over-time damage +5%
  • Flame Demon automatically summons without a cast animation
18 items
Skill and companion modifier pool 2Skill and companion
51 possible effects
  • Ice Crystal: firing count +1
  • Frost Ball: firing count +1
  • Frost Comet auto-casts when ready without a cast action
  • Frost Ball auto-casts when ready without a cast action
  • Ice Ward auto-casts when ready without a cast action
  • Blizzard auto-casts when ready without a cast action
  • Arctic Fury auto-casts when ready without a cast action
  • After firing Frost Comet: 6% chance to refresh cooldown immediately
  • After firing Frost Ball: 6% chance to refresh cooldown immediately
  • After firing Ice Ward: 6% chance to refresh cooldown immediately
  • After firing Blizzard: 6% chance to refresh cooldown immediately
  • After firing Arctic Fury: 6% chance to refresh cooldown immediately
  • Ice Crystal: damage +3% for each companion on the field
  • Frost Comet: damage +3% for each companion on the field
  • Frost Ball: damage +3% for each companion on the field
  • Ice Ward: damage +3% for each companion on the field
  • Blizzard: damage +3% for each companion on the field
  • Arctic Fury: damage +3% for each companion on the field
  • After a successful block: 20% chance to fire Ice Crystal
  • After a successful block: 10% chance to fire Frost Comet
  • After a successful block: 10% chance to fire Frost Ball
  • After a successful block: 6% chance to fire Blizzard
  • When Ice Ward ends, restore 5% health
  • After using Ice Crystal: attack speed +4% for 3 seconds, up to 4 stacks
  • After using Frost Comet: damage +5% for 4 seconds, up to 5 stacks
  • After using Frost Ball: damage +5% for 4 seconds, up to 5 stacks
  • While Ice Ward exists: damage +10%
  • After using Ice Crystal: companion damage +4% for 3 seconds, up to 4 stacks
  • After using Frost Comet: companion damage +5% for 3 seconds, up to 4 stacks
  • After using Frost Ball: companion damage +5% for 3 seconds, up to 4 stacks
  • While Ice Ward exists: movement speed +5%
  • While Ice Ward exists: negative-effect duration reduction +8%
  • While Ice Ward exists: accessory damage +8%
  • While Ice Ward exists: damage-over-time damage +8%
  • While Ice Ward exists: companion damage +8%
  • Frost Golem: when applying a debuff on hit, extra stacks +1
  • Unused entry: no player effect in this build (inactive)
  • Frost Golem: when attacked, reflects damage equal to 1% of player maximum health
  • Each Frost Golem on the field: player damage +5%
  • Each Frost Golem on the field: player Frost penetration +5%
  • Each Frost Golem on the field: player attack speed +8%
  • Each Frost Golem on the field: player movement speed +4%
  • Each Frost Golem on the field: player maximum health +5%
  • Each Frost Golem on the field: player maximum mana +5%
  • Each Frost Golem on the field: player critical-hit chance +3%
  • Each Frost Golem on the field: player critical-hit damage +3%
  • Unused entry: no player effect in this build (inactive)
  • Each Frost Golem on the field: player all resistance +3%
  • Each Frost Golem on the field: player accessory damage +6%
  • Each Frost Golem on the field: player damage-over-time damage +6%
  • Frost Golem automatically summons without a cast animation
15 items
Skill and companion modifier pool 3Skill and companion
52 possible effects
  • Lightning Ball: split count +1
  • Thunderstrike: split count +1
  • Thunderous Fury: target count +1
  • Lightning Barrier auto-casts when ready without a cast action
  • Thunderstrike auto-casts when ready without a cast action
  • Arcane Bomb auto-casts when ready without a cast action
  • Thunderous Fury auto-casts when ready without a cast action
  • After firing Lightning Barrier: 6% chance to refresh cooldown immediately
  • After firing Thunderstrike: 6% chance to refresh cooldown immediately
  • After firing Thunder Teleport: 6% chance to refresh cooldown immediately
  • After firing Arcane Bomb: 6% chance to refresh cooldown immediately
  • After firing Thunderous Fury: 6% chance to refresh cooldown immediately
  • Thunderous Fury: damage +1% for each enemy hit
  • Lightning Ball: damage +2% for each companion on the field
  • Thunderstrike: damage +2% for each companion on the field
  • Thunder Teleport: damage +3% for each companion on the field
  • Arcane Bomb: damage +3% for each companion on the field
  • Thunderous Fury: damage +3% for each companion on the field
  • After a successful block: 20% chance to fire Lightning Ball
  • After a successful block: 8% chance to fire Thunderstrike
  • After a successful block: 6% chance to fire Arcane Bomb
  • When Lightning Barrier ends, restore 5% health
  • After using Lightning Ball: attack speed +4% for 3 seconds, up to 4 stacks
  • While Lightning Barrier exists: damage +10%
  • After using Thunderstrike: damage +5% for 4 seconds, up to 5 stacks
  • After using Thunder Teleport: damage +6% for 4 seconds, up to 5 stacks
  • After using Lightning Ball: companion damage +4% for 3 seconds, up to 4 stacks
  • After using Thunderstrike: companion damage +5% for 3 seconds, up to 4 stacks
  • After using Thunder Teleport: companion damage +6% for 3 seconds, up to 4 stacks
  • While Lightning Barrier exists: movement speed +5%
  • While Lightning Barrier exists: negative-effect duration reduction +8%
  • While Lightning Barrier exists: accessory damage +8%
  • While Lightning Barrier exists: damage-over-time damage +8%
  • While Lightning Barrier exists: companion damage +8%
  • Electric Sprite: summon count +1
  • Electric Sprite: attack firing count +1
  • Electric Sprite: damage +8%, but loses 3% health per second and dies when hit below 50% health
  • Electric Sprite: when applying a debuff on hit, extra stacks +1
  • Unused entry: no player effect in this build (inactive)
  • Each Electric Sprite on the field: player damage +3%
  • Each Electric Sprite on the field: player Lightning penetration +3%
  • Each Electric Sprite on the field: player attack speed +4%
  • Each Electric Sprite on the field: player movement speed +1%
  • Each Electric Sprite on the field: player maximum health +3%
  • Each Electric Sprite on the field: player maximum mana +3%
  • Each Electric Sprite on the field: player critical-hit chance +1%
  • Each Electric Sprite on the field: player critical-hit damage +1%
  • Unused entry: no player effect in this build (inactive)
  • Each Electric Sprite on the field: player all resistance +1%
  • Each Electric Sprite on the field: player accessory damage +4%
  • Each Electric Sprite on the field: player damage-over-time damage +4%
  • Electric Sprite automatically summons without a cast animation
15 items
Skill and companion modifier pool 4Skill and companion
50 possible effects
  • Holy Sword: firing count +1
  • Phantom Slash auto-casts when ready without a cast action
  • Blade Dance auto-casts when ready without a cast action
  • Holy Sword auto-casts when ready without a cast action
  • Death Reaper auto-casts when ready without a cast action
  • Blade Soul auto-casts when ready without a cast action
  • After firing Phantom Slash: 6% chance to refresh cooldown immediately
  • After firing Blade Dance: 6% chance to refresh cooldown immediately
  • After firing Holy Sword: 6% chance to refresh cooldown immediately
  • After firing Death Reaper: 6% chance to refresh cooldown immediately
  • After firing Blade Soul: 6% chance to refresh cooldown immediately
  • Phantom Slash: damage +3% for each companion on the field
  • Blade Dance: damage +3% for each companion on the field
  • Holy Sword: damage +3% for each companion on the field
  • Death Reaper: damage +3% for each companion on the field
  • Blade Soul: damage +3% for each companion on the field
  • After a successful block: 4% chance to fire Phantom Slash
  • After a successful block: 2% chance to fire Holy Sword
  • After a successful block: 2% chance to fire Death Reaper
  • After using Cleave: attack speed +4% for 3 seconds, up to 4 stacks
  • While Phantom Slash exists: damage +5%
  • While Blade Dance exists: damage +8%
  • While Holy Sword exists: damage +5%
  • After using Cleave: companion damage +4% for 3 seconds, up to 4 stacks
  • After using Phantom Slash: companion damage +5% for 3 seconds, up to 4 stacks
  • After using Blade Dance: companion damage +6% for 3 seconds, up to 4 stacks
  • After using Holy Sword: companion damage +6% for 3 seconds, up to 4 stacks
  • While Blade Dance exists: negative-effect duration reduction +8%
  • While Blade Soul exists: negative-effect duration reduction +8%
  • While Blade Dance exists: accessory damage +8%
  • While Blade Soul exists: accessory damage +8%
  • While Blade Dance exists: damage-over-time damage +8%
  • While Blade Soul exists: damage-over-time damage +8%
  • While Blade Dance exists: companion damage +8%
  • While Blade Soul exists: companion damage +8%
  • Ancient Guardian: when applying a debuff on hit, extra stacks +1
  • Unused entry: no player effect in this build (inactive)
  • Ancient Guardian: when attacked, reflects damage equal to 1% of player maximum health
  • Each Ancient Guardian on the field: player damage +5%
  • Each Ancient Guardian on the field: player Physical penetration +5%
  • Each Ancient Guardian on the field: player attack speed +8%
  • Each Ancient Guardian on the field: player movement speed +4%
  • Each Ancient Guardian on the field: player maximum health +5%
  • Each Ancient Guardian on the field: player maximum mana +5%
  • Each Ancient Guardian on the field: player critical-hit chance +3%
  • Each Ancient Guardian on the field: player critical-hit damage +3%
  • Unused entry: no player effect in this build (inactive)
  • Each Ancient Guardian on the field: player all resistance +3%
  • Each Ancient Guardian on the field: player accessory damage +6%
  • Each Ancient Guardian on the field: player damage-over-time damage +6%
16 items
Skill and companion modifier pool 5Skill and companion
41 possible effects
  • Hammer of Justice: split count +1
  • Sanctuary Shield auto-casts when ready without a cast action
  • Hammer of Justice auto-casts when ready without a cast action
  • Radiance auto-casts when ready without a cast action
  • Electric Storm auto-casts when ready without a cast action
  • Godly Incarnation auto-casts when ready without a cast action
  • After firing Sanctuary Shield: 6% chance to refresh cooldown immediately
  • After firing Hammer of Justice: 6% chance to refresh cooldown immediately
  • After firing Radiance: 6% chance to refresh cooldown immediately
  • After firing Electric Storm: 6% chance to refresh cooldown immediately
  • After firing Godly Incarnation: 6% chance to refresh cooldown immediately
  • After firing Fearless Charge: 6% chance to refresh cooldown immediately
  • Hammer of Justice: damage +3% for each companion on the field
  • Radiance: damage +3% for each companion on the field
  • Electric Storm: damage +3% for each companion on the field
  • Godly Incarnation: damage +3% for each companion on the field
  • Fearless Charge: damage +3% for each companion on the field
  • After a successful block: 3% chance to fire Hammer of Justice
  • After a successful block: 2% chance to fire Radiance
  • When Electric Storm ends, restore 5% health
  • After using Lightning Blade: attack speed +4% for 3 seconds, up to 4 stacks
  • While Sanctuary Shield exists: damage +10%
  • While Hammer of Justice exists: damage +5%
  • While Radiance exists: damage +5%
  • While Fearless Charge exists: damage +6%
  • After using Lightning Blade: companion damage +4% for 3 seconds, up to 4 stacks
  • After using Hammer of Justice: companion damage +5% for 3 seconds, up to 4 stacks
  • After using Radiance: companion damage +6% for 3 seconds, up to 4 stacks
  • After using Fearless Charge: companion damage +6% for 3 seconds, up to 4 stacks
  • While Sanctuary Shield exists: movement speed +5%
  • While Electric Storm exists: movement speed +5%
  • While Godly Incarnation exists: movement speed +5%
  • While Sanctuary Shield exists: negative-effect duration reduction +8%
  • While Electric Storm exists: negative-effect duration reduction +8%
  • While Godly Incarnation exists: negative-effect duration reduction +8%
  • While Sanctuary Shield exists: accessory damage +8%
  • While Electric Storm exists: accessory damage +8%
  • While Godly Incarnation exists: accessory damage +8%
  • While Sanctuary Shield exists: damage-over-time damage +8%
  • While Electric Storm exists: damage-over-time damage +8%
  • While Godly Incarnation exists: damage-over-time damage +8%
17 items
Skill and companion modifier pool 6Skill and companion
41 possible effects
  • Blazing Sword: firing count +1
  • Infernal Slash: firing count +1
  • Molten Fissure auto-casts when ready without a cast action
  • Dragon's Fury auto-casts when ready without a cast action
  • Infernal Slash auto-casts when ready without a cast action
  • Flaming Meteor Storm auto-casts when ready without a cast action
  • Flame Incarnation auto-casts when ready without a cast action
  • After firing Molten Fissure: 6% chance to refresh cooldown immediately
  • After firing Dragon's Fury: 6% chance to refresh cooldown immediately
  • After firing Infernal Slash: 6% chance to refresh cooldown immediately
  • After firing Flaming Meteor Storm: 6% chance to refresh cooldown immediately
  • After firing Flame Incarnation: 6% chance to refresh cooldown immediately
  • After firing Flame Charge: 6% chance to refresh cooldown immediately
  • Molten Fissure: damage +3% for each companion on the field
  • Dragon's Fury: damage +3% for each companion on the field
  • Infernal Slash: damage +3% for each companion on the field
  • Flaming Meteor Storm: damage +3% for each companion on the field
  • Flame Incarnation: damage +3% for each companion on the field
  • Flame Charge: damage +3% for each companion on the field
  • After a successful block: 4% chance to fire Molten Fissure
  • After a successful block: 3% chance to fire Dragon's Fury
  • After a successful block: 2% chance to fire Infernal Slash
  • When Flame Incarnation ends, restore 5% health
  • After using Blazing Sword: attack speed +4% for 3 seconds, up to 4 stacks
  • While Molten Fissure exists: damage +5%
  • While Dragon's Fury exists: damage +5%
  • While Infernal Slash exists: damage +5%
  • While Flame Charge exists: damage +6%
  • After using Blazing Sword: companion damage +4% for 3 seconds, up to 4 stacks
  • After using Molten Fissure: companion damage +5% for 3 seconds, up to 4 stacks
  • After using Dragon's Fury: companion damage +5% for 3 seconds, up to 4 stacks
  • After using Infernal Slash: companion damage +6% for 3 seconds, up to 4 stacks
  • After using Flame Charge: companion damage +6% for 3 seconds, up to 4 stacks
  • While Flaming Meteor Storm exists: movement speed +5%
  • While Flame Incarnation exists: movement speed +5%
  • While Flaming Meteor Storm exists: negative-effect duration reduction +8%
  • While Flame Incarnation exists: negative-effect duration reduction +8%
  • While Flaming Meteor Storm exists: accessory damage +8%
  • While Flame Incarnation exists: accessory damage +8%
  • While Flaming Meteor Storm exists: damage-over-time damage +5%
  • While Flame Incarnation exists: damage-over-time damage +8%
17 items
Skill and companion modifier pool 7Skill and companion
50 possible effects
  • Razor Arrow: firing count +1
  • Lethal Dart: target count +1
  • Barrage: firing count +1
  • Lethal Dart auto-casts when ready without a cast action
  • Barrage auto-casts when ready without a cast action
  • Storm Barrage auto-casts when ready without a cast action
  • Power of the Wind auto-casts when ready without a cast action
  • After firing Lethal Dart: 6% chance to refresh cooldown immediately
  • After firing Barrage: 6% chance to refresh cooldown immediately
  • After firing Gale Arrow: 6% chance to refresh cooldown immediately
  • After firing Storm Barrage: 6% chance to refresh cooldown immediately
  • After firing Power of the Wind: 6% chance to refresh cooldown immediately
  • Razor Arrow: damage +3% for each companion on the field
  • Lethal Dart: damage +3% for each companion on the field
  • Barrage: damage +3% for each companion on the field
  • Gale Arrow: damage +3% for each companion on the field
  • Storm Barrage: damage +3% for each companion on the field
  • Power of the Wind: damage +3% for each companion on the field
  • After a successful block: 8% chance to fire Lethal Dart
  • After a successful block: 8% chance to fire Barrage
  • When Power of the Wind ends, restore 5% health
  • After using Razor Arrow: attack speed +4% for 3 seconds, up to 4 stacks
  • While Lethal Dart exists: damage +5%
  • While Barrage exists: damage +5%
  • While Gale Arrow exists: damage +6%
  • After using Razor Arrow: companion damage +4% for 3 seconds, up to 4 stacks
  • After using Lethal Dart: companion damage +5% for 3 seconds, up to 4 stacks
  • After using Barrage: companion damage +6% for 3 seconds, up to 4 stacks
  • After using Gale Arrow: companion damage +6% for 3 seconds, up to 4 stacks
  • While Power of the Wind exists: movement speed +5%
  • While Power of the Wind exists: accessory damage +8%
  • While Power of the Wind exists: damage-over-time damage +8%
  • While Power of the Wind exists: companion damage +8%
  • While Power of the Wind exists: negative-effect duration reduction +8%
  • Sanctuary Warrior: when applying a debuff on hit, extra stacks +1
  • Sanctuary Warrior: killing an enemy restores 2% of player maximum health
  • Sanctuary Warrior: when attacked, reflects damage equal to 1% of player maximum health
  • Each Sanctuary Warrior on the field: player damage +5%
  • Each Sanctuary Warrior on the field: player Physical penetration +5%
  • Each Sanctuary Warrior on the field: player attack speed +8%
  • Each Sanctuary Warrior on the field: player movement speed +4%
  • Each Sanctuary Warrior on the field: player maximum health +5%
  • Each Sanctuary Warrior on the field: player maximum mana +5%
  • Each Sanctuary Warrior on the field: player critical-hit chance +3%
  • Each Sanctuary Warrior on the field: player critical-hit damage +3%
  • Unused entry: no player effect in this build (inactive)
  • Each Sanctuary Warrior on the field: player all resistance +3%
  • Each Sanctuary Warrior on the field: player accessory damage +6%
  • Each Sanctuary Warrior on the field: player damage-over-time damage +6%
  • Sanctuary Warrior automatically summons without a cast animation
17 items
Skill and companion modifier pool 8Skill and companion
31 possible effects
  • Explosive Arrow auto-casts when ready without a cast action
  • Fire Hydra auto-casts when ready without a cast action
  • Cluster Cannon auto-casts when ready without a cast action
  • Heavenly Flames auto-casts when ready without a cast action
  • Blazing Fury auto-casts when ready without a cast action
  • Infernal Cataclysm auto-casts when ready without a cast action
  • After firing Explosive Arrow: 6% chance to refresh cooldown immediately
  • After firing Fire Hydra: 6% chance to refresh cooldown immediately
  • After firing Cluster Cannon: 6% chance to refresh cooldown immediately
  • After firing Heavenly Flames: 6% chance to refresh cooldown immediately
  • After firing Blazing Fury: 6% chance to refresh cooldown immediately
  • After firing Infernal Cataclysm: 6% chance to refresh cooldown immediately
  • Flame Arrow: damage +3% for each companion on the field
  • Explosive Arrow: damage +3% for each companion on the field
  • Fire Hydra: damage +3% for each companion on the field
  • Cluster Cannon: damage +3% for each companion on the field
  • Heavenly Flames: damage +3% for each companion on the field
  • Blazing Fury: damage +3% for each companion on the field
  • Infernal Cataclysm: damage +3% for each companion on the field
  • After a successful block: 8% chance to fire Fire Hydra
  • After a successful block: 8% chance to fire Cluster Cannon
  • After using Flame Arrow: attack speed +4% for 3 seconds, up to 4 stacks
  • While Explosive Arrow exists: damage +5%
  • While Fire Hydra exists: damage +8%
  • While Cluster Cannon exists: damage +5%
  • While Heavenly Flames exists: damage +6%
  • After using Flame Arrow: companion damage +4% for 3 seconds, up to 4 stacks
  • After using Explosive Arrow: companion damage +5% for 3 seconds, up to 4 stacks
  • After using Fire Hydra: companion damage +6% for 3 seconds, up to 4 stacks
  • After using Cluster Cannon: companion damage +6% for 3 seconds, up to 4 stacks
  • After using Heavenly Flames: companion damage +6% for 3 seconds, up to 4 stacks
15 items
Skill and companion modifier pool 9Skill and companion
51 possible effects
  • Venomous Arrows: firing count +1
  • Parasitic Burst Arrows: split count +1
  • Plague Arrow auto-casts when ready without a cast action
  • Parasitic Burst Arrows auto-casts when ready without a cast action
  • Arrow Rain auto-casts when ready without a cast action
  • Chlorophyte Arrows auto-casts when ready without a cast action
  • Venomous Lord auto-casts when ready without a cast action
  • After firing Plague Arrow: 6% chance to refresh cooldown immediately
  • After firing Parasitic Burst Arrows: 6% chance to refresh cooldown immediately
  • After firing Arrow Rain: 6% chance to refresh cooldown immediately
  • After firing Chlorophyte Arrows: 6% chance to refresh cooldown immediately
  • After firing Venomous Lord: 6% chance to refresh cooldown immediately
  • Venomous Arrows: damage +3% for each companion on the field
  • Plague Arrow: damage +3% for each companion on the field
  • Parasitic Burst Arrows: damage +3% for each companion on the field
  • Arrow Rain: damage +3% for each companion on the field
  • Chlorophyte Arrows: damage +3% for each companion on the field
  • Venomous Lord: damage +3% for each companion on the field
  • After a successful block: 8% chance to fire Parasitic Burst Arrows
  • When Venomous Lord ends, restore 5% health
  • After using Venomous Arrows: attack speed +4% for 3 seconds, up to 4 stacks
  • While Plague Arrow exists: damage +5%
  • While Parasitic Burst Arrows exists: damage +5%
  • While Arrow Rain exists: damage +8%
  • After using Venomous Arrows: companion damage +4% for 3 seconds, up to 4 stacks
  • After using Plague Arrow: companion damage +5% for 3 seconds, up to 4 stacks
  • After using Parasitic Burst Arrows: companion damage +6% for 3 seconds, up to 4 stacks
  • After using Arrow Rain: companion damage +7% for 3 seconds, up to 4 stacks
  • While Venomous Lord exists: movement speed +5%
  • While Venomous Lord exists: accessory damage +8%
  • While Venomous Lord exists: damage-over-time damage +8%
