DataGame 0.5.5e
POE2 Sapphire Modifiers
Click a line to open its tiers (T1 is the highest). Press + to add it to the item on the left. ↗ finds that tier or better on trade.
Prefixes
Modifier — range across all tiersTiersiLvl
(5–15)% increased MagnitudeBuff/Debuff MagnitudeThe Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.
Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target. of AilmentsAilmentsAilments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding, Ignite, Chill, Freeze, Shock, Electrocute, and Poison. you inflictDamageAilment11
(4–6)% increased Area of Effect11
(5–15)% increased ColdCold DamageCold damage is one of the five Damage Types. It is reduced by Cold Resistance. Cold hits apply Chill and build up Freeze, but cannot build up Heavy Stun. DamageDamageElementalCold11
Damage PenetratesResistance PenetrationPenetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits. Resistances can only be Penetrated down to a minimum of 0% by default.
Since Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments. (5–10)% Cold ResistanceResistancesResistances reduce damage taken of the corresponding damage type — Fire, Cold, Lightning or Chaos — up to a Maximum. Fire, Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.DamageElementalCold11
(10–20)% increased MagnitudeBuff/Debuff MagnitudeThe Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.
Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target. of Damaging AilmentsDamaging AilmentsAilments that deal damage are Bleeding, Ignite, and Poison. you inflict with Critical HitsCritical HitsCritical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value.
Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill.
Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.DamageCriticalAilment11
(8–12)% increased Area of Effect of CursesCursesCurses significantly Debuff affected targets. By default a target can have one Curse on them at a time.
Higher Rarity enemies are less affected by Curses:
15% less Curse effect on Magic monsters
30% less Curse effect on Rare monsters
50% less Curse effect on Unique monstersCasterCurse11
(2–4)% increased CurseCursesCurses significantly Debuff affected targets. By default a target can have one Curse on them at a time.
Higher Rarity enemies are less affected by Curses:
15% less Curse effect on Magic monsters
30% less Curse effect on Rare monsters
50% less Curse effect on Unique monsters MagnitudesBuff/Debuff MagnitudeThe Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.
Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.CasterCurse11
(10–20)% increased Damage if you have Consumed a CorpseCorpsesCorpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain Allies do not leave usable Corpses. RecentlyRecentlyRecently refers to the past 4 seconds.Damage11
TriggeredTriggered SkillsMany effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.
If multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered. SpellsSpellsSpells are skills that use raw magic to destroy your enemies. Attacks are not Spells.
Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance. deal (10–18)% increased SpellSpellsSpells are skills that use raw magic to destroy your enemies. Attacks are not Spells.
Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance. DamageDamageCaster11
(5–15)% increased Elemental DamageElemental Damage TypesThe three Elemental damage types are Fire, Cold, and Lightning.DamageElementalFireColdLightning11
(10–15)% faster start of Energy Shield RechargeFaster Start of Energy Shield RechargeAffects the delay before your Energy Shield starts Recharging after losing Energy Shield.Energy Shield11
(30–50)% increased Energy ShieldEnergy ShieldEnergy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
Chaos damage removes twice as much Energy Shield.
Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly. from Equipped FocusFociFoci are armour items that are equipped in your off hand and require Intelligence to equip.
Foci can grant significant amounts of Energy Shield and powerful bonuses to your Spells.Energy Shield11
(10–20)% increased maximum Energy ShieldEnergy ShieldEnergy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
Chaos damage removes twice as much Energy Shield.
Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.Energy Shield11
(5–15)% increased IgniteIgniteIgnite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit.
Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit, but not any modifiers on the target that affect how much damage they will take from the Hit. This Magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration) do not affect Ignite damage. MagnitudeBuff/Debuff MagnitudeThe Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.
Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.DamageElementalFireAilment11
(7–13)% increased ChaosChaos DamageChaos damage is one of the five Damage Types. It is reduced by Chaos Resistance.
Chaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken. DamageDamageChaos11
MinionsMinionsMinions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active. deal (5–15)% increased DamageDamageMinion11
OfferingsOffering SkillsOffering Skills target an active Skeleton Minion to create an Offering Spike. Offering Spikes grant various Buffs to you or your Minions, and can even directly damage Enemies. Offering Skills are themselves damageable Minions and their Buffs are lost if they die. have (15–25)% increased Maximum LifeLifeMinion11
(5–15)% increased Damage with PlantPlant Skills and OvergrowthPlants created by Plant Skills can be Overgrown to gain power in ways detailed on the Plant Skill. This generally cannot be caused by the Skill that creates the Plants, and requires a different Skill or effect that specifically causes them to Overgrow. SkillsDamage11
(15–25)% increased PresencePresenceYour Presence is an area around your character within which certain effects (such as many Auras) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers. Area of EffectAura11
(5–15)% increased Damage while ShapeshiftedShapeshiftingShapeshifting changes you into a non-human form. Shapeshifting skills still use your character's stats as normal unless otherwise specified.
