ChannelChannellingChannelling Skills can be held down to gain power or continue using the Skill for a longer period of time. to create a protective bubble all around you,
BlockingBlockBlocking completely prevents the damage of an incoming Hit.
You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen.
Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill. HitsHit DamageAny damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately. against you. While
ChannellingChannellingChannelling Skills can be held down to gain power or continue using the Skill for a longer period of time. this Skill, you cannot be
Light StunnedLight StunAny Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.
Physical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other. by
HitsHit DamageAny damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately. you
BlockBlockBlocking completely prevents the damage of an incoming Hit.
You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen.
Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill., and damage you take from
HitsHit DamageAny damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately. is also removed from
Runic WardRunic WardRunic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage.
Runic Ward constantly regenerates at a default rate of 5% per second.
Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled..
BlockingBlockBlocking completely prevents the damage of an incoming Hit.
You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen.
Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill. HitsHit DamageAny damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately. this way causes you to accumulate
Heavy StunHeavy StunHeavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned, but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield, Parrying with a Buckler, or riding a mount).
While an enemy is Heavy Stunned, they cannot act and count as Immobilised. It will also be harder to Heavy Stun them again for a short time afterwards.
Physical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other. buildup. You cannot recover
Runic WardRunic WardRunic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage.
Runic Ward constantly regenerates at a default rate of 5% per second.
Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled. while this Skill is active.