  • While Venomous Lord exists: companion damage +8%
  • While Venomous Lord exists: negative-effect duration reduction +8%
  • Venom Sprite: attack firing count +1
  • Venom Sprite: damage +8%, but loses 3% health per second and dies when hit below 50% health
  • Venom Sprite: when applying a debuff on hit, extra stacks +1
  • Venom Sprite: killing an enemy restores 2% of player maximum health
  • Each Venom Sprite on the field: player damage +4%
  • Each Venom Sprite on the field: player Poison penetration +4%
  • Each Venom Sprite on the field: player attack speed +5%
  • Each Venom Sprite on the field: player movement speed +3%
  • Each Venom Sprite on the field: player maximum health +4%
  • Each Venom Sprite on the field: player maximum mana +4%
  • Each Venom Sprite on the field: player critical-hit chance +2%
  • Each Venom Sprite on the field: player critical-hit damage +2%
  • Unused entry: no player effect in this build (inactive)
  • Each Venom Sprite on the field: player all resistance +2%
  • Each Venom Sprite on the field: player accessory damage +5%
  • Each Venom Sprite on the field: player damage-over-time damage +5%
  • Venom Sprite: continuous-damage skill range +15%
  • Venom Sprite automatically summons without a cast animation
15 items
Skill and companion modifier pool 10Skill and companion
56 possible effects
  • Spear of Vengeance: split count +1
  • Spear of Vengeance auto-casts when ready without a cast action
  • Blood Pool auto-casts when ready without a cast action
  • After firing Spear of Vengeance: 6% chance to refresh cooldown immediately
  • Spear of Vengeance: damage +2% for each companion on the field
  • Blood Pool: damage +2% for each companion on the field
  • After a successful block: 10% chance to fire Spear of Vengeance
  • After using Spear of Vengeance: attack speed +4% for 3 seconds, up to 4 stacks
  • While Blood Pool exists: damage +8%
  • After using Spear of Vengeance: companion damage +4% for 3 seconds, up to 4 stacks
  • After using Blood Pool: companion damage +8% for 3 seconds, up to 4 stacks
  • While Blood Pool exists: movement speed +5%
  • While Blood Pool exists: accessory damage +8%
  • While Blood Pool exists: trap damage +8%
  • While Blood Pool exists: damage-over-time damage +8%
  • While Blood Pool exists: companion damage +8%
  • Skeleton Warrior: summon count +1
  • Death Sentry: summon count +1
  • Bone Archer: summon count +1
  • Skeleton Warrior: when applying a debuff on hit, extra stacks +1
  • Death Sentry: when applying a debuff on hit, extra stacks +1
  • Bone Archer: when applying a debuff on hit, extra stacks +1
  • Curse Mage: when applying a debuff on hit, extra stacks +1
  • Skeleton Warrior: when attacked, reflects damage equal to 1% of player maximum health
  • Death Sentry: when attacked, reflects damage equal to 1% of player maximum health
  • Each Skeleton Warrior on the field: player damage +4%
  • Each Death Sentry on the field: player damage +4%
  • Each Bone Archer on the field: player damage +3%
  • Each Curse Mage on the field: player damage +4%
  • Each Skeleton Warrior on the field: player Physical penetration +4%
  • Each Death Sentry on the field: player Physical penetration +4%
  • Each Bone Archer on the field: player Physical penetration +3%
  • Each Curse Mage on the field: player Physical penetration +4%
  • Each Skeleton Warrior on the field: player critical-hit damage +5%
  • Each Death Sentry on the field: player critical-hit damage +5%
  • Each Bone Archer on the field: player maximum health +2%
  • Each Curse Mage on the field: player maximum health +4%
  • Each Skeleton Warrior on the field: player critical-hit chance +1%
  • Each Death Sentry on the field: player critical-hit chance +1%
  • Each Curse Mage on the field: player critical-hit chance +2%
  • Each Death Sentry on the field: player critical-hit damage +1%
  • Each Bone Archer on the field: player critical-hit damage +1%
  • Each Curse Mage on the field: player critical-hit damage +2%
  • Unused entry: no player effect in this build (inactive)
  • Unused entry: no player effect in this build (inactive)
  • Each Skeleton Warrior on the field: player all resistance +2%
  • Each Curse Mage on the field: player all resistance +2%
  • Each Death Sentry on the field: player all penetration +5%
  • Each Curse Mage on the field: player accessory damage +5%
  • Each Bone Archer on the field: player damage-over-time damage +2%
  • Each Curse Mage on the field: player damage-over-time damage +5%
  • Curse Mage: continuous-damage skill range +15%
  • Skeleton Warrior automatically summons without a cast animation
  • Death Sentry automatically summons without a cast animation
  • Bone Archer automatically summons without a cast animation
  • Curse Mage automatically summons without a cast animation
17 items
Skill and companion modifier pool 11Skill and companion
52 possible effects
  • Shadow Orb: firing count +1
  • Shadow Chains: target count +1
  • Shadow Chains auto-casts when ready without a cast action
  • Corruption Domain auto-casts when ready without a cast action
  • Shadow Armor auto-casts when ready without a cast action
  • Doom Sigil auto-casts when ready without a cast action
  • Demonic Ball auto-casts when ready without a cast action
  • After firing Shadow Chains: 6% chance to refresh cooldown immediately
  • After firing Corruption Domain: 6% chance to refresh cooldown immediately
  • After firing Shadow Armor: 6% chance to refresh cooldown immediately
  • After firing Doom Sigil: 6% chance to refresh cooldown immediately
  • After firing Demonic Ball: 6% chance to refresh cooldown immediately
  • Shadow Orb: damage +3% for each companion on the field
  • Shadow Chains: damage +3% for each companion on the field
  • Corruption Domain: damage +3% for each companion on the field
  • Shadow Armor: damage +3% for each companion on the field
  • Doom Sigil: damage +3% for each companion on the field
  • Demonic Ball: damage +2% for each companion on the field
  • After a successful block: 8% chance to fire Shadow Chains
  • After a successful block: 5% chance to fire Doom Sigil
  • After using Shadow Orb: attack speed +4% for 3 seconds, up to 4 stacks
  • While Shadow Chains exists: damage +5%
  • While Corruption Domain exists: damage +6%
  • While Shadow Armor exists: damage +8%
  • After using Shadow Orb: companion damage +4% for 3 seconds, up to 4 stacks
  • After using Shadow Chains: companion damage +5% for 3 seconds, up to 4 stacks
  • After using Corruption Domain: companion damage +6% for 3 seconds, up to 4 stacks
  • After using Shadow Armor: companion damage +8% for 3 seconds, up to 4 stacks
  • While Shadow Armor exists: movement speed +5%
  • While Demonic Ball exists: movement speed +5%
  • While Shadow Armor exists: accessory damage +8%
  • While Demonic Ball exists: accessory damage +8%
  • While Shadow Armor exists: trap damage +8%
  • While Demonic Ball exists: trap damage +8%
  • While Shadow Armor exists: damage-over-time damage +8%
  • While Demonic Ball exists: damage-over-time damage +8%
  • While Shadow Armor exists: companion damage +8%
  • While Demonic Ball exists: companion damage +8%
  • Reaper: when applying a debuff on hit, extra stacks +1
  • Reaper: when attacked, reflects damage equal to 1% of player maximum health
  • Each Reaper on the field: player damage +5%
  • Each Reaper on the field: player Shadow penetration +5%
  • Each Reaper on the field: player attack speed +8%
  • Each Reaper on the field: player attack speed +2%
  • Each Reaper on the field: player maximum health +5%
  • Each Reaper on the field: player maximum health +5%
  • Each Reaper on the field: player critical-hit chance +2%
  • Each Reaper on the field: player critical-hit damage +2%
  • Unused entry: no player effect in this build (inactive)
  • Each Reaper on the field: player accessory damage +6%
  • Each Reaper on the field: player damage-over-time damage +6%
  • Reaper automatically summons without a cast animation
16 items
Skill and companion modifier pool 12Skill and companion
52 possible effects
  • Toxic Shot: firing count +1
  • Toxic Domain auto-casts when ready without a cast action
  • Cursed Totem auto-casts when ready without a cast action
  • Venom Trap auto-casts when ready without a cast action
  • Venom Nova auto-casts when ready without a cast action
  • After firing Toxic Domain: 6% chance to refresh cooldown immediately
  • After firing Cursed Totem: 6% chance to refresh cooldown immediately
  • After firing Venom Trap: 6% chance to refresh cooldown immediately
  • After firing Venom Nova: 6% chance to refresh cooldown immediately
  • Toxic Shot: damage +2% for each companion on the field
  • Toxic Domain: damage +2% for each companion on the field
  • Cursed Totem: damage +2% for each companion on the field
  • Venom Trap: damage +2% for each companion on the field
  • Venom Nova: damage +2% for each companion on the field
  • After a successful block: 8% chance to fire Toxic Domain
  • After using Toxic Shot: attack speed +4% for 3 seconds, up to 4 stacks
  • While Toxic Domain exists: damage +5%
  • While Cursed Totem exists: damage +6%
  • While Venom Trap exists: damage +6%
  • After using Toxic Shot: companion damage +4% for 3 seconds, up to 4 stacks
  • After using Toxic Domain: companion damage +5% for 3 seconds, up to 4 stacks
  • After using Cursed Totem: companion damage +6% for 3 seconds, up to 4 stacks
  • After using Venom Trap: companion damage +6% for 3 seconds, up to 4 stacks
  • While Venom Nova exists: movement speed +5%
  • While Venom Nova exists: accessory damage +8%
  • While Venom Nova exists: trap damage +8%
  • While Venom Nova exists: damage-over-time damage +8%
  • While Venom Nova exists: companion damage +8%
  • Venomous Spider: summon count +1
  • Phantom Archer: attack firing count +1
  • Venomous Spider: when applying a debuff on hit, extra stacks +1
  • Phantom Archer: when applying a debuff on hit, extra stacks +1
  • Venomous Spider: when attacked, reflects damage equal to 1% of player maximum health
  • Each Venomous Spider on the field: player damage +3%
  • Each Phantom Archer on the field: player damage +4%
  • Each Venomous Spider on the field: player Poison penetration +3%
  • Each Phantom Archer on the field: player Poison penetration +4%
  • Each Venomous Spider on the field: player attack speed +2%
  • Each Phantom Archer on the field: player attack speed +5%
  • Each Venomous Spider on the field: player maximum health +2%
  • Each Phantom Archer on the field: player maximum health +4%
  • Each Phantom Archer on the field: player critical-hit chance +2%
  • Each Venomous Spider on the field: player critical-hit damage +1%
  • Each Phantom Archer on the field: player critical-hit damage +2%
  • Unused entry: no player effect in this build (inactive)
  • Each Phantom Archer on the field: player all resistance +2%
  • Each Venomous Spider on the field: player trap damage +3%
  • Each Phantom Archer on the field: player trap damage +5%
  • Each Phantom Archer on the field: player accessory damage +5%
  • Each Phantom Archer on the field: player damage-over-time damage +5%
  • Venomous Spider automatically summons without a cast animation
  • Phantom Archer automatically summons without a cast animation
16 items
Skill and companion modifier pool 13Skill and companion
57 possible effects
  • FireBall: firing count +1
  • FireBall gains the damage bonus from Lightning Ball
  • Meteorite gains the damage bonus from FireBall
  • Flamestrike gains the damage bonus from Hellfire
  • When using FireBall, also fire Ice Crystal
  • When using Meteorite, also fire FireBall
  • When using Meteorite, also fire Hellfire
  • When using Flamestrike, also fire Thunderstrike
  • Hellfire auto-casts when ready without a cast action
  • Meteorite auto-casts when ready without a cast action
  • Flamestrike auto-casts when ready without a cast action
  • Volcano auto-casts when ready without a cast action
  • Hell Bomb auto-casts when ready without a cast action
  • After firing Hellfire: 10% chance to refresh cooldown immediately
  • After firing Meteorite: 10% chance to refresh cooldown immediately
  • After firing Flamestrike: 10% chance to refresh cooldown immediately
  • After firing Volcano: 10% chance to refresh cooldown immediately
  • After firing Hell Bomb: 10% chance to refresh cooldown immediately
  • FireBall: damage +5% for each companion on the field
  • Hellfire: damage +5% for each companion on the field
  • Meteorite: damage +5% for each companion on the field
  • Flamestrike: damage +5% for each companion on the field
  • Volcano: damage +5% for each companion on the field
  • Hell Bomb: damage +5% for each companion on the field
  • After a successful block: 20% chance to fire FireBall
  • After a successful block: 10% chance to fire Hellfire
  • After a successful block: 8% chance to fire Meteorite
  • After a successful block: 8% chance to fire Flamestrike
  • After a successful block: 5% chance to fire Hell Bomb
  • After using FireBall: attack speed +4% for 3 seconds, up to 4 stacks
  • After using Hellfire: damage +5% for 4 seconds, up to 5 stacks
  • After using Meteorite: damage +5% for 4 seconds, up to 5 stacks
  • After using Flamestrike: damage +6% for 4 seconds, up to 5 stacks
  • After using Volcano: damage +6% for 4 seconds, up to 5 stacks
  • After using FireBall: companion damage +4% for 3 seconds, up to 4 stacks
  • After using Hellfire: companion damage +5% for 3 seconds, up to 4 stacks
  • After using Meteorite: companion damage +5% for 3 seconds, up to 4 stacks
  • After using Flamestrike: companion damage +6% for 3 seconds, up to 4 stacks
  • After using Volcano: companion damage +6% for 3 seconds, up to 4 stacks
  • Flame Demon: summon count +1
  • Flame Demon: attack firing count +1
  • Flame Demon: when applying a debuff on hit, extra stacks +1
  • Unused entry: no player effect in this build (inactive)
  • Each Flame Demon on the field: player damage +4%
  • Each Flame Demon on the field: player Fire penetration +4%
  • Each Flame Demon on the field: player attack speed +5%
  • Each Flame Demon on the field: player movement speed +3%
  • Each Flame Demon on the field: player maximum health +4%
  • Each Flame Demon on the field: player maximum mana +4%
  • Each Flame Demon on the field: player critical-hit chance +2%
  • Each Flame Demon on the field: player critical-hit damage +2%
  • Each Flame Demon on the field: player block chance +2%
  • Unused entry: no player effect in this build (inactive)
  • Each Flame Demon on the field: player all resistance +2%
  • Each Flame Demon on the field: player accessory damage +5%
  • Each Flame Demon on the field: player damage-over-time damage +5%
  • Flame Demon automatically summons without a cast animation
18 items
Skill and companion modifier pool 14Skill and companion
63 possible effects
  • Ice Crystal: firing count +1
  • Frost Ball: firing count +1
  • Ice Crystal gains the damage bonus from FireBall
  • Frost Ball gains the damage bonus from Ice Crystal
  • Ice Ward gains the damage bonus from Frost Comet
  • When using Ice Crystal, also fire Lightning Ball
  • When using Frost Ball, also fire Ice Crystal
  • When using Frost Comet, also fire Frost Ball
  • When using Ice Ward, also fire Flamestrike
  • Frost Comet auto-casts when ready without a cast action
  • Frost Ball auto-casts when ready without a cast action
  • Ice Ward auto-casts when ready without a cast action
  • Blizzard auto-casts when ready without a cast action
  • Arctic Fury auto-casts when ready without a cast action
  • After firing Frost Comet: 10% chance to refresh cooldown immediately
  • After firing Frost Ball: 10% chance to refresh cooldown immediately
  • After firing Ice Ward: 10% chance to refresh cooldown immediately
  • After firing Blizzard: 10% chance to refresh cooldown immediately
  • After firing Arctic Fury: 10% chance to refresh cooldown immediately
  • Ice Crystal: damage +5% for each companion on the field
  • Frost Comet: damage +5% for each companion on the field
  • Frost Ball: damage +5% for each companion on the field
  • Ice Ward: damage +5% for each companion on the field
  • Blizzard: damage +5% for each companion on the field
  • Arctic Fury: damage +5% for each companion on the field
  • After a successful block: 20% chance to fire Ice Crystal
  • After a successful block: 10% chance to fire Frost Comet
  • After a successful block: 10% chance to fire Frost Ball
  • After a successful block: 6% chance to fire Blizzard
  • After a successful block: 5% chance to fire Arctic Fury
  • When Ice Ward ends, restore 5% health
  • After using Ice Crystal: attack speed +4% for 3 seconds, up to 4 stacks
  • After using Frost Comet: damage +5% for 4 seconds, up to 5 stacks
  • After using Frost Ball: damage +5% for 4 seconds, up to 5 stacks
  • While Ice Ward exists: damage +10%
  • After using Blizzard: damage +6% for 4 seconds, up to 5 stacks
  • After using Ice Crystal: companion damage +4% for 3 seconds, up to 4 stacks
  • After using Frost Comet: companion damage +5% for 3 seconds, up to 4 stacks
  • After using Frost Ball: companion damage +5% for 3 seconds, up to 4 stacks
  • After using Blizzard: companion damage +6% for 3 seconds, up to 4 stacks
  • While Ice Ward exists: movement speed +9%
  • While Ice Ward exists: negative-effect duration reduction +10%
  • While Ice Ward exists: accessory damage +8%
  • While Ice Ward exists: damage-over-time damage +8%
  • While Ice Ward exists: companion damage +8%
  • Frost Golem: summon count +1
  • Frost Golem: when applying a debuff on hit, extra stacks +1
  • Unused entry: no player effect in this build (inactive)
  • Frost Golem: when attacked, reflects damage equal to 2% of player maximum health
  • Each Frost Golem on the field: player damage +5%
  • Each Frost Golem on the field: player Frost penetration +5%
  • Each Frost Golem on the field: player attack speed +8%
  • Each Frost Golem on the field: player movement speed +4%
  • Each Frost Golem on the field: player maximum health +5%
  • Each Frost Golem on the field: player maximum mana +5%
  • Each Frost Golem on the field: player critical-hit chance +3%
  • Each Frost Golem on the field: player critical-hit damage +3%
  • Each Frost Golem on the field: player damage reduction +3%
  • Unused entry: no player effect in this build (inactive)
  • Each Frost Golem on the field: player all resistance +3%
  • Each Frost Golem on the field: player accessory damage +6%
  • Each Frost Golem on the field: player damage-over-time damage +6%
  • Frost Golem automatically summons without a cast animation
16 items
Skill and companion modifier pool 15Skill and companion
63 possible effects
  • Lightning Ball: split count +1
  • Thunderstrike: split count +2
  • Thunderous Fury: target count +1
  • Lightning Ball gains the damage bonus from Ice Crystal
  • Thunderstrike gains the damage bonus from Lightning Ball
  • Thunder Teleport gains the damage bonus from Thunderstrike
  • When using Lightning Ball, also fire FireBall
  • When using Thunderstrike, also fire Lightning Ball
  • When using Thunderstrike, also fire Electric Sprite
  • When using Lightning Barrier, also fire Flamestrike
  • Lightning Barrier auto-casts when ready without a cast action
  • Thunderstrike auto-casts when ready without a cast action
  • Arcane Bomb auto-casts when ready without a cast action
  • Thunderous Fury auto-casts when ready without a cast action
  • After firing Lightning Barrier: 10% chance to refresh cooldown immediately
  • After firing Thunderstrike: 10% chance to refresh cooldown immediately
  • After firing Thunder Teleport: 10% chance to refresh cooldown immediately
  • After firing Arcane Bomb: 10% chance to refresh cooldown immediately
  • After firing Thunderous Fury: 10% chance to refresh cooldown immediately
  • Thunderous Fury: damage +2% for each enemy hit
  • Lightning Ball: damage +5% for each companion on the field
  • Thunderstrike: damage +5% for each companion on the field
  • Thunder Teleport: damage +5% for each companion on the field
  • Arcane Bomb: damage +5% for each companion on the field
  • Thunderous Fury: damage +5% for each companion on the field
  • After a successful block: 20% chance to fire Lightning Ball
  • After a successful block: 8% chance to fire Thunderstrike
  • After a successful block: 6% chance to fire Arcane Bomb
  • After a successful block: 5% chance to fire Thunderous Fury
  • When Lightning Barrier ends, restore 5% health
  • After using Lightning Ball: attack speed +4% for 3 seconds, up to 4 stacks
  • While Lightning Barrier exists: damage +10%
  • After using Thunderstrike: damage +5% for 4 seconds, up to 5 stacks
  • After using Thunder Teleport: damage +6% for 4 seconds, up to 5 stacks
  • After using Arcane Bomb: damage +6% for 4 seconds, up to 5 stacks
  • After using Lightning Ball: companion damage +4% for 3 seconds, up to 4 stacks
  • After using Thunderstrike: companion damage +5% for 3 seconds, up to 4 stacks
  • After using Thunder Teleport: companion damage +6% for 3 seconds, up to 4 stacks
  • After using Arcane Bomb: companion damage +6% for 3 seconds, up to 4 stacks
  • While Lightning Barrier exists: movement speed +9%
  • While Lightning Barrier exists: negative-effect duration reduction +10%
  • While Lightning Barrier exists: accessory damage +8%
  • While Lightning Barrier exists: damage-over-time damage +8%
  • While Lightning Barrier exists: companion damage +8%
  • Electric Sprite: summon count +1
  • Electric Sprite: attack firing count +1
  • Electric Sprite: damage +12%, but loses 3% health per second and dies when hit below 50% health
  • Electric Sprite: when applying a debuff on hit, extra stacks +1
  • Unused entry: no player effect in this build (inactive)
  • Each Electric Sprite on the field: player damage +3%
  • Each Electric Sprite on the field: player Lightning penetration +3%
  • Each Electric Sprite on the field: player attack speed +4%
  • Each Electric Sprite on the field: player movement speed +1%
  • Each Electric Sprite on the field: player maximum health +3%
  • Each Electric Sprite on the field: player maximum mana +3%
  • Each Electric Sprite on the field: player critical-hit chance +1%
  • Each Electric Sprite on the field: player critical-hit damage +1%
  • Unused entry: no player effect in this build (inactive)
  • Unused entry: no player effect in this build (inactive)
  • Each Electric Sprite on the field: player all resistance +1%
  • Each Electric Sprite on the field: player accessory damage +4%
  • Each Electric Sprite on the field: player damage-over-time damage +4%
  • Electric Sprite automatically summons without a cast animation