Using a skill that is not compatible with your Shapeshifted form will automatically Shapeshift you back to human form.Damage11
(10–15)% increased MagnitudeBuff/Debuff MagnitudeThe Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.
Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target. of ShockShockShock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt. you inflictElementalLightningAilment11
(5–15)% increased SpellSpellsSpells are skills that use raw magic to destroy your enemies. Attacks are not Spells.
Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance. DamageDamageCaster11
(5–10)% increased WitheredWitheredWithered applies 5% increased Chaos damage Taken, and can be inflicted up to 10 times. MagnitudeBuff/Debuff MagnitudeThe Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.
Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.Chaos11
Suffixes
Modifier — range across all tiersTiersiLvl
(5–15)% increased chance to inflict AilmentsAilmentsAilments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding, Ignite, Chill, Freeze, Shock, Electrocute, and Poison.Ailment11
Gain additional Ailment ThresholdElemental Ailment ThresholdA higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment, as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life. equal to (5–15)% of maximum Energy ShieldEnergy ShieldEnergy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
Chaos damage removes twice as much Energy Shield.
Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.Ailment11
(15–25)% increased CurseCursesCurses significantly Debuff affected targets. By default a target can have one Curse on them at a time.
Higher Rarity enemies are less affected by Curses:
15% less Curse effect on Magic monsters
30% less Curse effect on Rare monsters
50% less Curse effect on Unique monsters DurationCasterCurse11
(5–15)% increased Critical HitCritical HitsCritical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value.
Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill.
Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%. ChanceCritical11
(10–20)% increased Critical Damage BonusCritical Damage BonusMultiplies the damage dealt by Critical Hits. Default value is +100% (i.e. twice as much damage).DamageCritical11
(5–15)% faster CurseCursesCurses significantly Debuff affected targets. By default a target can have one Curse on them at a time.
Higher Rarity enemies are less affected by Curses:
15% less Curse effect on Magic monsters
30% less Curse effect on Rare monsters
50% less Curse effect on Unique monsters ActivationCasterCurse11
(2–4)% of Damage is taken from Mana before LifeLifeMana11
(5–10)% increased Duration of Damaging AilmentsDamaging AilmentsAilments that deal damage are Bleeding, Ignite, and Poison. on EnemiesAilment11
DebuffsDebuffsDebuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.
Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies. on you expire (5–10)% faster11
MetaMeta GemsMeta Gems are Skill Gems that other Skill Gems can be socketed into. They can use, Trigger, or otherwise apply the effects of those other Skill Gems. Skill Gems and Support Gems can be socketed into Meta Gems interchangeably, though most Meta Gems require at least one Skill Gem to be socketed to function.
Meta Gems can never be socketed into other Meta Gems. Skills gain (4–8)% increased EnergyEnergySeveral Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.11
Damaging AilmentsDamaging AilmentsAilments that deal damage are Bleeding, Ignite, and Poison. deal damage (3–7)% fasterDamageAilment11
(10–20)% increased FreezeFreezeFreeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen. BuildupElementalColdAilment11
(18–32)% increased Freeze ThresholdFreeze ThresholdFreeze Threshold determines how much Freeze buildup is needed to Freeze a target.ElementalColdAilment11
(10–20)% increased FlammabilityFlammabilityFlammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment, but is closely associated with Ignite, which is.
Fire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.
The base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite.
Since chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.
Effects which do not Hit targets, but Ignite as if they had, such as Ignited Ground, also inflict Flammability, but do not roll a random chance to Ignite. Such effects will only Ignite once the total Flammability on the target reaches 50%.
Multiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default. MagnitudeBuff/Debuff MagnitudeThe Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.
Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.ElementalFireAilment11
(2–4)% increased Cast SpeedCasterSpeed11
(15–25)% increased ChillChillChill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold, with a minimum of 30% and a default maximum of 50%.
Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill. Duration on EnemiesElementalColdAilment11
(2–3)% of Damage taken RecoupedRecoupWhen you take damage from a Hit, Recoup causes you to recover an amount of the stated resource equal to a percentage of the damage you took over 8 seconds. as LifeLife11
Recover (1–2)% of maximum Mana on KillMana11
(5–15)% increased Mana Regeneration RateMana11
+1% to Maximum Cold ResistanceMaximum ResistancesThe default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.ElementalColdResistance11
Recover (1–2)% of maximum Life on KillLife11
MinionsMinionsMinions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active. have (2–4)% increased AttackAttacksAttacks are skills that directly damage enemies, usually using your equipped Martial Weapon. Spells are not Attacks.
