| Main modifier pool 1 | Main 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 2 | Main 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 3 | Main 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 4 | Main 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 5 | Main 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 6 | Main 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 7 | Main 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 8 | Main 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 9 | Main 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 10 | Main 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 11 | Main 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 12 | Main 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 13 | Main 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 14 | Main 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 15 | Main 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 16 | Main 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 17 | Main 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 18 | Main 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 19 | Main 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 20 | Main 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 21 | Main 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 22 | Main 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 23 | Main 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 24 | Main 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 25 | Main 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 26 | Main 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 27 | Main 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 28 | Main 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 29 | Main 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 30 | Main 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 31 | Main 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 32 | Main 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 33 | Main 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 34 | Main 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 35 | Main 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 36 | Main 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 37 | Main 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 38 | Main 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 39 | Main 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 40 | Main 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 41 | Main 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 42 | Main 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 43 | Main 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 44 | Main 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 45 | Main 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 46 | Main 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 47 | Main 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 48 | Main 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 49 | Main 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 50 | Main 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 51 | Main 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 52 | Main 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 53 | Main 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 54 | Main 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 55 | Main 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 56 | Main 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 57 | Main 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 58 | Main 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 59 | Main 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 60 | Main 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 61 | Main 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 62 | Main 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 63 | Main 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 64 | Main 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 65 | Main 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 66 | Main 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 67 | Main 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 68 | Main 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 69 | Main 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 70 | Main 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 71 | Main 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 72 | Main 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 73 | Main 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 74 | Main 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 75 | Main 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 76 | Main 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 77 | Main 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 78 | Main 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 79 | Main 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 80 | Main 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 81 | Main 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 82 | Main 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 83 | Main 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 84 | Main 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 85 | Main 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 1 | Ailment | 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 2 | Ailment | 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 3 | Ailment | 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 4 | Ailment | 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 5 | Ailment | 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 6 | Ailment | 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 7 | Ailment | 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 8 | Ailment | 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 9 | Ailment | 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 10 | Ailment | 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 11 | Ailment | 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 12 | Ailment | 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 13 | Ailment | 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 14 | Ailment | 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 15 | Ailment | 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 16 | Ailment | 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 17 | Ailment | 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 18 | Ailment | 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 19 | Ailment | 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 20 | Ailment | 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 21 | Ailment | 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 22 | Ailment | 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 23 | Ailment | 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 24 | Ailment | 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 25 | Ailment | 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 26 | Ailment | 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 27 | Ailment | 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 28 | Ailment | 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 29 | Ailment | 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 30 | Ailment | 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 31 | Ailment | 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 32 | Ailment | 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 33 | Ailment | 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 34 | Ailment | 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 35 | Ailment | 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 36 | Ailment | 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 37 | Ailment | 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 38 | Ailment | 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 39 | Ailment | 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 40 | Ailment | 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 41 | Ailment | 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 42 | Ailment | 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 43 | Ailment | 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 44 | Ailment | 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 45 | Ailment | 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 46 | Ailment | 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 47 | Ailment | 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 48 | Ailment | 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 49 | Ailment | 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 50 | Ailment | 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 51 | Ailment | 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 52 | Ailment | 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 53 | Ailment | 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 54 | Ailment | 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 55 | Ailment | 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 56 | Ailment | 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 57 | Ailment | 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 58 | Ailment | 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 59 | Ailment | 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 60 | Ailment | 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 61 | Ailment | 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 62 | Ailment | 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 63 | Ailment | 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 64 | Ailment | 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 65 | Ailment | 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 1 | Skill 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 2 | Skill 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 3 | Skill 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 4 | Skill 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 5 | Skill 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 6 | Skill 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 7 | Skill 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 8 | Skill 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 9 | Skill 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 10 | Skill 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 11 | Skill 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 12 | Skill 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 13 | Skill 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 14 | Skill 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 15 | Skill 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 16 | Skill 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 17 | Skill 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 18 | Skill 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 19 | Skill 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 20 | Skill 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 21 | Skill 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 22 | Skill 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 23 | Skill 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 24 | Skill 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 25 | Skill 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 26 | Skill 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 27 | Skill 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 28 | Skill 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 29 | Skill 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 30 | Skill 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 31 | Skill 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 32 | Skill 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 33 | Skill 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 34 | Skill 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 35 | Skill 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 36 | Skill 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 37 | Skill 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 38 | Skill 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 39 | Skill 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 40 | Skill 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 41 | Skill 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 42 | Skill 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 43 | Skill 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 44 | Skill 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 45 | Skill 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 46 | Skill 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 47 | Skill 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 48 | Skill 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 |