16 items
Skill and companion modifier pool 16Skill and companion
61 possible effects
  • Holy Sword: firing count +1
  • Cleave gains the damage bonus from Blazing Sword
  • Phantom Slash gains the damage bonus from Cleave
  • Holy Sword gains the damage bonus from Blade Dance
  • Blade Dance gains the damage bonus from Death Reaper
  • When using Blade Dance, also fire Phantom Slash
  • When using Sanctuary Shield, also fire Blade Dance
  • When using Sanctuary Shield, also fire Holy Sword
  • Phantom Slash auto-casts when ready without a cast action
  • Blade Dance auto-casts when ready without a cast action
  • Holy Sword auto-casts when ready without a cast action
  • Death Reaper auto-casts when ready without a cast action
  • Blade Soul auto-casts when ready without a cast action
  • After firing Phantom Slash: 10% chance to refresh cooldown immediately
  • After firing Blade Dance: 10% chance to refresh cooldown immediately
  • After firing Holy Sword: 10% chance to refresh cooldown immediately
  • After firing Death Reaper: 10% chance to refresh cooldown immediately
  • After firing Blade Soul: 10% chance to refresh cooldown immediately
  • Phantom Slash: damage +5% for each companion on the field
  • Blade Dance: damage +5% for each companion on the field
  • Holy Sword: damage +5% for each companion on the field
  • Death Reaper: damage +5% for each companion on the field
  • Blade Soul: damage +5% for each companion on the field
  • After a successful block: 4% chance to fire Phantom Slash
  • After a successful block: 2% chance to fire Holy Sword
  • After a successful block: 2% chance to fire Death Reaper
  • When Blade Dance ends, restore 4% health
  • After using Cleave: attack speed +4% for 3 seconds, up to 4 stacks
  • While Phantom Slash exists: damage +5%
  • While Blade Dance exists: damage +8%
  • While Holy Sword exists: damage +5%
  • While Death Reaper exists: damage +5%
  • After using Cleave: companion damage +4% for 3 seconds, up to 4 stacks
  • After using Phantom Slash: companion damage +5% for 3 seconds, up to 4 stacks
  • After using Blade Dance: companion damage +6% for 3 seconds, up to 4 stacks
  • After using Holy Sword: companion damage +6% for 3 seconds, up to 4 stacks
  • After using Death Reaper: companion damage +6% for 3 seconds, up to 4 stacks
  • While Blade Dance exists: negative-effect duration reduction +8%
  • While Blade Soul exists: negative-effect duration reduction +8%
  • While Blade Dance exists: accessory damage +8%
  • While Blade Soul exists: accessory damage +8%
  • While Blade Dance exists: damage-over-time damage +8%
  • While Blade Soul exists: damage-over-time damage +8%
  • While Blade Dance exists: companion damage +8%
  • While Blade Soul exists: companion damage +8%
  • Ancient Guardian: summon count +1
  • Ancient Guardian: when applying a debuff on hit, extra stacks +1
  • Unused entry: no player effect in this build (inactive)
  • Ancient Guardian: when attacked, reflects damage equal to 2% of player maximum health
  • Each Ancient Guardian on the field: player damage +5%
  • Each Ancient Guardian on the field: player Physical penetration +5%
  • Each Ancient Guardian on the field: player attack speed +8%
  • Each Ancient Guardian on the field: player movement speed +4%
  • Each Ancient Guardian on the field: player maximum health +5%
  • Each Ancient Guardian on the field: player maximum mana +5%
  • Each Ancient Guardian on the field: player critical-hit chance +3%
  • Each Ancient Guardian on the field: player critical-hit damage +3%
  • Unused entry: no player effect in this build (inactive)
  • Each Ancient Guardian on the field: player all resistance +3%
  • Each Ancient Guardian on the field: player accessory damage +6%
  • Each Ancient Guardian on the field: player damage-over-time damage +6%
17 items
Skill and companion modifier pool 17Skill and companion
50 possible effects
  • Hammer of Justice: split count +1
  • Lightning Blade gains the damage bonus from Cleave
  • Fearless Charge gains the damage bonus from Lightning Blade
  • Radiance gains the damage bonus from Hammer of Justice
  • When using Radiance, also fire Hammer of Justice
  • When using Fearless Charge, also fire Hammer of Justice
  • When using Fearless Charge, also fire Radiance
  • Sanctuary Shield auto-casts when ready without a cast action
  • Hammer of Justice auto-casts when ready without a cast action
  • Radiance auto-casts when ready without a cast action
  • Electric Storm auto-casts when ready without a cast action
  • Godly Incarnation auto-casts when ready without a cast action
  • After firing Sanctuary Shield: 10% chance to refresh cooldown immediately
  • After firing Hammer of Justice: 10% chance to refresh cooldown immediately
  • After firing Radiance: 10% chance to refresh cooldown immediately
  • After firing Electric Storm: 10% chance to refresh cooldown immediately
  • After firing Godly Incarnation: 10% chance to refresh cooldown immediately
  • After firing Fearless Charge: 10% chance to refresh cooldown immediately
  • Hammer of Justice: damage +5% for each companion on the field
  • Radiance: damage +5% for each companion on the field
  • Electric Storm: damage +5% for each companion on the field
  • Godly Incarnation: damage +5% for each companion on the field
  • Fearless Charge: damage +5% for each companion on the field
  • After a successful block: 3% chance to fire Hammer of Justice
  • After a successful block: 2% chance to fire Radiance
  • When Sanctuary Shield ends, restore 5% health
  • When Electric Storm ends, restore 5% health
  • After using Lightning Blade: attack speed +4% for 3 seconds, up to 4 stacks
  • While Sanctuary Shield exists: damage +10%
  • While Hammer of Justice exists: damage +5%
  • While Radiance exists: damage +5%
  • While Electric Storm exists: damage +10%
  • While Fearless Charge exists: damage +6%
  • After using Lightning Blade: companion damage +4% for 3 seconds, up to 4 stacks
  • After using Hammer of Justice: companion damage +5% for 3 seconds, up to 4 stacks
  • After using Radiance: companion damage +6% for 3 seconds, up to 4 stacks
  • After using Electric Storm: companion damage +8% for 3 seconds, up to 4 stacks
  • After using Fearless Charge: companion damage +6% for 3 seconds, up to 4 stacks
  • While Sanctuary Shield exists: movement speed +9%
  • While Electric Storm exists: movement speed +9%
  • While Godly Incarnation exists: movement speed +9%
  • While Sanctuary Shield exists: negative-effect duration reduction +8%
  • While Electric Storm exists: negative-effect duration reduction +8%
  • While Godly Incarnation exists: negative-effect duration reduction +8%
  • While Sanctuary Shield exists: accessory damage +8%
  • While Electric Storm exists: accessory damage +8%
  • While Godly Incarnation exists: accessory damage +8%
  • While Sanctuary Shield exists: damage-over-time damage +8%
  • While Electric Storm exists: damage-over-time damage +8%
  • While Godly Incarnation exists: damage-over-time damage +8%
17 items
Skill and companion modifier pool 18Skill and companion
51 possible effects
  • Blazing Sword: firing count +1
  • Infernal Slash: firing count +1
  • Blazing Sword gains the damage bonus from Lightning Blade
  • Molten Fissure gains the damage bonus from Blazing Sword
  • Infernal Slash gains the damage bonus from Blazing Sword
  • When using Dragon's Fury, also fire Molten Fissure
  • When using Infernal Slash, also fire Molten Fissure
  • When using Flame Charge, also fire Infernal Slash
  • When using Flame Charge, also fire Molten Fissure
  • Molten Fissure auto-casts when ready without a cast action
  • Dragon's Fury auto-casts when ready without a cast action
  • Infernal Slash auto-casts when ready without a cast action
  • Flaming Meteor Storm auto-casts when ready without a cast action
  • Flame Incarnation auto-casts when ready without a cast action
  • After firing Molten Fissure: 10% chance to refresh cooldown immediately
  • After firing Dragon's Fury: 10% chance to refresh cooldown immediately
  • After firing Infernal Slash: 10% chance to refresh cooldown immediately
  • After firing Flaming Meteor Storm: 10% chance to refresh cooldown immediately
  • After firing Flame Incarnation: 10% chance to refresh cooldown immediately
  • After firing Flame Charge: 10% chance to refresh cooldown immediately
  • Molten Fissure: damage +5% for each companion on the field
  • Dragon's Fury: damage +5% for each companion on the field
  • Infernal Slash: damage +5% for each companion on the field
  • Flaming Meteor Storm: damage +5% for each companion on the field
  • Flame Incarnation: damage +5% for each companion on the field
  • Flame Charge: damage +5% for each companion on the field
  • After a successful block: 4% chance to fire Molten Fissure
  • After a successful block: 3% chance to fire Dragon's Fury
  • After a successful block: 2% chance to fire Infernal Slash
  • When Flaming Meteor Storm ends, restore 5% health
  • When Flame Incarnation ends, restore 5% health
  • After using Blazing Sword: attack speed +4% for 3 seconds, up to 4 stacks
  • While Molten Fissure exists: damage +5%
  • While Dragon's Fury exists: damage +5%
  • While Infernal Slash exists: damage +5%
  • While Flaming Meteor Storm exists: damage +10%
  • While Flame Charge exists: damage +6%
  • After using Blazing Sword: companion damage +4% for 3 seconds, up to 4 stacks
  • After using Molten Fissure: companion damage +5% for 3 seconds, up to 4 stacks
  • After using Dragon's Fury: companion damage +5% for 3 seconds, up to 4 stacks
  • After using Infernal Slash: companion damage +6% for 3 seconds, up to 4 stacks
  • After using Flaming Meteor Storm: companion damage +8% for 3 seconds, up to 4 stacks
  • After using Flame Charge: companion damage +6% for 3 seconds, up to 4 stacks
  • While Flaming Meteor Storm exists: movement speed +9%
  • While Flame Incarnation exists: movement speed +9%
  • While Flaming Meteor Storm exists: negative-effect duration reduction +8%
  • While Flame Incarnation exists: negative-effect duration reduction +8%
  • While Flaming Meteor Storm exists: accessory damage +8%
  • While Flame Incarnation exists: accessory damage +8%
  • While Flaming Meteor Storm exists: damage-over-time damage +8%
  • While Flame Incarnation exists: damage-over-time damage +8%
16 items
Skill and companion modifier pool 19Skill and companion
60 possible effects
  • Razor Arrow: firing count +1
  • Lethal Dart: firing count +1
  • Lethal Dart: target count +1
  • Barrage: firing count +2
  • Razor Arrow gains the damage bonus from Venomous Arrows
  • Lethal Dart gains the damage bonus from Razor Arrow
  • Barrage gains the damage bonus from Razor Arrow
  • Gale Arrow gains the damage bonus from Lethal Dart
  • When using Razor Arrow, also fire Venomous Arrows
  • When using Lethal Dart, also fire Plague Arrow
  • When using Barrage, also fire Lethal Dart
  • Lethal Dart auto-casts when ready without a cast action
  • Barrage auto-casts when ready without a cast action
  • Storm Barrage auto-casts when ready without a cast action
  • Power of the Wind auto-casts when ready without a cast action
  • After firing Lethal Dart: 10% chance to refresh cooldown immediately
  • After firing Barrage: 10% chance to refresh cooldown immediately
  • After firing Gale Arrow: 10% chance to refresh cooldown immediately
  • After firing Storm Barrage: 10% chance to refresh cooldown immediately
  • After firing Power of the Wind: 10% chance to refresh cooldown immediately
  • Razor Arrow: damage +5% for each companion on the field
  • Lethal Dart: damage +5% for each companion on the field
  • Barrage: damage +5% for each companion on the field
  • Gale Arrow: damage +5% for each companion on the field
  • Storm Barrage: damage +5% for each companion on the field
  • Power of the Wind: damage +5% for each companion on the field
  • After a successful block: 8% chance to fire Lethal Dart
  • After a successful block: 8% chance to fire Barrage
  • When Power of the Wind ends, restore 5% health
  • After using Razor Arrow: attack speed +4% for 3 seconds, up to 4 stacks
  • While Lethal Dart exists: damage +5%
  • While Barrage exists: damage +5%
  • While Gale Arrow exists: damage +6%
  • After using Razor Arrow: companion damage +4% for 3 seconds, up to 4 stacks
  • After using Lethal Dart: companion damage +5% for 3 seconds, up to 4 stacks
  • After using Barrage: companion damage +6% for 3 seconds, up to 4 stacks
  • After using Gale Arrow: companion damage +6% for 3 seconds, up to 4 stacks
  • While Power of the Wind exists: movement speed +9%
  • While Power of the Wind exists: accessory damage +8%
  • While Power of the Wind exists: damage-over-time damage +8%
  • While Power of the Wind exists: companion damage +8%
  • While Power of the Wind exists: negative-effect duration reduction +8%
  • Sanctuary Warrior: summon count +1
  • Sanctuary Warrior: when applying a debuff on hit, extra stacks +1
  • Sanctuary Warrior: killing an enemy restores 3% of player maximum health
  • Sanctuary Warrior: when attacked, reflects damage equal to 2% of player maximum health
  • Each Sanctuary Warrior on the field: player damage +5%
  • Each Sanctuary Warrior on the field: player Physical penetration +5%
  • Each Sanctuary Warrior on the field: player attack speed +8%
  • Each Sanctuary Warrior on the field: player movement speed +4%
  • Each Sanctuary Warrior on the field: player maximum health +5%
  • Each Sanctuary Warrior on the field: player maximum mana +5%
  • Each Sanctuary Warrior on the field: player critical-hit chance +3%
  • Each Sanctuary Warrior on the field: player critical-hit damage +3%
  • Each Sanctuary Warrior on the field: player damage reduction +3%
  • Unused entry: no player effect in this build (inactive)
  • Each Sanctuary Warrior on the field: player all resistance +3%
  • Each Sanctuary Warrior on the field: player accessory damage +6%
  • Each Sanctuary Warrior on the field: player damage-over-time damage +6%
  • Sanctuary Warrior automatically summons without a cast animation
16 items
Skill and companion modifier pool 20Skill and companion
39 possible effects
  • Flame Arrow gains the damage bonus from Venomous Arrows
  • Explosive Arrow gains the damage bonus from Flame Arrow
  • Cluster Cannon gains the damage bonus from Flame Arrow
  • Heavenly Flames gains the damage bonus from Explosive Arrow
  • When using Flame Arrow, also fire Razor Arrow
  • When using Explosive Arrow, also fire Lethal Dart
  • When using Cluster Cannon, also fire Explosive Arrow
  • Explosive Arrow auto-casts when ready without a cast action
  • Fire Hydra auto-casts when ready without a cast action
  • Cluster Cannon auto-casts when ready without a cast action
  • Heavenly Flames auto-casts when ready without a cast action
  • Blazing Fury auto-casts when ready without a cast action
  • Infernal Cataclysm auto-casts when ready without a cast action
  • After firing Explosive Arrow: 10% chance to refresh cooldown immediately
  • After firing Fire Hydra: 10% chance to refresh cooldown immediately
  • After firing Cluster Cannon: 10% chance to refresh cooldown immediately
  • After firing Heavenly Flames: 10% chance to refresh cooldown immediately
  • After firing Blazing Fury: 10% chance to refresh cooldown immediately
  • After firing Infernal Cataclysm: 10% chance to refresh cooldown immediately
  • Flame Arrow: damage +5% for each companion on the field
  • Explosive Arrow: damage +5% for each companion on the field
  • Fire Hydra: damage +5% for each companion on the field
  • Cluster Cannon: damage +5% for each companion on the field
  • Heavenly Flames: damage +5% for each companion on the field
  • Blazing Fury: damage +5% for each companion on the field
  • Infernal Cataclysm: damage +5% for each companion on the field
  • After a successful block: 8% chance to fire Fire Hydra
  • After a successful block: 8% chance to fire Cluster Cannon
  • After a successful block: 7% chance to fire Heavenly Flames
  • After using Flame Arrow: attack speed +4% for 3 seconds, up to 4 stacks
  • While Explosive Arrow exists: damage +5%
  • While Fire Hydra exists: damage +8%
  • While Cluster Cannon exists: damage +5%
  • While Heavenly Flames exists: damage +6%
  • After using Flame Arrow: companion damage +4% for 3 seconds, up to 4 stacks
  • After using Explosive Arrow: companion damage +5% for 3 seconds, up to 4 stacks
  • After using Fire Hydra: companion damage +6% for 3 seconds, up to 4 stacks
  • After using Cluster Cannon: companion damage +6% for 3 seconds, up to 4 stacks
  • After using Heavenly Flames: companion damage +6% for 3 seconds, up to 4 stacks
17 items
Skill and companion modifier pool 21Skill and companion
61 possible effects
  • Venomous Arrows: firing count +1
  • Parasitic Burst Arrows: split count +2
  • Venomous Arrows gains the damage bonus from Razor Arrow
  • Plague Arrow gains the damage bonus from Venomous Arrows
  • Parasitic Burst Arrows gains the damage bonus from Venomous Arrows
  • Arrow Rain gains the damage bonus from Parasitic Burst Arrows
  • When using Venomous Arrows, also fire Flame Arrow
  • When using Plague Arrow, also fire Explosive Arrow
  • When using Parasitic Burst Arrows, also fire Plague Arrow
  • Plague Arrow auto-casts when ready without a cast action
  • Parasitic Burst Arrows auto-casts when ready without a cast action
  • Arrow Rain auto-casts when ready without a cast action
  • Chlorophyte Arrows auto-casts when ready without a cast action
  • Venomous Lord auto-casts when ready without a cast action
  • After firing Plague Arrow: 10% chance to refresh cooldown immediately
  • After firing Parasitic Burst Arrows: 10% chance to refresh cooldown immediately
  • After firing Arrow Rain: 10% chance to refresh cooldown immediately
  • After firing Chlorophyte Arrows: 10% chance to refresh cooldown immediately
  • After firing Venomous Lord: 10% chance to refresh cooldown immediately
  • Venomous Arrows: damage +5% for each companion on the field
  • Plague Arrow: damage +5% for each companion on the field
  • Parasitic Burst Arrows: damage +5% for each companion on the field
  • Arrow Rain: damage +5% for each companion on the field
  • Chlorophyte Arrows: damage +5% for each companion on the field
  • Venomous Lord: damage +5% for each companion on the field
  • After a successful block: 8% chance to fire Parasitic Burst Arrows
  • After a successful block: 6% chance to fire Arrow Rain
  • When Venomous Lord ends, restore 5% health
  • After using Venomous Arrows: attack speed +4% for 3 seconds, up to 4 stacks
  • While Plague Arrow exists: damage +5%
  • While Parasitic Burst Arrows exists: damage +5%
  • While Arrow Rain exists: damage +8%
  • After using Venomous Arrows: companion damage +4% for 3 seconds, up to 4 stacks
  • After using Plague Arrow: companion damage +5% for 3 seconds, up to 4 stacks
  • After using Parasitic Burst Arrows: companion damage +6% for 3 seconds, up to 4 stacks
  • After using Arrow Rain: companion damage +7% for 3 seconds, up to 4 stacks
  • While Venomous Lord exists: movement speed +9%
  • While Venomous Lord exists: accessory damage +8%
  • While Venomous Lord exists: damage-over-time damage +8%
  • While Venomous Lord exists: companion damage +8%
  • While Venomous Lord exists: negative-effect duration reduction +8%
  • Venom Sprite: summon count +1
  • Venom Sprite: attack firing count +1
  • Venom Sprite: damage +12%, but loses 3% health per second and dies when hit below 50% health
  • Venom Sprite: attacks always critically hit but cannot trigger debuffs
  • Venom Sprite: killing an enemy restores 3% of player maximum health
  • Each Venom Sprite on the field: player damage +4%
  • Each Venom Sprite on the field: player Poison penetration +4%
  • Each Venom Sprite on the field: player attack speed +5%
  • Each Venom Sprite on the field: player movement speed +3%
  • Each Venom Sprite on the field: player maximum health +4%
  • Each Venom Sprite on the field: player maximum mana +4%
  • Each Venom Sprite on the field: player critical-hit chance +2%
  • Each Venom Sprite on the field: player critical-hit damage +2%
  • Each Venom Sprite on the field: player block chance +2%
  • Unused entry: no player effect in this build (inactive)
  • Each Venom Sprite on the field: player all resistance +2%
  • Each Venom Sprite on the field: player accessory damage +5%
  • Each Venom Sprite on the field: player damage-over-time damage +5%
  • Venom Sprite: continuous-damage skill range +20%
  • Venom Sprite automatically summons without a cast animation
18 items
Skill and companion modifier pool 22Skill and companion
64 possible effects
  • Spear of Vengeance: split count +1
  • Spear of Vengeance gains the damage bonus from Shadow Orb
  • Blood Pool gains the damage bonus from Spear of Vengeance
  • When using Spear of Vengeance, also fire Toxic Shot
  • When using Blood Pool, also fire Shadow Armor
  • Spear of Vengeance auto-casts when ready without a cast action
  • Blood Pool auto-casts when ready without a cast action
  • After firing Spear of Vengeance: 10% chance to refresh cooldown immediately
  • Spear of Vengeance: damage +3% for each companion on the field
  • Blood Pool: damage +3% for each companion on the field
  • After a successful block: 10% chance to fire Spear of Vengeance
  • After a successful block: 6% chance to fire Blood Pool
  • After using Spear of Vengeance: attack speed +4% for 3 seconds, up to 4 stacks
  • While Blood Pool exists: damage +8%
  • After using Spear of Vengeance: companion damage +4% for 3 seconds, up to 4 stacks
  • After using Blood Pool: companion damage +8% for 3 seconds, up to 4 stacks
  • While Blood Pool exists: movement speed +9%
  • While Blood Pool exists: accessory damage +8%
  • While Blood Pool exists: trap damage +8%
  • While Blood Pool exists: damage-over-time damage +8%
  • While Blood Pool exists: companion damage +8%
  • Skeleton Warrior: summon count +1
  • Death Sentry: summon count +1
  • Bone Archer: summon count +1
  • Bone Archer: attack firing count +1
  • Skeleton Warrior: when applying a debuff on hit, extra stacks +1
  • Death Sentry: when applying a debuff on hit, extra stacks +1
  • Bone Archer: when applying a debuff on hit, extra stacks +1
  • Curse Mage: when applying a debuff on hit, extra stacks +1
  • Skeleton Warrior: when attacked, reflects damage equal to 2% of player maximum health
  • Death Sentry: when attacked, reflects damage equal to 2% of player maximum health
  • Each Skeleton Warrior on the field: player damage +4%
  • Each Death Sentry on the field: player damage +4%
  • Each Bone Archer on the field: player damage +3%