The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon's stats unless the skill says otherwise.
Attacks do not necessarily deal Physical damage — they can deal any damage type. and Cast SpeedAttackCasterSpeedMinion11
MinionsMinionsMinions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active. have +(7–13)% to ChaosChaos DamageChaos damage is one of the five Damage Types. It is reduced by Chaos Resistance.
Chaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken. ResistanceResistancesResistances reduce damage taken of the corresponding damage type — Fire, Cold, Lightning or Chaos — up to a Maximum. Fire, Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.ChaosResistanceMinion11
MinionsMinionsMinions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active. have (10–20)% increased Critical Hit ChanceCritical HitsCritical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value.
Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill.
Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.MinionCritical11
MinionsMinionsMinions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active. have (15–25)% increased Critical Damage BonusCritical Damage BonusMultiplies the damage dealt by Critical Hits. Default value is +100% (i.e. twice as much damage).DamageMinionCritical11
MinionsMinionsMinions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active. have +(5–10)% to all Elemental ResistancesResistancesResistances reduce damage taken of the corresponding damage type — Fire, Cold, Lightning or Chaos — up to a Maximum. Fire, Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.ElementalFireColdLightningResistanceMinion11
OfferingOffering SkillsOffering Skills target an active Skeleton Minion to create an Offering Spike. Offering Spikes grant various Buffs to you or your Minions, and can even directly damage Enemies. Offering Skills are themselves damageable Minions and their Buffs are lost if they die. Skills have (15–25)% increased DurationMinion11
(10–20)% increased FreezeFreezeFreeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen. Buildup with QuarterstavesQuarterstavesQuarterstaves are Two-Handed Melee weapons that require Dexterity and Intelligence to equip.
Quarterstaff Attacks often focus on high mobility in combat.ElementalColdAilment11
(2–4)% increased Skill SpeedSkill SpeedAffects the speed at which all Skills are used. Increases and reductions to Skill Speed stack additively with increases and reductions to Attack Speed, Cast Speed, Warcry Speed, and similar stats. while ShapeshiftedShapeshiftingShapeshifting changes you into a non-human form. Shapeshifting skills still use your character's stats as normal unless otherwise specified.
Using a skill that is not compatible with your Shapeshifted form will automatically Shapeshift you back to human form.Speed11
(10–20)% increased chance to ShockShockShock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.ElementalLightningAilment11
(15–25)% increased ShockShockShock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt. DurationElementalLightningAilment11
(5–10)% increased Skill Effect Duration11
(5–15)% increased Critical Hit ChanceCritical HitsCritical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value.
Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill.
Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%. for SpellsSpellsSpells are skills that use raw magic to destroy your enemies. Attacks are not Spells.
Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.CasterCritical11
(10–20)% increased Critical Spell Damage BonusCritical Damage BonusMultiplies the damage dealt by Critical Hits. Default value is +100% (i.e. twice as much damage).DamageCasterCritical11
Gain additional Stun ThresholdPlayer Stun ThresholdYour base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits. A Stun chance of less than 10% is treated as 0%. equal to (5–15)% of maximum Energy ShieldEnergy ShieldEnergy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
Chaos damage removes twice as much Energy Shield.
Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.11
Desecrated Modifiers
Modifier — range across all tiersTiersiLvl
(10–20)% increased MagnitudeBuff/Debuff MagnitudeThe Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.
Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target. of Abyssal WastingAbyssal WastingAbyssal Wasting reduces Life Regeneration Rate by 50% for 6 seconds you inflictPrefix11
(5–10)% increased ArmourArmourArmour reduces Damage taken from Hits. By default, Armour only applies to Physical Damage.
Damage reduction from Armour is proportional to the amount of Damage, and is more effective at reducing smaller hits.(4–8)% increased AttackAttacksAttacks are skills that directly damage enemies, usually using your equipped Martial Weapon. Spells are not Attacks.
The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon's stats unless the skill says otherwise.
Attacks do not necessarily deal Physical damage — they can deal any damage type. DamagePrefixArmourDamageAttack11
(5–10)% increased maximum Energy ShieldEnergy ShieldEnergy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
Chaos damage removes twice as much Energy Shield.
Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.(4–8)% increased AttackAttacksAttacks are skills that directly damage enemies, usually using your equipped Martial Weapon. Spells are not Attacks.