  • Each Curse Mage on the field: player damage +4%
  • Each Skeleton Warrior on the field: player Physical penetration +4%
  • Each Death Sentry on the field: player Physical penetration +4%
  • Each Bone Archer on the field: player Physical penetration +3%
  • Each Curse Mage on the field: player Physical penetration +4%
  • Each Skeleton Warrior on the field: player critical-hit damage +5%
  • Each Death Sentry on the field: player critical-hit damage +5%
  • Each Bone Archer on the field: player maximum health +2%
  • Each Curse Mage on the field: player maximum health +4%
  • Each Skeleton Warrior on the field: player critical-hit chance +1%
  • Each Death Sentry on the field: player critical-hit chance +1%
  • Each Curse Mage on the field: player critical-hit chance +2%
  • Each Death Sentry on the field: player critical-hit damage +1%
  • Each Bone Archer on the field: player critical-hit damage +1%
  • Each Curse Mage on the field: player critical-hit damage +2%
  • Each Death Sentry on the field: player block chance +1%
  • Each Curse Mage on the field: player damage reduction +1%
  • Unused entry: no player effect in this build (inactive)
  • Unused entry: no player effect in this build (inactive)
  • Each Skeleton Warrior on the field: player all resistance +2%
  • Each Curse Mage on the field: player all resistance +2%
  • Each Death Sentry on the field: player all penetration +5%
  • Each Curse Mage on the field: player accessory damage +5%
  • Each Bone Archer on the field: player damage-over-time damage +2%
  • Each Curse Mage on the field: player damage-over-time damage +5%
  • Curse Mage: continuous-damage skill range +20%
  • Skeleton Warrior automatically summons without a cast animation
  • Death Sentry automatically summons without a cast animation
  • Bone Archer automatically summons without a cast animation
  • Curse Mage automatically summons without a cast animation
16 items
Skill and companion modifier pool 23Skill and companion
66 possible effects
  • Shadow Orb: firing count +1
  • Shadow Chains: firing count +1
  • Shadow Chains: target count +1
  • Shadow Orb gains the damage bonus from Spear of Vengeance
  • Shadow Chains gains the damage bonus from Toxic Shot
  • Corruption Domain gains the damage bonus from Shadow Chains
  • When using Shadow Orb, also fire Spear of Vengeance
  • When using Shadow Chains, also fire Shadow Orb
  • When using Corruption Domain, also fire Shadow Chains
  • When using Shadow Armor, also fire Blood Pool
  • Shadow Chains auto-casts when ready without a cast action
  • Corruption Domain auto-casts when ready without a cast action
  • Shadow Armor auto-casts when ready without a cast action
  • Doom Sigil auto-casts when ready without a cast action
  • Demonic Ball auto-casts when ready without a cast action
  • After firing Shadow Chains: 10% chance to refresh cooldown immediately
  • After firing Corruption Domain: 10% chance to refresh cooldown immediately
  • After firing Shadow Armor: 10% chance to refresh cooldown immediately
  • After firing Doom Sigil: 10% chance to refresh cooldown immediately
  • After firing Demonic Ball: 10% chance to refresh cooldown immediately
  • Shadow Orb: damage +4% for each companion on the field
  • Shadow Chains: damage +4% for each companion on the field
  • Corruption Domain: damage +4% for each companion on the field
  • Shadow Armor: damage +4% for each companion on the field
  • Doom Sigil: damage +4% for each companion on the field
  • Demonic Ball: damage +4% for each companion on the field
  • After a successful block: 8% chance to fire Shadow Chains
  • After a successful block: 6% chance to fire Corruption Domain
  • After a successful block: 5% chance to fire Doom Sigil
  • After using Shadow Orb: attack speed +4% for 3 seconds, up to 4 stacks
  • While Shadow Chains exists: damage +5%
  • While Corruption Domain exists: damage +6%
  • While Shadow Armor exists: damage +8%
  • While Doom Sigil exists: damage +6%
  • After using Shadow Orb: companion damage +4% for 3 seconds, up to 4 stacks
  • After using Shadow Chains: companion damage +5% for 3 seconds, up to 4 stacks
  • After using Corruption Domain: companion damage +6% for 3 seconds, up to 4 stacks
  • After using Shadow Armor: companion damage +8% for 3 seconds, up to 4 stacks
  • After using Doom Sigil: companion damage +6% for 3 seconds, up to 4 stacks
  • While Shadow Armor exists: movement speed +9%
  • While Demonic Ball exists: movement speed +9%
  • While Shadow Armor exists: accessory damage +8%
  • While Demonic Ball exists: accessory damage +8%
  • While Shadow Armor exists: trap damage +8%
  • While Demonic Ball exists: trap damage +8%
  • While Shadow Armor exists: damage-over-time damage +8%
  • While Demonic Ball exists: damage-over-time damage +8%
  • While Shadow Armor exists: companion damage +8%
  • While Demonic Ball exists: companion damage +8%
  • Reaper: summon count +1
  • Reaper: when applying a debuff on hit, extra stacks +1
  • Reaper: when attacked, reflects damage equal to 2% of player maximum health
  • Each Reaper on the field: player damage +5%
  • Each Reaper on the field: player Shadow penetration +5%
  • Each Reaper on the field: player attack speed +8%
  • Each Reaper on the field: player attack speed +2%
  • Each Reaper on the field: player maximum health +5%
  • Each Reaper on the field: player maximum health +5%
  • Each Reaper on the field: player critical-hit chance +2%
  • Each Reaper on the field: player critical-hit damage +2%
  • Each Reaper on the field: player block chance +1%
  • Each Reaper on the field: player negative-effect duration reduction +1%
  • Unused entry: no player effect in this build (inactive)
  • Each Reaper on the field: player accessory damage +6%
  • Each Reaper on the field: player damage-over-time damage +6%
  • Reaper automatically summons without a cast animation
17 items
Skill and companion modifier pool 24Skill and companion
64 possible effects
  • Toxic Shot: firing count +1
  • Venom Nova: firing count +1
  • Toxic Shot gains the damage bonus from Spear of Vengeance
  • Toxic Domain gains the damage bonus from Shadow Orb
  • Venom Trap gains the damage bonus from Toxic Shot
  • When using Toxic Shot, also fire Shadow Orb
  • When using Toxic Domain, also fire Toxic Shot
  • When using Cursed Totem, also fire Toxic Domain
  • Toxic Domain auto-casts when ready without a cast action
  • Cursed Totem auto-casts when ready without a cast action
  • Venom Trap auto-casts when ready without a cast action
  • Venom Nova auto-casts when ready without a cast action
  • After firing Toxic Domain: 10% chance to refresh cooldown immediately
  • After firing Cursed Totem: 10% chance to refresh cooldown immediately
  • After firing Venom Trap: 10% chance to refresh cooldown immediately
  • After firing Venom Nova: 10% chance to refresh cooldown immediately
  • Toxic Shot: damage +3% for each companion on the field
  • Toxic Domain: damage +3% for each companion on the field
  • Cursed Totem: damage +3% for each companion on the field
  • Venom Trap: damage +3% for each companion on the field
  • Venom Nova: damage +3% for each companion on the field
  • After a successful block: 8% chance to fire Toxic Domain
  • After a successful block: 5% chance to fire Venom Trap
  • After using Toxic Shot: attack speed +4% for 3 seconds, up to 4 stacks
  • While Toxic Domain exists: damage +5%
  • While Cursed Totem exists: damage +6%
  • While Venom Trap exists: damage +6%
  • While Venom Nova exists: damage +8%
  • After using Toxic Shot: companion damage +4% for 3 seconds, up to 4 stacks
  • After using Toxic Domain: companion damage +5% for 3 seconds, up to 4 stacks
  • After using Cursed Totem: companion damage +6% for 3 seconds, up to 4 stacks
  • After using Venom Trap: companion damage +6% for 3 seconds, up to 4 stacks
  • While Venom Nova exists: movement speed +9%
  • While Venom Nova exists: accessory damage +8%
  • While Venom Nova exists: trap damage +8%
  • While Venom Nova exists: damage-over-time damage +8%
  • While Venom Nova exists: companion damage +8%
  • Venomous Spider: summon count +1
  • Phantom Archer: summon count +1
  • Phantom Archer: attack firing count +1
  • Venomous Spider: when applying a debuff on hit, extra stacks +1
  • Phantom Archer: when applying a debuff on hit, extra stacks +1
  • Venomous Spider: when attacked, reflects damage equal to 2% of player maximum health
  • Each Venomous Spider on the field: player damage +3%
  • Each Phantom Archer on the field: player damage +4%
  • Each Venomous Spider on the field: player Poison penetration +3%
  • Each Phantom Archer on the field: player Poison penetration +4%
  • Each Venomous Spider on the field: player attack speed +2%
  • Each Phantom Archer on the field: player attack speed +5%
  • Each Venomous Spider on the field: player maximum health +2%
  • Each Phantom Archer on the field: player maximum health +4%
  • Each Phantom Archer on the field: player critical-hit chance +2%
  • Each Venomous Spider on the field: player critical-hit damage +1%
  • Each Phantom Archer on the field: player critical-hit damage +2%
  • Each Phantom Archer on the field: player negative-effect duration reduction +1%
  • Each Phantom Archer on the field: player damage reduction +1%
  • Unused entry: no player effect in this build (inactive)
  • Each Phantom Archer on the field: player all resistance +2%
  • Each Venomous Spider on the field: player trap damage +3%
  • Each Phantom Archer on the field: player trap damage +5%
  • Each Phantom Archer on the field: player accessory damage +5%
  • Each Phantom Archer on the field: player damage-over-time damage +5%
  • Venomous Spider automatically summons without a cast animation
  • Phantom Archer automatically summons without a cast animation
17 items
Skill and companion modifier pool 25Skill and companion
67 possible effects
  • FireBall: firing count +2
  • FireBall gains the damage bonus from Lightning Ball
  • Meteorite gains the damage bonus from FireBall
  • Flamestrike gains the damage bonus from Hellfire
  • Volcano gains the damage bonus from FireBall
  • Hell Bomb gains the damage bonus from Flamestrike
  • When using FireBall, also fire Ice Crystal
  • When using Meteorite, also fire FireBall
  • When using Meteorite, also fire Hellfire
  • When using Flamestrike, also fire Thunderstrike
  • When using Lightning Barrier, also fire Hell Bomb
  • When using Volcano, also fire Hellfire
  • Meteorite auto-casts when ready without a cast action
  • Flamestrike auto-casts when ready without a cast action
  • Volcano auto-casts when ready without a cast action
  • Hell Bomb auto-casts when ready without a cast action
  • After firing Hellfire: 15% chance to refresh cooldown immediately
  • After firing Meteorite: 15% chance to refresh cooldown immediately
  • After firing Flamestrike: 15% chance to refresh cooldown immediately
  • After firing Volcano: 15% chance to refresh cooldown immediately
  • After firing Hell Bomb: 15% chance to refresh cooldown immediately
  • FireBall: damage +7% for each companion on the field
  • Hellfire: damage +7% for each companion on the field
  • Meteorite: damage +7% for each companion on the field
  • Flamestrike: damage +7% for each companion on the field
  • Volcano: damage +7% for each companion on the field
  • Hell Bomb: damage +7% for each companion on the field
  • FireBall: 1% chance to execute non-elite enemies
  • Meteorite: 4% chance to execute non-elite enemies
  • Flamestrike: 5% chance to execute non-elite enemies
  • Volcano: 1% chance to execute non-elite enemies
  • After a successful block: 30% chance to fire FireBall
  • After a successful block: 15% chance to fire Hellfire
  • After a successful block: 12% chance to fire Meteorite
  • After a successful block: 12% chance to fire Flamestrike
  • After a successful block: 8% chance to fire Hell Bomb
  • After using FireBall: attack speed +6% for 3 seconds, up to 4 stacks
  • After using Hellfire: damage +7% for 4 seconds, up to 5 stacks
  • After using Meteorite: damage +7% for 4 seconds, up to 5 stacks
  • After using Flamestrike: damage +9% for 4 seconds, up to 5 stacks
  • After using Volcano: damage +9% for 4 seconds, up to 5 stacks
  • After using Hell Bomb: damage +9% for 4 seconds, up to 5 stacks
  • After using FireBall: companion damage +6% for 3 seconds, up to 4 stacks
  • After using Hellfire: companion damage +7% for 3 seconds, up to 4 stacks
  • After using Meteorite: companion damage +7% for 3 seconds, up to 4 stacks
  • After using Flamestrike: companion damage +9% for 3 seconds, up to 4 stacks
  • After using Volcano: companion damage +9% for 3 seconds, up to 4 stacks
  • After using Hell Bomb: companion damage +6% for 3 seconds, up to 4 stacks
  • Flame Demon: summon count +1
  • Flame Demon: attack firing count +1
  • Flame Demon: when applying a debuff on hit, extra stacks +1
  • Flame Demon: attacks always critically hit but cannot trigger debuffs
  • Unused entry: no player effect in this build (inactive)
  • Each Flame Demon on the field: player damage +6%
  • Each Flame Demon on the field: player Fire penetration +6%
  • Each Flame Demon on the field: player attack speed +7%
  • Each Flame Demon on the field: player movement speed +5%
  • Each Flame Demon on the field: player maximum health +4%
  • Each Flame Demon on the field: player maximum mana +6%
  • Each Flame Demon on the field: player critical-hit chance +3%
  • Each Flame Demon on the field: player critical-hit damage +3%
  • Each Flame Demon on the field: player block chance +2%
  • Unused entry: no player effect in this build (inactive)
  • Each Flame Demon on the field: player all resistance +2%
  • Each Flame Demon on the field: player accessory damage +7%
  • Each Flame Demon on the field: player damage-over-time damage +7%
  • Flame Demon automatically summons without a cast animation
20 items
Skill and companion modifier pool 26Skill and companion
73 possible effects
  • Ice Crystal: firing count +2
  • Frost Ball: firing count +2
  • Ice Crystal gains the damage bonus from FireBall
  • Frost Ball gains the damage bonus from Ice Crystal
  • Ice Ward gains the damage bonus from Frost Comet
  • Blizzard gains the damage bonus from Ice Crystal
  • Arctic Fury gains the damage bonus from Ice Ward
  • When using Ice Crystal, also fire Lightning Ball
  • When using Frost Ball, also fire Ice Crystal
  • When using Frost Comet, also fire Frost Ball
  • When using Ice Ward, also fire Flamestrike
  • When using Ice Ward, also fire Arctic Fury
  • When using Blizzard, also fire Frost Comet
  • Frost Ball auto-casts when ready without a cast action
  • Ice Ward auto-casts when ready without a cast action
  • Blizzard auto-casts when ready without a cast action
  • Arctic Fury auto-casts when ready without a cast action
  • After firing Frost Comet: 15% chance to refresh cooldown immediately
  • After firing Frost Ball: 15% chance to refresh cooldown immediately
  • After firing Ice Ward: 15% chance to refresh cooldown immediately
  • After firing Blizzard: 15% chance to refresh cooldown immediately
  • After firing Arctic Fury: 15% chance to refresh cooldown immediately
  • Ice Crystal: damage +7% for each companion on the field
  • Frost Comet: damage +7% for each companion on the field
  • Frost Ball: damage +7% for each companion on the field
  • Ice Ward: damage +7% for each companion on the field
  • Blizzard: damage +7% for each companion on the field
  • Arctic Fury: damage +7% for each companion on the field
  • Ice Crystal: 1% chance to execute non-elite enemies
  • Frost Comet: 3% chance to execute non-elite enemies
  • Frost Ball: 1% chance to execute non-elite enemies
  • Blizzard: 1% chance to execute non-elite enemies
  • After a successful block: 30% chance to fire Ice Crystal
  • After a successful block: 15% chance to fire Frost Comet
  • After a successful block: 15% chance to fire Frost Ball
  • After a successful block: 8% chance to fire Blizzard
  • After a successful block: 8% chance to fire Arctic Fury
  • When Ice Ward ends, restore 10% health
  • After using Ice Crystal: attack speed +6% for 3 seconds, up to 4 stacks
  • After using Frost Comet: damage +7% for 4 seconds, up to 5 stacks
  • After using Frost Ball: damage +7% for 4 seconds, up to 5 stacks
  • While Ice Ward exists: damage +15%
  • After using Blizzard: damage +9% for 4 seconds, up to 5 stacks
  • After using Arctic Fury: damage +9% for 4 seconds, up to 5 stacks
  • After using Ice Crystal: companion damage +6% for 3 seconds, up to 4 stacks
  • After using Frost Comet: companion damage +7% for 3 seconds, up to 4 stacks
  • After using Frost Ball: companion damage +7% for 3 seconds, up to 4 stacks
  • After using Blizzard: companion damage +9% for 3 seconds, up to 4 stacks
  • After using Arctic Fury: companion damage +6% for 3 seconds, up to 4 stacks
  • While Ice Ward exists: movement speed +12%
  • While Ice Ward exists: negative-effect duration reduction +14%
  • While Ice Ward exists: accessory damage +12%
  • While Ice Ward exists: damage-over-time damage +12%
  • While Ice Ward exists: companion damage +12%
  • Frost Golem: summon count +1
  • Frost Golem: when applying a debuff on hit, extra stacks +1
  • Frost Golem: attacks always critically hit but cannot trigger debuffs
  • Unused entry: no player effect in this build (inactive)
  • Frost Golem: when attacked, reflects damage equal to 4% of player maximum health
  • Each Frost Golem on the field: player damage +8%
  • Each Frost Golem on the field: player Frost penetration +8%
  • Each Frost Golem on the field: player attack speed +12%
  • Each Frost Golem on the field: player movement speed +6%
  • Each Frost Golem on the field: player maximum health +5%
  • Each Frost Golem on the field: player maximum mana +7%
  • Each Frost Golem on the field: player critical-hit chance +4%
  • Each Frost Golem on the field: player critical-hit damage +4%
  • Each Frost Golem on the field: player damage reduction +3%
  • Unused entry: no player effect in this build (inactive)
  • Each Frost Golem on the field: player all resistance +3%
  • Each Frost Golem on the field: player accessory damage +9%
  • Each Frost Golem on the field: player damage-over-time damage +9%
  • Frost Golem automatically summons without a cast animation
20 items
Skill and companion modifier pool 27Skill and companion
72 possible effects
  • Lightning Ball: split count +2
  • Thunderstrike: split count +3
  • Thunderous Fury: target count +2
  • Lightning Ball gains the damage bonus from Ice Crystal
  • Thunderstrike gains the damage bonus from Lightning Ball
  • Thunder Teleport gains the damage bonus from Thunderstrike
  • Arcane Bomb gains the damage bonus from Lightning Ball
  • Thunderous Fury gains the damage bonus from Thunder Teleport
  • When using Lightning Ball, also fire FireBall
  • When using Thunderstrike, also fire Lightning Ball
  • When using Thunderstrike, also fire Electric Sprite
  • When using Lightning Barrier, also fire Flamestrike
  • When using Thunder Teleport, also fire Flamestrike
  • When using Arcane Bomb, also fire Thunderstrike
  • Thunderstrike auto-casts when ready without a cast action
  • Arcane Bomb auto-casts when ready without a cast action
  • Thunderous Fury auto-casts when ready without a cast action
  • After firing Lightning Barrier: 15% chance to refresh cooldown immediately
  • After firing Thunderstrike: 15% chance to refresh cooldown immediately
  • After firing Thunder Teleport: 15% chance to refresh cooldown immediately
  • After firing Arcane Bomb: 15% chance to refresh cooldown immediately
  • After firing Thunderous Fury: 15% chance to refresh cooldown immediately
  • Thunderous Fury: damage +3% for each enemy hit
  • Lightning Ball: damage +7% for each companion on the field
  • Thunderstrike: damage +7% for each companion on the field
  • Thunder Teleport: damage +7% for each companion on the field
  • Arcane Bomb: damage +7% for each companion on the field
  • Thunderous Fury: damage +7% for each companion on the field
  • Lightning Ball: 2% chance to execute non-elite enemies
  • Thunderstrike: 4% chance to execute non-elite enemies
  • Arcane Bomb: 1% chance to execute non-elite enemies
  • After a successful block: 30% chance to fire Lightning Ball
  • After a successful block: 12% chance to fire Thunderstrike
  • After a successful block: 8% chance to fire Arcane Bomb
  • After a successful block: 8% chance to fire Thunderous Fury
  • When Lightning Barrier ends, restore 10% health
  • After using Lightning Ball: attack speed +6% for 3 seconds, up to 4 stacks
  • While Lightning Barrier exists: damage +15%
  • After using Thunderstrike: damage +7% for 4 seconds, up to 5 stacks
  • After using Thunder Teleport: damage +9% for 4 seconds, up to 5 stacks
  • After using Arcane Bomb: damage +9% for 4 seconds, up to 5 stacks
  • After using Thunderous Fury: damage +9% for 4 seconds, up to 5 stacks
  • After using Lightning Ball: companion damage +6% for 3 seconds, up to 4 stacks
  • After using Thunderstrike: companion damage +7% for 3 seconds, up to 4 stacks
  • After using Thunder Teleport: companion damage +9% for 3 seconds, up to 4 stacks
  • After using Arcane Bomb: companion damage +9% for 3 seconds, up to 4 stacks
  • After using Thunderous Fury: companion damage +6% for 3 seconds, up to 4 stacks
  • While Lightning Barrier exists: movement speed +12%
  • While Lightning Barrier exists: negative-effect duration reduction +14%
  • While Lightning Barrier exists: accessory damage +12%
  • While Lightning Barrier exists: damage-over-time damage +12%
  • While Lightning Barrier exists: companion damage +12%
  • Electric Sprite: summon count +1
  • Electric Sprite: attack firing count +1
  • Electric Sprite: damage +16%, but loses 3% health per second and dies when hit below 50% health
  • Electric Sprite: when applying a debuff on hit, extra stacks +1
  • Electric Sprite: attacks always critically hit but cannot trigger debuffs
  • Unused entry: no player effect in this build (inactive)
  • Each Electric Sprite on the field: player damage +5%
  • Each Electric Sprite on the field: player Lightning penetration +5%
  • Each Electric Sprite on the field: player attack speed +6%
  • Each Electric Sprite on the field: player movement speed +2%
  • Each Electric Sprite on the field: player maximum health +3%
  • Each Electric Sprite on the field: player maximum mana +5%
  • Each Electric Sprite on the field: player critical-hit chance +2%
  • Each Electric Sprite on the field: player critical-hit damage +2%
  • Unused entry: no player effect in this build (inactive)
  • Unused entry: no player effect in this build (inactive)
  • Each Electric Sprite on the field: player all resistance +1%
  • Each Electric Sprite on the field: player accessory damage +6%
  • Each Electric Sprite on the field: player damage-over-time damage +6%
  • Electric Sprite automatically summons without a cast animation
21 items
Skill and companion modifier pool 28Skill and companion
68 possible effects
  • Holy Sword: firing count +2
  • Cleave gains the damage bonus from Blazing Sword
  • Phantom Slash gains the damage bonus from Cleave
  • Holy Sword gains the damage bonus from Blade Dance
  • Blade Dance gains the damage bonus from Death Reaper
  • Blade Soul gains the damage bonus from Death Reaper
  • When using Blade Dance, also fire Phantom Slash
  • When using Death Reaper, also fire Holy Sword
  • When using Blade Soul, also fire Death Reaper
  • When using Blade Soul, also fire Holy Sword
  • When using Sanctuary Shield, also fire Blade Dance
  • When using Sanctuary Shield, also fire Holy Sword
  • Blade Dance auto-casts when ready without a cast action
  • Holy Sword auto-casts when ready without a cast action
  • Death Reaper auto-casts when ready without a cast action
  • Blade Soul auto-casts when ready without a cast action
  • After firing Phantom Slash: 15% chance to refresh cooldown immediately
  • After firing Blade Dance: 15% chance to refresh cooldown immediately
  • After firing Holy Sword: 15% chance to refresh cooldown immediately
  • After firing Death Reaper: 15% chance to refresh cooldown immediately
  • After firing Blade Soul: 15% chance to refresh cooldown immediately
  • Phantom Slash: damage +7% for each companion on the field
  • Blade Dance: damage +7% for each companion on the field
  • Holy Sword: damage +7% for each companion on the field
  • Death Reaper: damage +7% for each companion on the field
  • Blade Soul: damage +7% for each companion on the field
  • Phantom Slash: 3% chance to execute non-elite enemies
  • After a successful block: 6% chance to fire Phantom Slash
  • After a successful block: 3% chance to fire Holy Sword
  • After a successful block: 3% chance to fire Death Reaper
  • When Blade Dance ends, restore 6% health
  • After using Cleave: attack speed +6% for 3 seconds, up to 4 stacks
  • While Phantom Slash exists: damage +7%
  • While Blade Dance exists: damage +12%
  • While Holy Sword exists: damage +7%
  • While Death Reaper exists: damage +7%
  • While Blade Soul exists: damage +12%
  • After using Cleave: companion damage +6% for 3 seconds, up to 4 stacks
  • After using Phantom Slash: companion damage +7% for 3 seconds, up to 4 stacks
  • After using Blade Dance: companion damage +9% for 3 seconds, up to 4 stacks
  • After using Holy Sword: companion damage +9% for 3 seconds, up to 4 stacks
  • After using Death Reaper: companion damage +9% for 3 seconds, up to 4 stacks
  • After using Blade Soul: companion damage +7% for 3 seconds, up to 4 stacks
  • While Blade Dance exists: negative-effect duration reduction +12%
  • While Blade Soul exists: negative-effect duration reduction +12%
  • While Blade Dance exists: accessory damage +12%
  • While Blade Soul exists: accessory damage +12%
  • While Blade Dance exists: damage-over-time damage +12%
  • While Blade Soul exists: damage-over-time damage +12%
  • While Blade Dance exists: companion damage +12%
  • While Blade Soul exists: companion damage +12%
  • Ancient Guardian: summon count +1
  • Ancient Guardian: when applying a debuff on hit, extra stacks +1
  • Ancient Guardian: attacks always critically hit but cannot trigger debuffs
  • Unused entry: no player effect in this build (inactive)
  • Ancient Guardian: when attacked, reflects damage equal to 4% of player maximum health
  • Each Ancient Guardian on the field: player damage +8%
  • Each Ancient Guardian on the field: player Physical penetration +8%
  • Each Ancient Guardian on the field: player attack speed +12%
  • Each Ancient Guardian on the field: player movement speed +6%
  • Each Ancient Guardian on the field: player maximum health +5%
  • Each Ancient Guardian on the field: player maximum mana +7%
  • Each Ancient Guardian on the field: player critical-hit chance +4%
  • Each Ancient Guardian on the field: player critical-hit damage +4%
  • Unused entry: no player effect in this build (inactive)
  • Each Ancient Guardian on the field: player all resistance +3%
  • Each Ancient Guardian on the field: player accessory damage +9%
  • Each Ancient Guardian on the field: player damage-over-time damage +9%
20 items
Skill and companion modifier pool 29Skill and companion
58 possible effects
  • Hammer of Justice: split count +2
  • Lightning Blade gains the damage bonus from Cleave
  • Fearless Charge gains the damage bonus from Lightning Blade
  • Radiance gains the damage bonus from Hammer of Justice
  • Electric Storm gains the damage bonus from Lightning Blade
  • Godly Incarnation gains the damage bonus from Lightning Blade
  • When using Radiance, also fire Hammer of Justice
  • When using Electric Storm, also fire Radiance
  • When using Godly Incarnation, also fire Electric Storm
  • When using Electric Storm, also fire Hammer of Justice
  • When using Fearless Charge, also fire Hammer of Justice
  • When using Fearless Charge, also fire Radiance
  • Hammer of Justice auto-casts when ready without a cast action
  • Radiance auto-casts when ready without a cast action
  • Electric Storm auto-casts when ready without a cast action
  • Godly Incarnation auto-casts when ready without a cast action
  • After firing Sanctuary Shield: 15% chance to refresh cooldown immediately
  • After firing Hammer of Justice: 15% chance to refresh cooldown immediately
  • After firing Radiance: 15% chance to refresh cooldown immediately
  • After firing Electric Storm: 15% chance to refresh cooldown immediately
  • After firing Godly Incarnation: 15% chance to refresh cooldown immediately
  • After firing Fearless Charge: 15% chance to refresh cooldown immediately
  • Hammer of Justice: damage +7% for each companion on the field
  • Radiance: damage +7% for each companion on the field
  • Electric Storm: damage +7% for each companion on the field
  • Godly Incarnation: damage +7% for each companion on the field
  • Fearless Charge: damage +7% for each companion on the field
  • Hammer of Justice: 1% chance to execute non-elite enemies
  • Radiance: 5% chance to execute non-elite enemies
  • After a successful block: 5% chance to fire Hammer of Justice
  • After a successful block: 3% chance to fire Radiance
  • When Sanctuary Shield ends, restore 8% health
  • When Electric Storm ends, restore 10% health
  • After using Lightning Blade: attack speed +6% for 3 seconds, up to 4 stacks
  • While Sanctuary Shield exists: damage +15%
  • While Hammer of Justice exists: damage +7%
  • While Radiance exists: damage +7%
  • While Electric Storm exists: damage +15%
  • While Godly Incarnation exists: damage +15%
  • While Fearless Charge exists: damage +9%
  • After using Lightning Blade: companion damage +6% for 3 seconds, up to 4 stacks
  • After using Hammer of Justice: companion damage +7% for 3 seconds, up to 4 stacks
  • After using Radiance: companion damage +9% for 3 seconds, up to 4 stacks
  • After using Electric Storm: companion damage +12% for 3 seconds, up to 4 stacks
  • After using Godly Incarnation: companion damage +9% for 3 seconds, up to 4 stacks
  • After using Fearless Charge: companion damage +9% for 3 seconds, up to 4 stacks
  • While Sanctuary Shield exists: movement speed +12%
  • While Electric Storm exists: movement speed +12%
  • While Godly Incarnation exists: movement speed +12%
  • While Sanctuary Shield exists: negative-effect duration reduction +12%
  • While Electric Storm exists: negative-effect duration reduction +12%
  • While Godly Incarnation exists: negative-effect duration reduction +12%
  • While Sanctuary Shield exists: accessory damage +12%
  • While Electric Storm exists: accessory damage +12%
  • While Godly Incarnation exists: accessory damage +12%
  • While Sanctuary Shield exists: damage-over-time damage +12%
  • While Electric Storm exists: damage-over-time damage +12%
  • While Godly Incarnation exists: damage-over-time damage +12%
20 items
Skill and companion modifier pool 30Skill and companion
58 possible effects
  • Blazing Sword: firing count +2
  • Infernal Slash: firing count +2
  • Blazing Sword gains the damage bonus from Lightning Blade
  • Molten Fissure gains the damage bonus from Blazing Sword
  • Infernal Slash gains the damage bonus from Blazing Sword
  • Flaming Meteor Storm gains the damage bonus from Flame Charge
  • Flame Incarnation gains the damage bonus from Blazing Sword
  • When using Dragon's Fury, also fire Molten Fissure
  • When using Flaming Meteor Storm, also fire Dragon's Fury
  • When using Flame Incarnation, also fire Flaming Meteor Storm
  • When using Infernal Slash, also fire Molten Fissure
  • When using Flame Charge, also fire Infernal Slash
  • When using Flame Charge, also fire Molten Fissure
  • Dragon's Fury auto-casts when ready without a cast action
  • Infernal Slash auto-casts when ready without a cast action
  • Flaming Meteor Storm auto-casts when ready without a cast action
  • Flame Incarnation auto-casts when ready without a cast action
  • After firing Molten Fissure: 15% chance to refresh cooldown immediately
  • After firing Dragon's Fury: 15% chance to refresh cooldown immediately
  • After firing Infernal Slash: 15% chance to refresh cooldown immediately
  • After firing Flaming Meteor Storm: 15% chance to refresh cooldown immediately
  • After firing Flame Incarnation: 15% chance to refresh cooldown immediately
  • After firing Flame Charge: 15% chance to refresh cooldown immediately
  • Molten Fissure: damage +7% for each companion on the field
  • Dragon's Fury: damage +7% for each companion on the field
  • Infernal Slash: damage +7% for each companion on the field
  • Flaming Meteor Storm: damage +7% for each companion on the field
  • Flame Incarnation: damage +7% for each companion on the field
  • Flame Charge: damage +7% for each companion on the field
  • Dragon's Fury: 3% chance to execute non-elite enemies
  • Flaming Meteor Storm: 3% chance to execute non-elite enemies
  • After a successful block: 6% chance to fire Molten Fissure
  • After a successful block: 5% chance to fire Dragon's Fury
  • After a successful block: 3% chance to fire Infernal Slash
  • When Flaming Meteor Storm ends, restore 8% health
  • When Flame Incarnation ends, restore 10% health
  • After using Blazing Sword: attack speed +6% for 3 seconds, up to 4 stacks
  • While Molten Fissure exists: damage +7%
  • While Dragon's Fury exists: damage +7%
  • While Infernal Slash exists: damage +7%
  • While Flaming Meteor Storm exists: damage +15%
  • While Flame Incarnation exists: damage +15%
  • While Flame Charge exists: damage +9%
  • After using Blazing Sword: companion damage +6% for 3 seconds, up to 4 stacks
  • After using Molten Fissure: companion damage +7% for 3 seconds, up to 4 stacks
  • After using Dragon's Fury: companion damage +7% for 3 seconds, up to 4 stacks
  • After using Infernal Slash: companion damage +9% for 3 seconds, up to 4 stacks
  • After using Flaming Meteor Storm: companion damage +12% for 3 seconds, up to 4 stacks
  • After using Flame Incarnation: companion damage +9% for 3 seconds, up to 4 stacks
  • After using Flame Charge: companion damage +9% for 3 seconds, up to 4 stacks
  • While Flaming Meteor Storm exists: movement speed +12%
  • While Flame Incarnation exists: movement speed +12%
  • While Flaming Meteor Storm exists: negative-effect duration reduction +12%
  • While Flame Incarnation exists: negative-effect duration reduction +12%
  • While Flaming Meteor Storm exists: accessory damage +12%
  • While Flame Incarnation exists: accessory damage +12%
  • While Flaming Meteor Storm exists: damage-over-time damage +12%
  • While Flame Incarnation exists: damage-over-time damage +12%
19 items
Skill and companion modifier pool 31Skill and companion
70 possible effects
  • Razor Arrow: firing count +2
  • Lethal Dart: firing count +2
  • Lethal Dart: target count +2
  • Barrage: firing count +3
  • Razor Arrow gains the damage bonus from Venomous Arrows
  • Lethal Dart gains the damage bonus from Razor Arrow
  • Barrage gains the damage bonus from Razor Arrow
  • Gale Arrow gains the damage bonus from Lethal Dart
  • Storm Barrage gains the damage bonus from Razor Arrow
  • Power of the Wind gains the damage bonus from Barrage
  • When using Razor Arrow, also fire Venomous Arrows
  • When using Lethal Dart, also fire Plague Arrow
  • When using Barrage, also fire Lethal Dart
  • When using Gale Arrow, also fire Arrow Rain
  • When using Gale Arrow, also fire Heavenly Flames
  • Barrage auto-casts when ready without a cast action
  • Storm Barrage auto-casts when ready without a cast action
  • Power of the Wind auto-casts when ready without a cast action
  • After firing Lethal Dart: 15% chance to refresh cooldown immediately
  • After firing Barrage: 15% chance to refresh cooldown immediately
  • After firing Gale Arrow: 15% chance to refresh cooldown immediately
  • After firing Storm Barrage: 15% chance to refresh cooldown immediately
  • After firing Power of the Wind: 15% chance to refresh cooldown immediately
  • Razor Arrow: damage +7% for each companion on the field
  • Lethal Dart: damage +7% for each companion on the field
  • Barrage: damage +7% for each companion on the field
  • Gale Arrow: damage +7% for each companion on the field
  • Storm Barrage: damage +7% for each companion on the field
  • Power of the Wind: damage +7% for each companion on the field
  • Razor Arrow: 1% chance to execute non-elite enemies
  • Lethal Dart: 1% chance to execute non-elite enemies
  • Barrage: 1% chance to execute non-elite enemies
  • Storm Barrage: 3% chance to execute non-elite enemies
  • After a successful block: 12% chance to fire Lethal Dart
  • After a successful block: 12% chance to fire Barrage
  • When Power of the Wind ends, restore 10% health
  • After using Razor Arrow: attack speed +6% for 3 seconds, up to 4 stacks
  • While Lethal Dart exists: damage +7%
  • While Barrage exists: damage +7%
  • While Gale Arrow exists: damage +9%
  • While Storm Barrage exists: damage +9%
  • After using Razor Arrow: companion damage +6% for 3 seconds, up to 4 stacks
  • After using Lethal Dart: companion damage +7% for 3 seconds, up to 4 stacks
  • After using Barrage: companion damage +9% for 3 seconds, up to 4 stacks
  • After using Gale Arrow: companion damage +9% for 3 seconds, up to 4 stacks
  • After using Storm Barrage: companion damage +6% for 3 seconds, up to 4 stacks
  • While Power of the Wind exists: movement speed +12%
  • While Power of the Wind exists: accessory damage +12%
  • While Power of the Wind exists: damage-over-time damage +12%
  • While Power of the Wind exists: companion damage +12%
  • While Power of the Wind exists: negative-effect duration reduction +12%
  • Sanctuary Warrior: summon count +1
  • Sanctuary Warrior: when applying a debuff on hit, extra stacks +1
  • Sanctuary Warrior: attacks always critically hit but cannot trigger debuffs
  • Sanctuary Warrior: killing an enemy restores 4% of player maximum health
  • Sanctuary Warrior: when attacked, reflects damage equal to 4% of player maximum health
  • Each Sanctuary Warrior on the field: player damage +8%
  • Each Sanctuary Warrior on the field: player Physical penetration +8%
  • Each Sanctuary Warrior on the field: player attack speed +12%
  • Each Sanctuary Warrior on the field: player movement speed +6%
  • Each Sanctuary Warrior on the field: player maximum health +5%
  • Each Sanctuary Warrior on the field: player maximum mana +7%
  • Each Sanctuary Warrior on the field: player critical-hit chance +4%
  • Each Sanctuary Warrior on the field: player critical-hit damage +4%
  • Each Sanctuary Warrior on the field: player damage reduction +3%
  • Unused entry: no player effect in this build (inactive)
  • Each Sanctuary Warrior on the field: player all resistance +3%
  • Each Sanctuary Warrior on the field: player accessory damage +9%
  • Each Sanctuary Warrior on the field: player damage-over-time damage +9%
  • Sanctuary Warrior automatically summons without a cast animation
20 items
Skill and companion modifier pool 32Skill and companion
56 possible effects
  • Flame Arrow: firing count +1
  • Explosive Arrow: firing count +1
  • Fire Hydra: target count +1
  • Flame Arrow gains the damage bonus from Venomous Arrows
  • Explosive Arrow gains the damage bonus from Flame Arrow
  • Fire Hydra gains the damage bonus from Venomous Arrows
  • Cluster Cannon gains the damage bonus from Flame Arrow
  • Heavenly Flames gains the damage bonus from Explosive Arrow
  • Blazing Fury gains the damage bonus from Flame Arrow
  • Infernal Cataclysm gains the damage bonus from Heavenly Flames
  • When using Flame Arrow, also fire Razor Arrow
  • When using Explosive Arrow, also fire Lethal Dart
  • When using Cluster Cannon, also fire Explosive Arrow
  • When using Heavenly Flames, also fire Arrow Rain
  • When using Blazing Fury, also fire Flame Arrow
  • Fire Hydra auto-casts when ready without a cast action
  • Cluster Cannon auto-casts when ready without a cast action
  • Heavenly Flames auto-casts when ready without a cast action
  • Blazing Fury auto-casts when ready without a cast action
  • Infernal Cataclysm auto-casts when ready without a cast action
  • After firing Explosive Arrow: 15% chance to refresh cooldown immediately
  • After firing Fire Hydra: 15% chance to refresh cooldown immediately
  • After firing Cluster Cannon: 15% chance to refresh cooldown immediately
  • After firing Heavenly Flames: 15% chance to refresh cooldown immediately
  • After firing Blazing Fury: 15% chance to refresh cooldown immediately
  • After firing Infernal Cataclysm: 15% chance to refresh cooldown immediately
  • Flame Arrow: damage +7% for each companion on the field
  • Explosive Arrow: damage +7% for each companion on the field
  • Fire Hydra: damage +7% for each companion on the field
  • Cluster Cannon: damage +7% for each companion on the field
  • Heavenly Flames: damage +7% for each companion on the field
  • Blazing Fury: damage +7% for each companion on the field
  • Infernal Cataclysm: damage +7% for each companion on the field
  • Flame Arrow: 2% chance to execute non-elite enemies
  • Explosive Arrow: 3% chance to execute non-elite enemies
  • Cluster Cannon: 2% chance to execute non-elite enemies
  • Heavenly Flames: 3% chance to execute non-elite enemies
  • Blazing Fury: 3% chance to execute non-elite enemies
  • Infernal Cataclysm: 7% chance to execute non-elite enemies
  • After a successful block: 12% chance to fire Fire Hydra
  • After a successful block: 12% chance to fire Cluster Cannon
  • After a successful block: 9% chance to fire Heavenly Flames
  • After using Flame Arrow: attack speed +6% for 3 seconds, up to 4 stacks
  • While Explosive Arrow exists: damage +7%
  • While Fire Hydra exists: damage +12%
  • While Cluster Cannon exists: damage +7%
  • While Heavenly Flames exists: damage +9%
  • While Blazing Fury exists: damage +9%
  • While Infernal Cataclysm exists: damage +9%
  • After using Flame Arrow: companion damage +6% for 3 seconds, up to 4 stacks
  • After using Explosive Arrow: companion damage +7% for 3 seconds, up to 4 stacks
  • After using Fire Hydra: companion damage +9% for 3 seconds, up to 4 stacks
  • After using Cluster Cannon: companion damage +9% for 3 seconds, up to 4 stacks
  • After using Heavenly Flames: companion damage +9% for 3 seconds, up to 4 stacks
  • After using Blazing Fury: companion damage +6% for 3 seconds, up to 4 stacks
  • After using Infernal Cataclysm: companion damage +7% for 3 seconds, up to 4 stacks
20 items
Skill and companion modifier pool 33Skill and companion
72 possible effects
  • Venomous Arrows: firing count +2
  • Plague Arrow: firing count +1
  • Parasitic Burst Arrows: split count +3
  • Chlorophyte Arrows: firing count +1
  • Venomous Arrows gains the damage bonus from Razor Arrow
  • Plague Arrow gains the damage bonus from Venomous Arrows
  • Parasitic Burst Arrows gains the damage bonus from Venomous Arrows
  • Arrow Rain gains the damage bonus from Parasitic Burst Arrows
  • Chlorophyte Arrows gains the damage bonus from Venomous Arrows
  • Chlorophyte Arrows gains the damage bonus from Parasitic Burst Arrows
  • When using Venomous Arrows, also fire Flame Arrow
  • When using Plague Arrow, also fire Explosive Arrow
  • When using Parasitic Burst Arrows, also fire Plague Arrow
  • When using Arrow Rain, also fire Heavenly Flames
  • Parasitic Burst Arrows auto-casts when ready without a cast action
  • Arrow Rain auto-casts when ready without a cast action
  • Chlorophyte Arrows auto-casts when ready without a cast action
  • Venomous Lord auto-casts when ready without a cast action
  • After firing Plague Arrow: 15% chance to refresh cooldown immediately
  • After firing Parasitic Burst Arrows: 15% chance to refresh cooldown immediately
  • After firing Arrow Rain: 15% chance to refresh cooldown immediately
  • After firing Chlorophyte Arrows: 15% chance to refresh cooldown immediately
  • After firing Venomous Lord: 15% chance to refresh cooldown immediately
  • Venomous Arrows: damage +7% for each companion on the field
  • Plague Arrow: damage +7% for each companion on the field
  • Parasitic Burst Arrows: damage +7% for each companion on the field
  • Arrow Rain: damage +7% for each companion on the field
  • Chlorophyte Arrows: damage +7% for each companion on the field
  • Venomous Lord: damage +7% for each companion on the field
  • Venomous Arrows: 1% chance to execute non-elite enemies
  • Plague Arrow: 3% chance to execute non-elite enemies
  • Parasitic Burst Arrows: 1% chance to execute non-elite enemies
  • Arrow Rain: 1% chance to execute non-elite enemies
  • After a successful block: 12% chance to fire Parasitic Burst Arrows
  • After a successful block: 9% chance to fire Arrow Rain
  • When Venomous Lord ends, restore 10% health
  • After using Venomous Arrows: attack speed +6% for 3 seconds, up to 4 stacks
  • While Plague Arrow exists: damage +7%
  • While Parasitic Burst Arrows exists: damage +7%
  • While Arrow Rain exists: damage +12%
  • While Chlorophyte Arrows exists: damage +9%
  • After using Venomous Arrows: companion damage +6% for 3 seconds, up to 4 stacks
  • After using Plague Arrow: companion damage +7% for 3 seconds, up to 4 stacks
  • After using Parasitic Burst Arrows: companion damage +9% for 3 seconds, up to 4 stacks