The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon's stats unless the skill says otherwise.
Attacks do not necessarily deal Physical damage — they can deal any damage type. DamagePrefixEnergy ShieldDamageAttack11
(5–10)% increased Evasion RatingEvasionEvasion Rating grants a chance to Evade enemy Hits, preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy.(4–8)% increased AttackAttacksAttacks are skills that directly damage enemies, usually using your equipped Martial Weapon. Spells are not Attacks.
The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon's stats unless the skill says otherwise.
Attacks do not necessarily deal Physical damage — they can deal any damage type. DamagePrefixEvasionDamageAttack11
(8–15)% increased PresencePresenceYour Presence is an area around your character within which certain effects (such as many Auras) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers. Area of EffectAuraAurasAuras apply Buffs to Allies within a radius, or Debuffs to enemies within a radius of the source of the Aura. Skills have (2–4)% increased MagnitudesBuff/Debuff MagnitudeThe Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.
Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.PrefixAura11
15% increased chance to inflict Bleeding(5–10)% increased MagnitudeBuff/Debuff MagnitudeThe Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.
Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target. of BleedingBleedingBleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield
Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated.
Physical damage from Hits Contributes to Bleeding Magnitude.
Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.
The base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break) do not affect Bleeding damage. you inflictPrefixDamagePhysicalAilment11
(4–8)% increased ChaosChaos DamageChaos damage is one of the five Damage Types. It is reduced by Chaos Resistance.
Chaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken. Damage(3–6)% increased WitheredWitheredWithered applies 5% increased Chaos damage Taken, and can be inflicted up to 10 times. MagnitudeBuff/Debuff MagnitudeThe Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.
Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.PrefixDamageChaos11
(4–8)% increased ColdCold DamageCold damage is one of the five Damage Types. It is reduced by Cold Resistance. Cold hits apply Chill and build up Freeze, but cannot build up Heavy Stun. DamageDamage PenetratesResistance PenetrationPenetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits. Resistances can only be Penetrated down to a minimum of 0% by default.
Since Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments. (4–7)% Cold ResistanceResistancesResistances reduce damage taken of the corresponding damage type — Fire, Cold, Lightning or Chaos — up to a Maximum. Fire, Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.PrefixDamageElementalCold11
CompanionsCompanionsCompanions are a type of Reviving Minion that are more complex and powerful than typical Minions. By default you can only have one Companion of any type summoned at a time. deal (5–10)% increased DamageCompanionsCompanionsCompanions are a type of Reviving Minion that are more complex and powerful than typical Minions. By default you can only have one Companion of any type summoned at a time. have (5–10)% increased maximum LifePrefixLifeDamageMinion11
(4–8)% increased Elemental DamageElemental Damage TypesThe three Elemental damage types are Fire, Cold, and Lightning.(4–8)% increased MagnitudeBuff/Debuff MagnitudeThe Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.
Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target. of AilmentsAilmentsAilments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding, Ignite, Chill, Freeze, Shock, Electrocute, and Poison. you inflictPrefixDamageElementalFireColdLightningAilment11
(4–8)% increased ExposureExposureExposure is a type of Debuff that lowers the affected enemy's Total Elemental Resistances. By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances, this can cause the enemy's Resistance to become negative.
Higher Rarity enemies are less affected by Exposure:
15% less Exposure effect on Magic monsters
30% less Exposure effect on Rare monsters
50% less Exposure effect on Unique monsters EffectPrefixElementalFireColdLightning11
(4–8)% increased FireFire DamageFire damage is one of the five Damage Types. It is reduced by Fire Resistance. Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite. DamageDamage PenetratesResistance PenetrationPenetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits. Resistances can only be Penetrated down to a minimum of 0% by default.
Since Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments. (4–7)% Fire ResistanceResistancesResistances reduce damage taken of the corresponding damage type — Fire, Cold, Lightning or Chaos — up to a Maximum. Fire, Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.PrefixDamageElementalFire11
(4–8)% increased Global PhysicalPhysical DamagePhysical damage is one of the five Damage Types. It is the most common and the only one reduced by Armour, rather than by a Resistance.
Most physical damage comes from Weapon Attacks, but some Spells and other skills deal physical damage as well. Physical damage over time can be inflicted with Bleeding. DamageBreakArmour BreakSome Skills, Items, Support Gems and other effects can Break Armour, which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour, non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits.
Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters. (4–8)% increased ArmourArmourArmour reduces Damage taken from Hits. By default, Armour only applies to Physical Damage.