  • After using Arrow Rain: companion damage +11% for 3 seconds, up to 4 stacks
  • After using Chlorophyte Arrows: companion damage +6% for 3 seconds, up to 4 stacks
  • While Venomous Lord exists: movement speed +12%
  • While Venomous Lord exists: accessory damage +12%
  • While Venomous Lord exists: damage-over-time damage +12%
  • While Venomous Lord exists: companion damage +12%
  • While Venomous Lord exists: negative-effect duration reduction +12%
  • Venom Sprite: summon count +1
  • Venom Sprite: attack firing count +1
  • Venom Sprite: damage +16%, but loses 3% health per second and dies when hit below 50% health
  • Venom Sprite: when applying a debuff on hit, extra stacks +1
  • Venom Sprite: attacks always critically hit but cannot trigger debuffs
  • Venom Sprite: killing an enemy restores 4% of player maximum health
  • Each Venom Sprite on the field: player damage +6%
  • Each Venom Sprite on the field: player Poison penetration +6%
  • Each Venom Sprite on the field: player attack speed +7%
  • Each Venom Sprite on the field: player movement speed +5%
  • Each Venom Sprite on the field: player maximum health +4%
  • Each Venom Sprite on the field: player maximum mana +6%
  • Each Venom Sprite on the field: player critical-hit chance +3%
  • Each Venom Sprite on the field: player critical-hit damage +3%
  • Each Venom Sprite on the field: player block chance +2%
  • Unused entry: no player effect in this build (inactive)
  • Each Venom Sprite on the field: player all resistance +2%
  • Each Venom Sprite on the field: player accessory damage +7%
  • Each Venom Sprite on the field: player damage-over-time damage +7%
  • Venom Sprite: continuous-damage skill range +30%
  • Venom Sprite automatically summons without a cast animation
21 items
Skill and companion modifier pool 34Skill and companion
71 possible effects
  • Spear of Vengeance: split count +2
  • Spear of Vengeance gains the damage bonus from Shadow Orb
  • Blood Pool gains the damage bonus from Spear of Vengeance
  • When using Spear of Vengeance, also fire Toxic Shot
  • When using Blood Pool, also fire Shadow Armor
  • Blood Pool auto-casts when ready without a cast action
  • After firing Spear of Vengeance: 15% chance to refresh cooldown immediately
  • Spear of Vengeance: damage +3% for each companion on the field
  • Blood Pool: damage +4% for each companion on the field
  • Spear of Vengeance: 2% chance to execute non-elite enemies
  • After a successful block: 15% chance to fire Spear of Vengeance
  • After a successful block: 9% chance to fire Blood Pool
  • After using Spear of Vengeance: attack speed +6% for 3 seconds, up to 4 stacks
  • While Blood Pool exists: damage +12%
  • After using Spear of Vengeance: companion damage +6% for 3 seconds, up to 4 stacks
  • After using Blood Pool: companion damage +12% for 3 seconds, up to 4 stacks
  • While Blood Pool exists: movement speed +12%
  • While Blood Pool exists: accessory damage +12%
  • While Blood Pool exists: trap damage +12%
  • While Blood Pool exists: damage-over-time damage +12%
  • While Blood Pool exists: companion damage +12%
  • Skeleton Warrior: summon count +1
  • Death Sentry: summon count +1
  • Bone Archer: summon count +1
  • Bone Archer: summon count +2
  • Curse Mage: summon count +1
  • Bone Archer: attack firing count +1
  • Curse Mage: attack firing count +1
  • Skeleton Warrior: when applying a debuff on hit, extra stacks +1
  • Death Sentry: when applying a debuff on hit, extra stacks +1
  • Bone Archer: when applying a debuff on hit, extra stacks +1
  • Curse Mage: when applying a debuff on hit, extra stacks +1
  • Skeleton Warrior: attacks always critically hit but cannot trigger debuffs
  • Death Sentry: attacks always critically hit but cannot trigger debuffs
  • Bone Archer: attacks always critically hit but cannot trigger debuffs
  • Curse Mage: attacks always critically hit but cannot trigger debuffs
  • Skeleton Warrior: when attacked, reflects damage equal to 4% of player maximum health
  • Death Sentry: when attacked, reflects damage equal to 4% of player maximum health
  • Each Skeleton Warrior on the field: player damage +6%
  • Each Death Sentry on the field: player damage +6%
  • Each Bone Archer on the field: player damage +5%
  • Each Curse Mage on the field: player damage +6%
  • Each Skeleton Warrior on the field: player Physical penetration +6%
  • Each Death Sentry on the field: player Physical penetration +6%
  • Each Bone Archer on the field: player Physical penetration +5%
  • Each Curse Mage on the field: player Physical penetration +6%
  • Each Skeleton Warrior on the field: player critical-hit damage +7%
  • Each Death Sentry on the field: player critical-hit damage +7%
  • Each Bone Archer on the field: player maximum health +2%
  • Each Curse Mage on the field: player maximum health +6%
  • Each Skeleton Warrior on the field: player critical-hit chance +2%
  • Each Death Sentry on the field: player critical-hit chance +2%
  • Each Curse Mage on the field: player critical-hit chance +3%
  • Each Death Sentry on the field: player critical-hit damage +2%
  • Each Bone Archer on the field: player critical-hit damage +2%
  • Each Curse Mage on the field: player critical-hit damage +3%
  • Each Death Sentry on the field: player block chance +1%
  • Each Curse Mage on the field: player damage reduction +1%
  • Unused entry: no player effect in this build (inactive)
  • Unused entry: no player effect in this build (inactive)
  • Each Skeleton Warrior on the field: player all resistance +2%
  • Each Curse Mage on the field: player all resistance +3%
  • Each Death Sentry on the field: player all penetration +7%
  • Each Curse Mage on the field: player accessory damage +7%
  • Each Bone Archer on the field: player damage-over-time damage +6%
  • Each Curse Mage on the field: player damage-over-time damage +7%
  • Curse Mage: continuous-damage skill range +30%
  • Skeleton Warrior automatically summons without a cast animation
  • Death Sentry automatically summons without a cast animation
  • Bone Archer automatically summons without a cast animation
  • Curse Mage automatically summons without a cast animation
20 items
Skill and companion modifier pool 35Skill and companion
76 possible effects
  • Shadow Orb: firing count +2
  • Shadow Chains: firing count +1
  • Shadow Chains: target count +2
  • Demonic Ball: firing count +1
  • Shadow Orb gains the damage bonus from Spear of Vengeance
  • Shadow Chains gains the damage bonus from Toxic Shot
  • Corruption Domain gains the damage bonus from Shadow Chains
  • Doom Sigil gains the damage bonus from Shadow Chains
  • When using Shadow Orb, also fire Spear of Vengeance
  • When using Shadow Chains, also fire Shadow Orb
  • When using Corruption Domain, also fire Shadow Chains
  • When using Shadow Armor, also fire Blood Pool
  • When using Doom Sigil, also fire Toxic Domain
  • Shadow Chains auto-casts when ready without a cast action
  • Corruption Domain auto-casts when ready without a cast action
  • Shadow Armor auto-casts when ready without a cast action
  • Doom Sigil auto-casts when ready without a cast action
  • Demonic Ball auto-casts when ready without a cast action
  • After firing Shadow Chains: 15% chance to refresh cooldown immediately
  • After firing Corruption Domain: 15% chance to refresh cooldown immediately
  • After firing Shadow Armor: 15% chance to refresh cooldown immediately
  • After firing Doom Sigil: 15% chance to refresh cooldown immediately
  • After firing Demonic Ball: 15% chance to refresh cooldown immediately
  • Shadow Orb: damage +4% for each companion on the field
  • Shadow Chains: damage +6% for each companion on the field
  • Corruption Domain: damage +6% for each companion on the field
  • Shadow Armor: damage +6% for each companion on the field
  • Doom Sigil: damage +6% for each companion on the field
  • Demonic Ball: damage +6% for each companion on the field
  • Shadow Orb: 1% chance to execute non-elite enemies
  • Shadow Chains: 1% chance to execute non-elite enemies
  • Doom Sigil: 4% chance to execute non-elite enemies
  • Demonic Ball: 1% chance to execute non-elite enemies
  • After a successful block: 12% chance to fire Shadow Chains
  • After a successful block: 9% chance to fire Corruption Domain
  • After a successful block: 10% chance to fire Doom Sigil
  • After using Shadow Orb: attack speed +6% for 3 seconds, up to 4 stacks
  • While Shadow Chains exists: damage +7%
  • While Corruption Domain exists: damage +9%
  • While Shadow Armor exists: damage +12%
  • While Doom Sigil exists: damage +9%
  • While Demonic Ball exists: damage +12%
  • After using Shadow Orb: companion damage +6% for 3 seconds, up to 4 stacks
  • After using Shadow Chains: companion damage +7% for 3 seconds, up to 4 stacks
  • After using Corruption Domain: companion damage +9% for 3 seconds, up to 4 stacks
  • After using Shadow Armor: companion damage +12% for 3 seconds, up to 4 stacks
  • After using Doom Sigil: companion damage +9% for 3 seconds, up to 4 stacks
  • After using Demonic Ball: companion damage +9% for 3 seconds, up to 4 stacks
  • While Shadow Armor exists: movement speed +12%
  • While Demonic Ball exists: movement speed +12%
  • While Shadow Armor exists: accessory damage +12%
  • While Demonic Ball exists: accessory damage +12%
  • While Shadow Armor exists: trap damage +12%
  • While Demonic Ball exists: trap damage +12%
  • While Shadow Armor exists: damage-over-time damage +12%
  • While Demonic Ball exists: damage-over-time damage +12%
  • While Shadow Armor exists: companion damage +12%
  • While Demonic Ball exists: companion damage +12%
  • Reaper: summon count +1
  • Reaper: when applying a debuff on hit, extra stacks +1
  • Reaper: attacks always critically hit but cannot trigger debuffs
  • Reaper: when attacked, reflects damage equal to 4% of player maximum health
  • Each Reaper on the field: player damage +8%
  • Each Reaper on the field: player Shadow penetration +8%
  • Each Reaper on the field: player attack speed +12%
  • Each Reaper on the field: player attack speed +7%
  • Each Reaper on the field: player maximum health +5%
  • Each Reaper on the field: player maximum health +7%
  • Each Reaper on the field: player critical-hit chance +3%
  • Each Reaper on the field: player critical-hit damage +3%
  • Each Reaper on the field: player block chance +1%
  • Each Reaper on the field: player negative-effect duration reduction +1%
  • Unused entry: no player effect in this build (inactive)
  • Each Reaper on the field: player accessory damage +9%
  • Each Reaper on the field: player damage-over-time damage +9%
  • Reaper automatically summons without a cast animation
20 items
Skill and companion modifier pool 36Skill and companion
71 possible effects
  • Toxic Shot: firing count +2
  • Venom Nova: firing count +1
  • Toxic Shot gains the damage bonus from Spear of Vengeance
  • Toxic Domain gains the damage bonus from Shadow Orb
  • Venom Trap gains the damage bonus from Toxic Shot
  • Venom Nova gains the damage bonus from Toxic Shot
  • When using Toxic Shot, also fire Shadow Orb
  • When using Toxic Domain, also fire Toxic Shot
  • When using Cursed Totem, also fire Toxic Domain
  • When using Venom Trap, also fire Toxic Domain
  • Toxic Domain auto-casts when ready without a cast action
  • Cursed Totem auto-casts when ready without a cast action
  • Venom Trap auto-casts when ready without a cast action
  • Venom Nova auto-casts when ready without a cast action
  • After firing Toxic Domain: 15% chance to refresh cooldown immediately
  • After firing Cursed Totem: 15% chance to refresh cooldown immediately
  • After firing Venom Trap: 15% chance to refresh cooldown immediately
  • After firing Venom Nova: 15% chance to refresh cooldown immediately
  • Toxic Shot: damage +3% for each companion on the field
  • Toxic Domain: damage +4% for each companion on the field
  • Cursed Totem: damage +4% for each companion on the field
  • Venom Trap: damage +4% for each companion on the field
  • Venom Nova: damage +4% for each companion on the field
  • Toxic Shot: 1% chance to execute non-elite enemies
  • Venom Nova: 1% chance to execute non-elite enemies
  • After a successful block: 12% chance to fire Toxic Domain
  • After a successful block: 8% chance to fire Venom Trap
  • After using Toxic Shot: attack speed +6% for 3 seconds, up to 4 stacks
  • While Toxic Domain exists: damage +7%
  • While Cursed Totem exists: damage +9%
  • While Venom Trap exists: damage +9%
  • While Venom Nova exists: damage +12%
  • After using Toxic Shot: companion damage +6% for 3 seconds, up to 4 stacks
  • After using Toxic Domain: companion damage +7% for 3 seconds, up to 4 stacks
  • After using Cursed Totem: companion damage +9% for 3 seconds, up to 4 stacks
  • After using Venom Trap: companion damage +9% for 3 seconds, up to 4 stacks
  • After using Venom Nova: companion damage +9% for 3 seconds, up to 4 stacks
  • While Venom Nova exists: movement speed +12%
  • While Venom Nova exists: accessory damage +12%
  • While Venom Nova exists: trap damage +12%
  • While Venom Nova exists: damage-over-time damage +12%
  • While Venom Nova exists: companion damage +12%
  • Venomous Spider: summon count +1
  • Phantom Archer: summon count +1
  • Phantom Archer: attack firing count +1
  • Venomous Spider: when applying a debuff on hit, extra stacks +1
  • Phantom Archer: when applying a debuff on hit, extra stacks +1
  • Venomous Spider: attacks always critically hit but cannot trigger debuffs
  • Phantom Archer: attacks always critically hit but cannot trigger debuffs
  • Venomous Spider: when attacked, reflects damage equal to 4% of player maximum health
  • Each Venomous Spider on the field: player damage +5%
  • Each Phantom Archer on the field: player damage +6%
  • Each Venomous Spider on the field: player Poison penetration +5%
  • Each Phantom Archer on the field: player Poison penetration +6%
  • Each Venomous Spider on the field: player attack speed +3%
  • Each Phantom Archer on the field: player attack speed +7%
  • Each Venomous Spider on the field: player maximum health +2%
  • Each Phantom Archer on the field: player maximum health +6%
  • Each Phantom Archer on the field: player critical-hit chance +3%
  • Each Venomous Spider on the field: player critical-hit damage +2%
  • Each Phantom Archer on the field: player critical-hit damage +3%
  • Each Phantom Archer on the field: player negative-effect duration reduction +1%
  • Each Phantom Archer on the field: player damage reduction +1%
  • Unused entry: no player effect in this build (inactive)
  • Each Phantom Archer on the field: player all resistance +2%
  • Each Venomous Spider on the field: player trap damage +5%
  • Each Phantom Archer on the field: player trap damage +7%
  • Each Phantom Archer on the field: player accessory damage +7%
  • Each Phantom Archer on the field: player damage-over-time damage +7%
  • Venomous Spider automatically summons without a cast animation
  • Phantom Archer automatically summons without a cast animation
21 items
Skill and companion modifier pool 37Skill and companion
72 possible effects
  • FireBall: firing count +3
  • FireBall gains the damage bonus from Lightning Ball
  • Meteorite gains the damage bonus from FireBall
  • Flamestrike gains the damage bonus from Hellfire
  • Volcano gains the damage bonus from FireBall
  • Hell Bomb gains the damage bonus from Flamestrike
  • When using FireBall, also fire Ice Crystal
  • When using Meteorite, also fire FireBall
  • When using Meteorite, also fire Hellfire
  • When using Flamestrike, also fire Thunderstrike
  • When using Lightning Barrier, also fire Hell Bomb
  • When using Volcano, also fire Hellfire
  • When using Hell Bomb, also fire Flamestrike
  • When using Hell Bomb, also fire Arctic Fury
  • Meteorite auto-casts when ready without a cast action
  • Flamestrike auto-casts when ready without a cast action
  • Volcano auto-casts when ready without a cast action
  • Hell Bomb auto-casts when ready without a cast action
  • After firing Hellfire: 20% chance to refresh cooldown immediately
  • After firing Meteorite: 20% chance to refresh cooldown immediately
  • After firing Flamestrike: 20% chance to refresh cooldown immediately
  • After firing Volcano: 20% chance to refresh cooldown immediately
  • After firing Hell Bomb: 20% chance to refresh cooldown immediately
  • FireBall: damage +10% for each companion on the field
  • Hellfire: damage +10% for each companion on the field
  • Meteorite: damage +10% for each companion on the field
  • Flamestrike: damage +10% for each companion on the field
  • Volcano: damage +10% for each companion on the field
  • Hell Bomb: damage +10% for each companion on the field
  • FireBall: 2% chance to execute non-elite enemies
  • Meteorite: 8% chance to execute non-elite enemies
  • Flamestrike: 10% chance to execute non-elite enemies
  • Volcano: 2% chance to execute non-elite enemies
  • After a successful block: 40% chance to fire FireBall
  • After a successful block: 20% chance to fire Hellfire
  • After a successful block: 16% chance to fire Meteorite
  • After a successful block: 16% chance to fire Flamestrike
  • After a successful block: 10% chance to fire Hell Bomb
  • After using FireBall: attack speed +8% for 3 seconds, up to 4 stacks
  • After using Hellfire: damage +10% for 4 seconds, up to 5 stacks
  • After using Meteorite: damage +10% for 4 seconds, up to 5 stacks
  • After using Flamestrike: damage +12% for 4 seconds, up to 5 stacks
  • After using Volcano: damage +12% for 4 seconds, up to 5 stacks
  • After using Hell Bomb: damage +12% for 4 seconds, up to 5 stacks
  • After using FireBall: companion damage +8% for 3 seconds, up to 4 stacks
  • After using Hellfire: companion damage +10% for 3 seconds, up to 4 stacks
  • After using Meteorite: companion damage +10% for 3 seconds, up to 4 stacks
  • After using Flamestrike: companion damage +12% for 3 seconds, up to 4 stacks
  • After using Volcano: companion damage +12% for 3 seconds, up to 4 stacks
  • After using Hell Bomb: companion damage +10% for 3 seconds, up to 4 stacks
  • Flame Demon: summon count +1
  • Flame Demon: summon count +2
  • Flame Demon: attack firing count +1
  • Flame Demon: attack firing count +2
  • Flame Demon: when applying a debuff on hit, extra stacks +1
  • Flame Demon: when applying a debuff on hit, extra stacks +2
  • Flame Demon: attacks always critically hit but cannot trigger debuffs
  • Unused entry: no player effect in this build (inactive)
  • Each Flame Demon on the field: player damage +8%
  • Each Flame Demon on the field: player Fire penetration +8%
  • Each Flame Demon on the field: player attack speed +10%
  • Each Flame Demon on the field: player movement speed +6%
  • Each Flame Demon on the field: player maximum health +4%
  • Each Flame Demon on the field: player maximum mana +8%
  • Each Flame Demon on the field: player critical-hit chance +4%
  • Each Flame Demon on the field: player critical-hit damage +4%
  • Each Flame Demon on the field: player block chance +3%
  • Unused entry: no player effect in this build (inactive)
  • Each Flame Demon on the field: player all resistance +2%
  • Each Flame Demon on the field: player accessory damage +10%
  • Each Flame Demon on the field: player damage-over-time damage +10%
  • Flame Demon automatically summons without a cast animation
20 items
Skill and companion modifier pool 38Skill and companion
77 possible effects
  • Ice Crystal: firing count +3
  • Frost Ball: firing count +3
  • Ice Crystal gains the damage bonus from FireBall
  • Frost Ball gains the damage bonus from Ice Crystal
  • Ice Ward gains the damage bonus from Frost Comet
  • Blizzard gains the damage bonus from Ice Crystal
  • Arctic Fury gains the damage bonus from Ice Ward
  • When using Ice Crystal, also fire Lightning Ball
  • When using Frost Ball, also fire Ice Crystal
  • When using Frost Comet, also fire Frost Ball
  • When using Ice Ward, also fire Flamestrike
  • When using Ice Ward, also fire Arctic Fury
  • When using Blizzard, also fire Frost Comet
  • When using Arctic Fury, also fire Frost Ball
  • When using Arctic Fury, also fire Thunderous Fury
  • Frost Ball auto-casts when ready without a cast action
  • Ice Ward auto-casts when ready without a cast action
  • Blizzard auto-casts when ready without a cast action
  • Arctic Fury auto-casts when ready without a cast action
  • After firing Frost Comet: 20% chance to refresh cooldown immediately
  • After firing Frost Ball: 20% chance to refresh cooldown immediately
  • After firing Ice Ward: 20% chance to refresh cooldown immediately
  • After firing Blizzard: 20% chance to refresh cooldown immediately
  • After firing Arctic Fury: 20% chance to refresh cooldown immediately
  • Ice Crystal: damage +10% for each companion on the field
  • Frost Comet: damage +10% for each companion on the field
  • Frost Ball: damage +10% for each companion on the field
  • Ice Ward: damage +10% for each companion on the field
  • Blizzard: damage +10% for each companion on the field
  • Arctic Fury: damage +10% for each companion on the field
  • Ice Crystal: 2% chance to execute non-elite enemies
  • Frost Comet: 6% chance to execute non-elite enemies
  • Frost Ball: 2% chance to execute non-elite enemies
  • Blizzard: 2% chance to execute non-elite enemies
  • After a successful block: 40% chance to fire Ice Crystal
  • After a successful block: 20% chance to fire Frost Comet
  • After a successful block: 20% chance to fire Frost Ball
  • After a successful block: 12% chance to fire Blizzard
  • After a successful block: 10% chance to fire Arctic Fury
  • When Ice Ward ends, restore 15% health
  • After using Ice Crystal: attack speed +8% for 3 seconds, up to 4 stacks
  • After using Frost Comet: damage +10% for 4 seconds, up to 5 stacks
  • After using Frost Ball: damage +10% for 4 seconds, up to 5 stacks
  • While Ice Ward exists: damage +20%
  • After using Blizzard: damage +12% for 4 seconds, up to 5 stacks
  • After using Arctic Fury: damage +12% for 4 seconds, up to 5 stacks
  • After using Ice Crystal: companion damage +8% for 3 seconds, up to 4 stacks
  • After using Frost Comet: companion damage +10% for 3 seconds, up to 4 stacks
  • After using Frost Ball: companion damage +10% for 3 seconds, up to 4 stacks
  • After using Blizzard: companion damage +12% for 3 seconds, up to 4 stacks
  • After using Arctic Fury: companion damage +10% for 3 seconds, up to 4 stacks
  • While Ice Ward exists: movement speed +16%
  • While Ice Ward exists: negative-effect duration reduction +18%
  • While Ice Ward exists: accessory damage +16%
  • While Ice Ward exists: damage-over-time damage +16%
  • While Ice Ward exists: companion damage +16%
  • Frost Golem: summon count +1
  • Frost Golem: summon count +2
  • Frost Golem: when applying a debuff on hit, extra stacks +1
  • Frost Golem: when applying a debuff on hit, extra stacks +2
  • Frost Golem: attacks always critically hit but cannot trigger debuffs
  • Unused entry: no player effect in this build (inactive)
  • Frost Golem: when attacked, reflects damage equal to 4% of player maximum health
  • Each Frost Golem on the field: player damage +10%
  • Each Frost Golem on the field: player Frost penetration +10%
  • Each Frost Golem on the field: player attack speed +16%
  • Each Frost Golem on the field: player movement speed +8%
  • Each Frost Golem on the field: player maximum health +5%
  • Each Frost Golem on the field: player maximum mana +10%
  • Each Frost Golem on the field: player critical-hit chance +6%
  • Each Frost Golem on the field: player critical-hit damage +6%
  • Each Frost Golem on the field: player damage reduction +4%
  • Unused entry: no player effect in this build (inactive)
  • Each Frost Golem on the field: player all resistance +3%
  • Each Frost Golem on the field: player accessory damage +12%
  • Each Frost Golem on the field: player damage-over-time damage +12%
  • Frost Golem automatically summons without a cast animation
20 items
Skill and companion modifier pool 39Skill and companion
77 possible effects
  • Lightning Ball: split count +3
  • Thunderstrike: split count +4
  • Thunderous Fury: target count +3
  • Lightning Ball gains the damage bonus from Ice Crystal
  • Thunderstrike gains the damage bonus from Lightning Ball
  • Thunder Teleport gains the damage bonus from Thunderstrike
  • Arcane Bomb gains the damage bonus from Lightning Ball
  • Thunderous Fury gains the damage bonus from Thunder Teleport
  • When using Lightning Ball, also fire FireBall
  • When using Thunderstrike, also fire Lightning Ball
  • When using Thunderstrike, also fire Electric Sprite
  • When using Lightning Barrier, also fire Flamestrike
  • When using Thunder Teleport, also fire Flamestrike
  • When using Arcane Bomb, also fire Thunderstrike
  • When using Thunderous Fury, also fire Thunderstrike
  • When using Thunderous Fury, also fire Hell Bomb
  • Thunderstrike auto-casts when ready without a cast action
  • Arcane Bomb auto-casts when ready without a cast action
  • Thunderous Fury auto-casts when ready without a cast action
  • After firing Lightning Barrier: 20% chance to refresh cooldown immediately
  • After firing Thunderstrike: 20% chance to refresh cooldown immediately
  • After firing Thunder Teleport: 20% chance to refresh cooldown immediately
  • After firing Arcane Bomb: 20% chance to refresh cooldown immediately
  • After firing Thunderous Fury: 20% chance to refresh cooldown immediately
  • Thunderous Fury: damage +4% for each enemy hit
  • Lightning Ball: damage +10% for each companion on the field
  • Thunderstrike: damage +10% for each companion on the field
  • Thunder Teleport: damage +10% for each companion on the field
  • Arcane Bomb: damage +10% for each companion on the field
  • Thunderous Fury: damage +10% for each companion on the field
  • Lightning Ball: 4% chance to execute non-elite enemies
  • Thunderstrike: 8% chance to execute non-elite enemies
  • Arcane Bomb: 2% chance to execute non-elite enemies
  • After a successful block: 40% chance to fire Lightning Ball
  • After a successful block: 16% chance to fire Thunderstrike
  • After a successful block: 12% chance to fire Arcane Bomb
  • After a successful block: 10% chance to fire Thunderous Fury
  • When Lightning Barrier ends, restore 15% health
  • After using Lightning Ball: attack speed +8% for 3 seconds, up to 4 stacks
  • While Lightning Barrier exists: damage +20%
  • After using Thunderstrike: damage +10% for 4 seconds, up to 5 stacks
  • After using Thunder Teleport: damage +12% for 4 seconds, up to 5 stacks
  • After using Arcane Bomb: damage +12% for 4 seconds, up to 5 stacks
  • After using Thunderous Fury: damage +12% for 4 seconds, up to 5 stacks
  • After using Lightning Ball: companion damage +8% for 3 seconds, up to 4 stacks
  • After using Thunderstrike: companion damage +10% for 3 seconds, up to 4 stacks
  • After using Thunder Teleport: companion damage +12% for 3 seconds, up to 4 stacks
  • After using Arcane Bomb: companion damage +12% for 3 seconds, up to 4 stacks
  • After using Thunderous Fury: companion damage +10% for 3 seconds, up to 4 stacks
  • While Lightning Barrier exists: movement speed +16%
  • While Lightning Barrier exists: negative-effect duration reduction +18%
  • While Lightning Barrier exists: accessory damage +16%
  • While Lightning Barrier exists: damage-over-time damage +16%
  • While Lightning Barrier exists: companion damage +16%
  • Electric Sprite: summon count +1
  • Electric Sprite: summon count +2
  • Electric Sprite: attack firing count +1
  • Electric Sprite: attack firing count +2
  • Electric Sprite: damage +24%, but loses 3% health per second and dies when hit below 50% health
  • Electric Sprite: when applying a debuff on hit, extra stacks +1
  • Electric Sprite: when applying a debuff on hit, extra stacks +2
  • Electric Sprite: attacks always critically hit but cannot trigger debuffs
  • Unused entry: no player effect in this build (inactive)
  • Each Electric Sprite on the field: player damage +6%
  • Each Electric Sprite on the field: player Lightning penetration +6%
  • Each Electric Sprite on the field: player attack speed +8%
  • Each Electric Sprite on the field: player movement speed +2%
  • Each Electric Sprite on the field: player maximum health +3%
  • Each Electric Sprite on the field: player maximum mana +6%
  • Each Electric Sprite on the field: player critical-hit chance +2%
  • Each Electric Sprite on the field: player critical-hit damage +2%
  • Unused entry: no player effect in this build (inactive)
  • Unused entry: no player effect in this build (inactive)
  • Each Electric Sprite on the field: player all resistance +1%
  • Each Electric Sprite on the field: player accessory damage +8%
  • Each Electric Sprite on the field: player damage-over-time damage +8%
  • Electric Sprite automatically summons without a cast animation
19 items
Skill and companion modifier pool 40Skill and companion
71 possible effects
  • Holy Sword: firing count +3
  • Cleave gains the damage bonus from Blazing Sword
  • Phantom Slash gains the damage bonus from Cleave
  • Holy Sword gains the damage bonus from Blade Dance
  • Blade Dance gains the damage bonus from Death Reaper
  • Blade Soul gains the damage bonus from Death Reaper
  • When using Blade Dance, also fire Phantom Slash
  • When using Death Reaper, also fire Holy Sword
  • When using Blade Soul, also fire Death Reaper
  • When using Blade Soul, also fire Holy Sword
  • When using Blade Soul, also fire Blade Dance
  • When using Sanctuary Shield, also fire Blade Dance
  • When using Sanctuary Shield, also fire Holy Sword
  • Blade Dance auto-casts when ready without a cast action
  • Holy Sword auto-casts when ready without a cast action
  • Death Reaper auto-casts when ready without a cast action
  • Blade Soul auto-casts when ready without a cast action
  • After firing Phantom Slash: 20% chance to refresh cooldown immediately
  • After firing Blade Dance: 20% chance to refresh cooldown immediately
  • After firing Holy Sword: 20% chance to refresh cooldown immediately
  • After firing Death Reaper: 20% chance to refresh cooldown immediately
  • After firing Blade Soul: 20% chance to refresh cooldown immediately
  • Phantom Slash: damage +10% for each companion on the field
  • Blade Dance: damage +10% for each companion on the field
  • Holy Sword: damage +10% for each companion on the field
  • Death Reaper: damage +10% for each companion on the field
  • Blade Soul: damage +10% for each companion on the field
  • Phantom Slash: 6% chance to execute non-elite enemies
  • After a successful block: 8% chance to fire Phantom Slash
  • After a successful block: 4% chance to fire Holy Sword
  • After a successful block: 4% chance to fire Death Reaper
  • When Blade Dance ends, restore 8% health
  • After using Cleave: attack speed +8% for 3 seconds, up to 4 stacks
  • While Phantom Slash exists: damage +10%
  • While Blade Dance exists: damage +16%
  • While Holy Sword exists: damage +10%
  • While Death Reaper exists: damage +10%
  • While Blade Soul exists: damage +16%
  • After using Cleave: companion damage +8% for 3 seconds, up to 4 stacks
  • After using Phantom Slash: companion damage +10% for 3 seconds, up to 4 stacks
  • After using Blade Dance: companion damage +12% for 3 seconds, up to 4 stacks
  • After using Holy Sword: companion damage +12% for 3 seconds, up to 4 stacks
  • After using Death Reaper: companion damage +12% for 3 seconds, up to 4 stacks
  • After using Blade Soul: companion damage +11% for 3 seconds, up to 4 stacks
  • While Blade Dance exists: negative-effect duration reduction +16%
  • While Blade Soul exists: negative-effect duration reduction +16%
  • While Blade Dance exists: accessory damage +16%
  • While Blade Soul exists: accessory damage +16%
  • While Blade Dance exists: damage-over-time damage +16%
  • While Blade Soul exists: damage-over-time damage +16%
  • While Blade Dance exists: companion damage +16%
  • While Blade Soul exists: companion damage +16%
  • Ancient Guardian: summon count +1
  • Ancient Guardian: summon count +2
  • Ancient Guardian: when applying a debuff on hit, extra stacks +1
  • Ancient Guardian: when applying a debuff on hit, extra stacks +2
  • Ancient Guardian: attacks always critically hit but cannot trigger debuffs
  • Unused entry: no player effect in this build (inactive)
  • Ancient Guardian: when attacked, reflects damage equal to 4% of player maximum health
  • Each Ancient Guardian on the field: player damage +10%
  • Each Ancient Guardian on the field: player Physical penetration +10%
  • Each Ancient Guardian on the field: player attack speed +16%
  • Each Ancient Guardian on the field: player movement speed +8%
  • Each Ancient Guardian on the field: player maximum health +5%
  • Each Ancient Guardian on the field: player maximum mana +10%
  • Each Ancient Guardian on the field: player critical-hit chance +6%
  • Each Ancient Guardian on the field: player critical-hit damage +6%
  • Unused entry: no player effect in this build (inactive)
  • Each Ancient Guardian on the field: player all resistance +3%
  • Each Ancient Guardian on the field: player accessory damage +12%
  • Each Ancient Guardian on the field: player damage-over-time damage +6%
20 items
Skill and companion modifier pool 41Skill and companion
59 possible effects
  • Hammer of Justice: split count +3
  • Lightning Blade gains the damage bonus from Cleave
  • Fearless Charge gains the damage bonus from Lightning Blade
  • Radiance gains the damage bonus from Hammer of Justice
  • Electric Storm gains the damage bonus from Lightning Blade
  • Godly Incarnation gains the damage bonus from Lightning Blade
  • When using Radiance, also fire Hammer of Justice
  • When using Electric Storm, also fire Radiance
  • When using Godly Incarnation, also fire Electric Storm
  • When using Electric Storm, also fire Hammer of Justice
  • When using Godly Incarnation, also fire Radiance
  • When using Fearless Charge, also fire Hammer of Justice
  • When using Fearless Charge, also fire Radiance
  • Hammer of Justice auto-casts when ready without a cast action
  • Radiance auto-casts when ready without a cast action
  • Electric Storm auto-casts when ready without a cast action
  • Godly Incarnation auto-casts when ready without a cast action
  • After firing Sanctuary Shield: 20% chance to refresh cooldown immediately
  • After firing Hammer of Justice: 20% chance to refresh cooldown immediately
  • After firing Radiance: 20% chance to refresh cooldown immediately
  • After firing Electric Storm: 20% chance to refresh cooldown immediately
  • After firing Godly Incarnation: 20% chance to refresh cooldown immediately
  • After firing Fearless Charge: 20% chance to refresh cooldown immediately
  • Hammer of Justice: damage +10% for each companion on the field
  • Radiance: damage +10% for each companion on the field
  • Electric Storm: damage +10% for each companion on the field
  • Godly Incarnation: damage +10% for each companion on the field
  • Fearless Charge: damage +10% for each companion on the field
  • Hammer of Justice: 2% chance to execute non-elite enemies
  • Radiance: 10% chance to execute non-elite enemies
  • After a successful block: 6% chance to fire Hammer of Justice
  • After a successful block: 4% chance to fire Radiance
  • When Sanctuary Shield ends, restore 10% health
  • When Electric Storm ends, restore 15% health
  • After using Lightning Blade: attack speed +8% for 3 seconds, up to 4 stacks
  • While Sanctuary Shield exists: damage +20%
  • While Hammer of Justice exists: damage +10%
  • While Radiance exists: damage +10%
  • While Electric Storm exists: damage +20%
  • While Godly Incarnation exists: damage +20%
  • While Fearless Charge exists: damage +12%
  • After using Lightning Blade: companion damage +8% for 3 seconds, up to 4 stacks
  • After using Hammer of Justice: companion damage +10% for 3 seconds, up to 4 stacks
  • After using Radiance: companion damage +12% for 3 seconds, up to 4 stacks
  • After using Electric Storm: companion damage +16% for 3 seconds, up to 4 stacks
  • After using Godly Incarnation: companion damage +15% for 3 seconds, up to 4 stacks
  • After using Fearless Charge: companion damage +12% for 3 seconds, up to 4 stacks
  • While Sanctuary Shield exists: movement speed +16%
  • While Electric Storm exists: movement speed +16%
  • While Godly Incarnation exists: movement speed +16%
  • While Sanctuary Shield exists: negative-effect duration reduction +16%
  • While Electric Storm exists: negative-effect duration reduction +16%
  • While Godly Incarnation exists: negative-effect duration reduction +16%
  • While Sanctuary Shield exists: accessory damage +16%
  • While Electric Storm exists: accessory damage +16%
  • While Godly Incarnation exists: accessory damage +16%
  • While Sanctuary Shield exists: damage-over-time damage +16%
  • While Electric Storm exists: damage-over-time damage +16%
  • While Godly Incarnation exists: damage-over-time damage +16%
20 items
Skill and companion modifier pool 42Skill and companion
59 possible effects
  • Blazing Sword: firing count +3
  • Infernal Slash: firing count +3
  • Blazing Sword gains the damage bonus from Lightning Blade
  • Molten Fissure gains the damage bonus from Blazing Sword
  • Infernal Slash gains the damage bonus from Blazing Sword
  • Flaming Meteor Storm gains the damage bonus from Flame Charge
  • Flame Incarnation gains the damage bonus from Blazing Sword
  • When using Dragon's Fury, also fire Molten Fissure
  • When using Flaming Meteor Storm, also fire Dragon's Fury
  • When using Flame Incarnation, also fire Flaming Meteor Storm
  • When using Infernal Slash, also fire Molten Fissure
  • When using Flame Incarnation, also fire Infernal Slash
  • When using Flame Charge, also fire Infernal Slash
  • When using Flame Charge, also fire Molten Fissure
  • Dragon's Fury auto-casts when ready without a cast action
  • Infernal Slash auto-casts when ready without a cast action
  • Flaming Meteor Storm auto-casts when ready without a cast action
  • Flame Incarnation auto-casts when ready without a cast action
  • After firing Molten Fissure: 20% chance to refresh cooldown immediately
  • After firing Dragon's Fury: 20% chance to refresh cooldown immediately
  • After firing Infernal Slash: 20% chance to refresh cooldown immediately
  • After firing Flaming Meteor Storm: 20% chance to refresh cooldown immediately
  • After firing Flame Incarnation: 20% chance to refresh cooldown immediately
  • After firing Flame Charge: 20% chance to refresh cooldown immediately
  • Molten Fissure: damage +10% for each companion on the field
  • Dragon's Fury: damage +10% for each companion on the field
  • Infernal Slash: damage +10% for each companion on the field
  • Flaming Meteor Storm: damage +10% for each companion on the field
  • Flame Incarnation: damage +10% for each companion on the field
  • Flame Charge: damage +10% for each companion on the field
  • Dragon's Fury: 6% chance to execute non-elite enemies
  • Flaming Meteor Storm: 6% chance to execute non-elite enemies
  • After a successful block: 8% chance to fire Molten Fissure
  • After a successful block: 6% chance to fire Dragon's Fury
  • After a successful block: 4% chance to fire Infernal Slash
  • When Flaming Meteor Storm ends, restore 10% health
  • When Flame Incarnation ends, restore 15% health
  • After using Blazing Sword: attack speed +8% for 3 seconds, up to 4 stacks
  • While Molten Fissure exists: damage +10%
  • While Dragon's Fury exists: damage +10%
  • While Infernal Slash exists: damage +10%
  • While Flaming Meteor Storm exists: damage +20%
  • While Flame Incarnation exists: damage +20%
  • While Flame Charge exists: damage +12%
  • After using Blazing Sword: companion damage +8% for 3 seconds, up to 4 stacks
  • After using Molten Fissure: companion damage +10% for 3 seconds, up to 4 stacks
  • After using Dragon's Fury: companion damage +10% for 3 seconds, up to 4 stacks
  • After using Infernal Slash: companion damage +12% for 3 seconds, up to 4 stacks
  • After using Flaming Meteor Storm: companion damage +16% for 3 seconds, up to 4 stacks
  • After using Flame Incarnation: companion damage +15% for 3 seconds, up to 4 stacks
  • After using Flame Charge: companion damage +12% for 3 seconds, up to 4 stacks
  • While Flaming Meteor Storm exists: movement speed +16%
  • While Flame Incarnation exists: movement speed +16%
  • While Flaming Meteor Storm exists: negative-effect duration reduction +16%
  • While Flame Incarnation exists: negative-effect duration reduction +16%
  • While Flaming Meteor Storm exists: accessory damage +16%
  • While Flame Incarnation exists: accessory damage +16%
  • While Flaming Meteor Storm exists: damage-over-time damage +16%
  • While Flame Incarnation exists: damage-over-time damage +16%
20 items
Skill and companion modifier pool 43Skill and companion
73 possible effects
  • Razor Arrow: firing count +2
  • Lethal Dart: firing count +3
  • Lethal Dart: target count +3
  • Barrage: firing count +4
  • Razor Arrow gains the damage bonus from Venomous Arrows
  • Lethal Dart gains the damage bonus from Razor Arrow
  • Barrage gains the damage bonus from Razor Arrow
  • Gale Arrow gains the damage bonus from Lethal Dart
  • Storm Barrage gains the damage bonus from Razor Arrow
  • Power of the Wind gains the damage bonus from Barrage
  • When using Razor Arrow, also fire Venomous Arrows
  • When using Lethal Dart, also fire Plague Arrow
  • When using Barrage, also fire Lethal Dart
  • When using Gale Arrow, also fire Arrow Rain
  • When using Gale Arrow, also fire Heavenly Flames
  • When using Storm Barrage, also fire Razor Arrow
  • Barrage auto-casts when ready without a cast action
  • Storm Barrage auto-casts when ready without a cast action
  • Power of the Wind auto-casts when ready without a cast action
  • After firing Lethal Dart: 20% chance to refresh cooldown immediately
  • After firing Barrage: 20% chance to refresh cooldown immediately
  • After firing Gale Arrow: 20% chance to refresh cooldown immediately
  • After firing Storm Barrage: 20% chance to refresh cooldown immediately
  • After firing Power of the Wind: 20% chance to refresh cooldown immediately
  • Razor Arrow: damage +10% for each companion on the field
  • Lethal Dart: damage +10% for each companion on the field
  • Barrage: damage +10% for each companion on the field
  • Gale Arrow: damage +10% for each companion on the field
  • Storm Barrage: damage +10% for each companion on the field
  • Power of the Wind: damage +10% for each companion on the field
  • Razor Arrow: 2% chance to execute non-elite enemies
  • Lethal Dart: 2% chance to execute non-elite enemies
  • Barrage: 2% chance to execute non-elite enemies
  • Storm Barrage: 4% chance to execute non-elite enemies
  • After a successful block: 16% chance to fire Lethal Dart
  • After a successful block: 16% chance to fire Barrage
  • When Power of the Wind ends, restore 15% health
  • After using Razor Arrow: attack speed +8% for 3 seconds, up to 4 stacks
  • While Lethal Dart exists: damage +10%
  • While Barrage exists: damage +10%
  • While Gale Arrow exists: damage +12%
  • While Storm Barrage exists: damage +12%
  • After using Razor Arrow: companion damage +8% for 3 seconds, up to 4 stacks
  • After using Lethal Dart: companion damage +10% for 3 seconds, up to 4 stacks
  • After using Barrage: companion damage +12% for 3 seconds, up to 4 stacks
  • After using Gale Arrow: companion damage +12% for 3 seconds, up to 4 stacks
  • After using Storm Barrage: companion damage +10% for 3 seconds, up to 4 stacks
  • While Power of the Wind exists: movement speed +16%
  • While Power of the Wind exists: accessory damage +16%
  • While Power of the Wind exists: damage-over-time damage +16%
  • While Power of the Wind exists: companion damage +16%
  • While Power of the Wind exists: negative-effect duration reduction +16%
  • Sanctuary Warrior: summon count +1
  • Sanctuary Warrior: summon count +2
  • Sanctuary Warrior: when applying a debuff on hit, extra stacks +1
  • Sanctuary Warrior: when applying a debuff on hit, extra stacks +2
  • Sanctuary Warrior: attacks always critically hit but cannot trigger debuffs
  • Sanctuary Warrior: killing an enemy restores 5% of player maximum health
  • Sanctuary Warrior: when attacked, reflects damage equal to 4% of player maximum health
  • Each Sanctuary Warrior on the field: player damage +10%
  • Each Sanctuary Warrior on the field: player Physical penetration +10%
  • Each Sanctuary Warrior on the field: player attack speed +16%
  • Each Sanctuary Warrior on the field: player movement speed +8%
  • Each Sanctuary Warrior on the field: player maximum health +5%
  • Each Sanctuary Warrior on the field: player maximum mana +10%
  • Each Sanctuary Warrior on the field: player critical-hit chance +6%
  • Each Sanctuary Warrior on the field: player critical-hit damage +6%
  • Each Sanctuary Warrior on the field: player damage reduction +4%
  • Unused entry: no player effect in this build (inactive)
  • Each Sanctuary Warrior on the field: player all resistance +3%
  • Each Sanctuary Warrior on the field: player accessory damage +12%
  • Each Sanctuary Warrior on the field: player damage-over-time damage +12%
  • Sanctuary Warrior automatically summons without a cast animation
20 items
Skill and companion modifier pool 44Skill and companion
57 possible effects
  • Flame Arrow: firing count +1
  • Explosive Arrow: firing count +1
  • Fire Hydra: target count +2
  • Flame Arrow gains the damage bonus from Venomous Arrows
  • Explosive Arrow gains the damage bonus from Flame Arrow
  • Fire Hydra gains the damage bonus from Venomous Arrows
  • Cluster Cannon gains the damage bonus from Flame Arrow
  • Heavenly Flames gains the damage bonus from Explosive Arrow
  • Blazing Fury gains the damage bonus from Flame Arrow
  • Infernal Cataclysm gains the damage bonus from Heavenly Flames
  • When using Flame Arrow, also fire Razor Arrow
  • When using Explosive Arrow, also fire Lethal Dart
  • When using Cluster Cannon, also fire Explosive Arrow
  • When using Heavenly Flames, also fire Arrow Rain
  • When using Blazing Fury, also fire Flame Arrow
  • When using Infernal Cataclysm, also fire Heavenly Flames
  • Fire Hydra auto-casts when ready without a cast action
  • Cluster Cannon auto-casts when ready without a cast action
  • Heavenly Flames auto-casts when ready without a cast action
  • Blazing Fury auto-casts when ready without a cast action
  • Infernal Cataclysm auto-casts when ready without a cast action
  • After firing Explosive Arrow: 20% chance to refresh cooldown immediately
  • After firing Fire Hydra: 20% chance to refresh cooldown immediately
  • After firing Cluster Cannon: 20% chance to refresh cooldown immediately
  • After firing Heavenly Flames: 20% chance to refresh cooldown immediately
  • After firing Blazing Fury: 20% chance to refresh cooldown immediately
  • After firing Infernal Cataclysm: 20% chance to refresh cooldown immediately
  • Flame Arrow: damage +10% for each companion on the field
  • Explosive Arrow: damage +10% for each companion on the field
  • Fire Hydra: damage +10% for each companion on the field
  • Cluster Cannon: damage +10% for each companion on the field
  • Heavenly Flames: damage +10% for each companion on the field
  • Blazing Fury: damage +10% for each companion on the field
  • Infernal Cataclysm: damage +10% for each companion on the field
  • Flame Arrow: 4% chance to execute non-elite enemies
  • Explosive Arrow: 6% chance to execute non-elite enemies
  • Cluster Cannon: 4% chance to execute non-elite enemies
  • Heavenly Flames: 6% chance to execute non-elite enemies
  • Blazing Fury: 4% chance to execute non-elite enemies
  • Infernal Cataclysm: 10% chance to execute non-elite enemies
  • After a successful block: 16% chance to fire Fire Hydra
  • After a successful block: 16% chance to fire Cluster Cannon
  • After a successful block: 14% chance to fire Heavenly Flames
  • After using Flame Arrow: attack speed +8% for 3 seconds, up to 4 stacks
  • While Explosive Arrow exists: damage +10%
  • While Fire Hydra exists: damage +16%
  • While Cluster Cannon exists: damage +10%
  • While Heavenly Flames exists: damage +12%
  • While Blazing Fury exists: damage +12%
  • While Infernal Cataclysm exists: damage +12%
  • After using Flame Arrow: companion damage +8% for 3 seconds, up to 4 stacks
  • After using Explosive Arrow: companion damage +10% for 3 seconds, up to 4 stacks
  • After using Fire Hydra: companion damage +12% for 3 seconds, up to 4 stacks
  • After using Cluster Cannon: companion damage +12% for 3 seconds, up to 4 stacks
  • After using Heavenly Flames: companion damage +12% for 3 seconds, up to 4 stacks
  • After using Blazing Fury: companion damage +10% for 3 seconds, up to 4 stacks
  • After using Infernal Cataclysm: companion damage +10% for 3 seconds, up to 4 stacks
20 items
Skill and companion modifier pool 45Skill and companion
76 possible effects
  • Venomous Arrows: firing count +3
  • Plague Arrow: firing count +1
  • Parasitic Burst Arrows: split count +4
  • Chlorophyte Arrows: firing count +2
  • Venomous Arrows gains the damage bonus from Razor Arrow
  • Plague Arrow gains the damage bonus from Venomous Arrows
  • Parasitic Burst Arrows gains the damage bonus from Venomous Arrows
  • Arrow Rain gains the damage bonus from Parasitic Burst Arrows
  • Chlorophyte Arrows gains the damage bonus from Venomous Arrows
  • Chlorophyte Arrows gains the damage bonus from Parasitic Burst Arrows
  • When using Venomous Arrows, also fire Flame Arrow
  • When using Plague Arrow, also fire Explosive Arrow
  • When using Parasitic Burst Arrows, also fire Plague Arrow
  • When using Arrow Rain, also fire Heavenly Flames
  • When using Infernal Cataclysm, also fire Arrow Rain
  • Parasitic Burst Arrows auto-casts when ready without a cast action
  • Arrow Rain auto-casts when ready without a cast action
  • Chlorophyte Arrows auto-casts when ready without a cast action
  • Venomous Lord auto-casts when ready without a cast action
  • After firing Plague Arrow: 20% chance to refresh cooldown immediately
  • After firing Parasitic Burst Arrows: 20% chance to refresh cooldown immediately
  • After firing Arrow Rain: 20% chance to refresh cooldown immediately
  • After firing Chlorophyte Arrows: 20% chance to refresh cooldown immediately
  • After firing Venomous Lord: 20% chance to refresh cooldown immediately
  • Venomous Arrows: damage +10% for each companion on the field
  • Plague Arrow: damage +10% for each companion on the field
  • Parasitic Burst Arrows: damage +10% for each companion on the field
  • Arrow Rain: damage +10% for each companion on the field
  • Chlorophyte Arrows: damage +10% for each companion on the field
  • Venomous Lord: damage +10% for each companion on the field
  • Venomous Arrows: 2% chance to execute non-elite enemies
  • Plague Arrow: 6% chance to execute non-elite enemies
  • Parasitic Burst Arrows: 2% chance to execute non-elite enemies
  • Arrow Rain: 2% chance to execute non-elite enemies
  • After a successful block: 16% chance to fire Parasitic Burst Arrows
  • After a successful block: 12% chance to fire Arrow Rain
  • When Venomous Lord ends, restore 15% health
  • After using Venomous Arrows: attack speed +8% for 3 seconds, up to 4 stacks
  • While Plague Arrow exists: damage +10%
  • While Parasitic Burst Arrows exists: damage +10%
  • While Arrow Rain exists: damage +16%
  • While Chlorophyte Arrows exists: damage +12%
  • After using Venomous Arrows: companion damage +8% for 3 seconds, up to 4 stacks
  • After using Plague Arrow: companion damage +10% for 3 seconds, up to 4 stacks
  • After using Parasitic Burst Arrows: companion damage +12% for 3 seconds, up to 4 stacks
  • After using Arrow Rain: companion damage +14% for 3 seconds, up to 4 stacks
  • After using Chlorophyte Arrows: companion damage +10% for 3 seconds, up to 4 stacks
  • While Venomous Lord exists: movement speed +16%
  • While Venomous Lord exists: accessory damage +16%
  • While Venomous Lord exists: damage-over-time damage +16%
  • While Venomous Lord exists: companion damage +16%
  • While Venomous Lord exists: negative-effect duration reduction +16%
  • Venom Sprite: summon count +1
  • Venom Sprite: summon count +1
  • Venom Sprite: attack firing count +1
  • Venom Sprite: attack firing count +2
  • Venom Sprite: damage +24%, but loses 3% health per second and dies when hit below 50% health
  • Venom Sprite: when applying a debuff on hit, extra stacks +1
  • Venom Sprite: when applying a debuff on hit, extra stacks +2
  • Venom Sprite: attacks always critically hit but cannot trigger debuffs
  • Venom Sprite: killing an enemy restores 5% of player maximum health
  • Each Venom Sprite on the field: player damage +8%
  • Each Venom Sprite on the field: player Poison penetration +8%
  • Each Venom Sprite on the field: player attack speed +10%
  • Each Venom Sprite on the field: player movement speed +6%
  • Each Venom Sprite on the field: player maximum health +4%
  • Each Venom Sprite on the field: player maximum mana +8%
  • Each Venom Sprite on the field: player critical-hit chance +4%
  • Each Venom Sprite on the field: player critical-hit damage +4%
  • Each Venom Sprite on the field: player block chance +3%
  • Unused entry: no player effect in this build (inactive)
  • Each Venom Sprite on the field: player all resistance +2%
  • Each Venom Sprite on the field: player accessory damage +10%
  • Each Venom Sprite on the field: player damage-over-time damage +10%
  • Venom Sprite: continuous-damage skill range +40%
  • Venom Sprite automatically summons without a cast animation
19 items
Skill and companion modifier pool 46Skill and companion
79 possible effects
  • Spear of Vengeance: split count +3
  • Spear of Vengeance gains the damage bonus from Shadow Orb
  • Blood Pool gains the damage bonus from Spear of Vengeance
  • When using Spear of Vengeance, also fire Toxic Shot
  • When using Blood Pool, also fire Shadow Armor
  • Blood Pool auto-casts when ready without a cast action
  • After firing Spear of Vengeance: 20% chance to refresh cooldown immediately
  • Spear of Vengeance: damage +6% for each companion on the field
  • Blood Pool: damage +6% for each companion on the field
  • Spear of Vengeance: 4% chance to execute non-elite enemies
  • After a successful block: 20% chance to fire Spear of Vengeance
  • After a successful block: 12% chance to fire Blood Pool
  • After using Spear of Vengeance: attack speed +8% for 3 seconds, up to 4 stacks
  • While Blood Pool exists: damage +16%
  • After using Spear of Vengeance: companion damage +8% for 3 seconds, up to 4 stacks
  • After using Blood Pool: companion damage +16% for 3 seconds, up to 4 stacks
  • While Blood Pool exists: movement speed +16%
  • While Blood Pool exists: accessory damage +16%
  • While Blood Pool exists: trap damage +16%
  • While Blood Pool exists: damage-over-time damage +16%
  • While Blood Pool exists: companion damage +16%
  • Skeleton Warrior: summon count +1
  • Skeleton Warrior: summon count +2
  • Death Sentry: summon count +1
  • Death Sentry: summon count +2
  • Bone Archer: summon count +1
  • Bone Archer: summon count +2
  • Bone Archer: summon count +3
  • Curse Mage: summon count +1
  • Bone Archer: attack firing count +1
  • Bone Archer: attack firing count +2
  • Curse Mage: attack firing count +1
  • Skeleton Warrior: when applying a debuff on hit, extra stacks +1
  • Death Sentry: when applying a debuff on hit, extra stacks +1
  • Bone Archer: when applying a debuff on hit, extra stacks +1
  • Curse Mage: when applying a debuff on hit, extra stacks +1
  • Skeleton Warrior: when applying a debuff on hit, extra stacks +2
  • Death Sentry: when applying a debuff on hit, extra stacks +2
  • Bone Archer: when applying a debuff on hit, extra stacks +2
  • Curse Mage: when applying a debuff on hit, extra stacks +2
  • Skeleton Warrior: attacks always critically hit but cannot trigger debuffs
  • Death Sentry: attacks always critically hit but cannot trigger debuffs
  • Bone Archer: attacks always critically hit but cannot trigger debuffs
  • Curse Mage: attacks always critically hit but cannot trigger debuffs
  • Skeleton Warrior: when attacked, reflects damage equal to 4% of player maximum health
  • Death Sentry: when attacked, reflects damage equal to 4% of player maximum health
  • Each Skeleton Warrior on the field: player damage +8%
  • Each Death Sentry on the field: player damage +8%
  • Each Bone Archer on the field: player damage +6%
  • Each Curse Mage on the field: player damage +8%
  • Each Skeleton Warrior on the field: player Physical penetration +8%
  • Each Death Sentry on the field: player Physical penetration +8%
  • Each Bone Archer on the field: player Physical penetration +6%
  • Each Curse Mage on the field: player Physical penetration +8%
  • Each Skeleton Warrior on the field: player critical-hit damage +10%
  • Each Death Sentry on the field: player critical-hit damage +10%
  • Each Bone Archer on the field: player maximum health +2%
  • Each Curse Mage on the field: player maximum health +8%
  • Each Skeleton Warrior on the field: player critical-hit chance +2%
  • Each Death Sentry on the field: player critical-hit chance +2%
  • Each Curse Mage on the field: player critical-hit chance +4%
  • Each Death Sentry on the field: player critical-hit damage +2%
  • Each Bone Archer on the field: player critical-hit damage +2%
  • Each Curse Mage on the field: player critical-hit damage +4%
  • Each Death Sentry on the field: player block chance +2%
  • Each Curse Mage on the field: player damage reduction +2%
  • Unused entry: no player effect in this build (inactive)
  • Unused entry: no player effect in this build (inactive)
  • Each Skeleton Warrior on the field: player all resistance +2%
  • Each Curse Mage on the field: player all resistance +4%
  • Each Death Sentry on the field: player all penetration +10%
  • Each Curse Mage on the field: player accessory damage +10%
  • Each Bone Archer on the field: player damage-over-time damage +4%
  • Each Curse Mage on the field: player damage-over-time damage +10%
  • Curse Mage: continuous-damage skill range +40%
  • Skeleton Warrior automatically summons without a cast animation
  • Death Sentry automatically summons without a cast animation
  • Bone Archer automatically summons without a cast animation
  • Curse Mage automatically summons without a cast animation
20 items
Skill and companion modifier pool 47Skill and companion
78 possible effects
  • Shadow Orb: firing count +3
  • Shadow Chains: firing count +2
  • Shadow Chains: target count +3
  • Demonic Ball: firing count +1
  • Shadow Orb gains the damage bonus from Spear of Vengeance
  • Shadow Chains gains the damage bonus from Toxic Shot
  • Corruption Domain gains the damage bonus from Shadow Chains
  • Doom Sigil gains the damage bonus from Shadow Chains
  • When using Shadow Orb, also fire Spear of Vengeance
  • When using Shadow Chains, also fire Shadow Orb
  • When using Corruption Domain, also fire Shadow Chains
  • When using Shadow Armor, also fire Blood Pool
  • When using Doom Sigil, also fire Toxic Domain
  • When using Demonic Ball, also fire Shadow Armor
  • Shadow Chains auto-casts when ready without a cast action
  • Corruption Domain auto-casts when ready without a cast action
  • Shadow Armor auto-casts when ready without a cast action
  • Doom Sigil auto-casts when ready without a cast action
  • Demonic Ball auto-casts when ready without a cast action
  • After firing Shadow Chains: 20% chance to refresh cooldown immediately
  • After firing Corruption Domain: 20% chance to refresh cooldown immediately
  • After firing Shadow Armor: 20% chance to refresh cooldown immediately
  • After firing Doom Sigil: 20% chance to refresh cooldown immediately
  • After firing Demonic Ball: 20% chance to refresh cooldown immediately
  • Shadow Orb: damage +8% for each companion on the field
  • Shadow Chains: damage +8% for each companion on the field
  • Corruption Domain: damage +8% for each companion on the field
  • Shadow Armor: damage +8% for each companion on the field
  • Doom Sigil: damage +8% for each companion on the field
  • Demonic Ball: damage +8% for each companion on the field
  • Shadow Orb: 2% chance to execute non-elite enemies
  • Shadow Chains: 2% chance to execute non-elite enemies
  • Doom Sigil: 8% chance to execute non-elite enemies
  • Demonic Ball: 2% chance to execute non-elite enemies
  • After a successful block: 16% chance to fire Shadow Chains
  • After a successful block: 12% chance to fire Corruption Domain
  • After a successful block: 15% chance to fire Doom Sigil
  • After using Shadow Orb: attack speed +8% for 3 seconds, up to 4 stacks
  • While Shadow Chains exists: damage +10%
  • While Corruption Domain exists: damage +12%
  • While Shadow Armor exists: damage +16%
  • While Doom Sigil exists: damage +12%
  • While Demonic Ball exists: damage +16%
  • After using Shadow Orb: companion damage +8% for 3 seconds, up to 4 stacks
  • After using Shadow Chains: companion damage +10% for 3 seconds, up to 4 stacks
  • After using Corruption Domain: companion damage +12% for 3 seconds, up to 4 stacks
  • After using Shadow Armor: companion damage +16% for 3 seconds, up to 4 stacks
  • After using Doom Sigil: companion damage +12% for 3 seconds, up to 4 stacks
  • After using Demonic Ball: companion damage +15% for 3 seconds, up to 4 stacks
  • While Shadow Armor exists: movement speed +16%
  • While Demonic Ball exists: movement speed +16%
  • While Shadow Armor exists: accessory damage +16%
  • While Demonic Ball exists: accessory damage +16%
  • While Shadow Armor exists: trap damage +16%
  • While Demonic Ball exists: trap damage +16%
  • While Shadow Armor exists: damage-over-time damage +16%
  • While Demonic Ball exists: damage-over-time damage +16%
  • While Shadow Armor exists: companion damage +16%
  • While Demonic Ball exists: companion damage +16%
  • Reaper: summon count +1
  • Reaper: when applying a debuff on hit, extra stacks +1
  • Reaper: when applying a debuff on hit, extra stacks +2
  • Reaper: attacks always critically hit but cannot trigger debuffs
  • Reaper: when attacked, reflects damage equal to 4% of player maximum health
  • Each Reaper on the field: player damage +10%
  • Each Reaper on the field: player Shadow penetration +10%
  • Each Reaper on the field: player attack speed +16%
  • Each Reaper on the field: player attack speed +10%
  • Each Reaper on the field: player maximum health +5%
  • Each Reaper on the field: player maximum health +10%
  • Each Reaper on the field: player critical-hit chance +4%
  • Each Reaper on the field: player critical-hit damage +4%
  • Each Reaper on the field: player block chance +2%
  • Each Reaper on the field: player negative-effect duration reduction +2%
  • Unused entry: no player effect in this build (inactive)
  • Each Reaper on the field: player accessory damage +12%
  • Each Reaper on the field: player damage-over-time damage +12%
  • Reaper automatically summons without a cast animation
20 items
Skill and companion modifier pool 48Skill and companion
77 possible effects
  • Toxic Shot: firing count +3
  • Venom Nova: firing count +2
  • Toxic Shot gains the damage bonus from Spear of Vengeance
  • Toxic Domain gains the damage bonus from Shadow Orb
  • Venom Trap gains the damage bonus from Toxic Shot
  • Venom Nova gains the damage bonus from Toxic Shot
  • When using Toxic Shot, also fire Shadow Orb
  • When using Toxic Domain, also fire Toxic Shot
  • When using Cursed Totem, also fire Toxic Domain
  • When using Venom Trap, also fire Toxic Domain
  • When using Venom Nova, also fire Blood Pool
  • Toxic Domain auto-casts when ready without a cast action
  • Cursed Totem auto-casts when ready without a cast action
  • Venom Trap auto-casts when ready without a cast action
  • Venom Nova auto-casts when ready without a cast action
  • After firing Toxic Domain: 20% chance to refresh cooldown immediately
  • After firing Cursed Totem: 20% chance to refresh cooldown immediately
  • After firing Venom Trap: 20% chance to refresh cooldown immediately
  • After firing Venom Nova: 20% chance to refresh cooldown immediately
  • Toxic Shot: damage +6% for each companion on the field
  • Toxic Domain: damage +6% for each companion on the field
  • Cursed Totem: damage +6% for each companion on the field
  • Venom Trap: damage +6% for each companion on the field
  • Venom Nova: damage +6% for each companion on the field
  • Toxic Shot: 2% chance to execute non-elite enemies
  • Venom Nova: 2% chance to execute non-elite enemies
  • After a successful block: 16% chance to fire Toxic Domain
  • After a successful block: 10% chance to fire Venom Trap
  • After using Toxic Shot: attack speed +8% for 3 seconds, up to 4 stacks
  • While Toxic Domain exists: damage +10%
  • While Cursed Totem exists: damage +12%
  • While Venom Trap exists: damage +12%
  • While Venom Nova exists: damage +16%
  • After using Toxic Shot: companion damage +8% for 3 seconds, up to 4 stacks
  • After using Toxic Domain: companion damage +10% for 3 seconds, up to 4 stacks
  • After using Cursed Totem: companion damage +12% for 3 seconds, up to 4 stacks
  • After using Venom Trap: companion damage +12% for 3 seconds, up to 4 stacks
  • After using Venom Nova: companion damage +15% for 3 seconds, up to 4 stacks
  • While Venom Nova exists: movement speed +16%
  • While Venom Nova exists: accessory damage +16%
  • While Venom Nova exists: trap damage +16%
  • While Venom Nova exists: damage-over-time damage +16%
  • While Venom Nova exists: companion damage +16%
  • Venomous Spider: summon count +1
  • Venomous Spider: summon count +2
  • Phantom Archer: summon count +1
  • Phantom Archer: summon count +2
  • Phantom Archer: attack firing count +1
  • Phantom Archer: attack firing count +2
  • Venomous Spider: when applying a debuff on hit, extra stacks +1
  • Phantom Archer: when applying a debuff on hit, extra stacks +1
  • Venomous Spider: when applying a debuff on hit, extra stacks +2
  • Phantom Archer: when applying a debuff on hit, extra stacks +2
  • Venomous Spider: attacks always critically hit but cannot trigger debuffs
  • Phantom Archer: attacks always critically hit but cannot trigger debuffs
  • Venomous Spider: when attacked, reflects damage equal to 4% of player maximum health
  • Each Venomous Spider on the field: player damage +6%
  • Each Phantom Archer on the field: player damage +8%
  • Each Venomous Spider on the field: player Poison penetration +6%
  • Each Phantom Archer on the field: player Poison penetration +8%
  • Each Venomous Spider on the field: player attack speed +4%
  • Each Phantom Archer on the field: player attack speed +10%
  • Each Venomous Spider on the field: player maximum health +2%
  • Each Phantom Archer on the field: player maximum health +8%
  • Each Phantom Archer on the field: player critical-hit chance +4%
  • Each Venomous Spider on the field: player critical-hit damage +2%
  • Each Phantom Archer on the field: player critical-hit damage +4%
  • Each Phantom Archer on the field: player negative-effect duration reduction +2%
  • Each Phantom Archer on the field: player damage reduction +2%
  • Unused entry: no player effect in this build (inactive)
  • Each Phantom Archer on the field: player all resistance +2%
  • Each Venomous Spider on the field: player trap damage +6%
  • Each Phantom Archer on the field: player trap damage +10%
  • Each Phantom Archer on the field: player accessory damage +10%
  • Each Phantom Archer on the field: player damage-over-time damage +10%
  • Venomous Spider automatically summons without a cast animation
  • Phantom Archer automatically summons without a cast animation
19 items
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