Damage reduction from Armour is proportional to the amount of Damage, and is more effective at reducing smaller hits.PrefixArmourDamagePhysical11
(4–8)% increased LightningLightning DamageLightning damage is one of the five Damage Types. It is reduced by Lightning Resistance. Lightning hits have a chance to Shock based on how much Lightning damage is dealt. DamageDamage PenetratesResistance PenetrationPenetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits. Resistances can only be Penetrated down to a minimum of 0% by default.
Since Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments. (4–7)% Lightning ResistanceResistancesResistances reduce damage taken of the corresponding damage type — Fire, Cold, Lightning or Chaos — up to a Maximum. Fire, Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.PrefixDamageElementalLightning11
MinionsMinionsMinions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active. have (4–8)% increased maximum LifePrefixLifeMinion11
(5–10)% increased ArmourArmourArmour reduces Damage taken from Hits. By default, Armour only applies to Physical Damage.
Damage reduction from Armour is proportional to the amount of Damage, and is more effective at reducing smaller hits.MinionsMinionsMinions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active. deal (4–8)% increased DamagePrefixArmourDamageMinion11
(5–10)% increased maximum Energy ShieldEnergy ShieldEnergy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
Chaos damage removes twice as much Energy Shield.
Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.MinionsMinionsMinions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active. deal (4–8)% increased DamagePrefixEnergy ShieldDamageMinion11
(5–10)% increased Evasion RatingEvasionEvasion Rating grants a chance to Evade enemy Hits, preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy.MinionsMinionsMinions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active. deal (4–8)% increased DamagePrefixEvasionDamageMinion11
15% increased chance to Poison(5–10)% increased MagnitudeBuff/Debuff MagnitudeThe Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.
Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target. of PoisonPoisonPoison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield.
Physical and Chaos damage from Hits Contribute to Poison Magnitude.
Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration) do not affect Poison damage. you inflictPrefixDamageAilment11
(4–8)% increased SpellSpellsSpells are skills that use raw magic to destroy your enemies. Attacks are not Spells.
Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance. Damage(5–10)% increased ArmourArmourArmour reduces Damage taken from Hits. By default, Armour only applies to Physical Damage.
Damage reduction from Armour is proportional to the amount of Damage, and is more effective at reducing smaller hits.PrefixArmourDamageCaster11
(4–8)% increased SpellSpellsSpells are skills that use raw magic to destroy your enemies. Attacks are not Spells.
Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance. Damage(5–10)% increased maximum Energy ShieldEnergy ShieldEnergy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
Chaos damage removes twice as much Energy Shield.
Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.PrefixEnergy ShieldDamageCaster11
(4–8)% increased SpellSpellsSpells are skills that use raw magic to destroy your enemies. Attacks are not Spells.
Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance. Damage(5–10)% increased Evasion RatingEvasionEvasion Rating grants a chance to Evade enemy Hits, preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy.PrefixEvasionDamageCaster11
(5–10)% increased ArmourArmourArmour reduces Damage taken from Hits. By default, Armour only applies to Physical Damage.
Damage reduction from Armour is proportional to the amount of Damage, and is more effective at reducing smaller hits.(4–8)% increased ThornsThornsThorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those.
If you have Thorns damage, you inherently Retaliate against Melee Attack Hits, dealing your Thorns damage to the enemy that Hit you.
Some skills and other effects may also deal your thorns damage to enemies at other times. damagePrefixArmourDamage11
(5–10)% increased maximum Energy ShieldEnergy ShieldEnergy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
Chaos damage removes twice as much Energy Shield.
Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.(4–8)% increased ThornsThornsThorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those.
If you have Thorns damage, you inherently Retaliate against Melee Attack Hits, dealing your Thorns damage to the enemy that Hit you.
Some skills and other effects may also deal your thorns damage to enemies at other times. damagePrefixEnergy ShieldDamage11
(5–10)% increased Evasion RatingEvasionEvasion Rating grants a chance to Evade enemy Hits, preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy.(4–8)% increased ThornsThornsThorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those.
If you have Thorns damage, you inherently Retaliate against Melee Attack Hits, dealing your Thorns damage to the enemy that Hit you.
Some skills and other effects may also deal your thorns damage to enemies at other times. damagePrefixEvasionDamage11
(5–10)% increased ArmourArmourArmour reduces Damage taken from Hits. By default, Armour only applies to Physical Damage.
Damage reduction from Armour is proportional to the amount of Damage, and is more effective at reducing smaller hits.(4–8)% increased TotemTotemsTotems are allied constructs which use skills for you. Totems are not Minions and their skills benefit from your stats, though they have their own defensive stats and can be damaged or killed.
Totem Limit is shared between different types of Totem by default. DamagePrefixArmourDamage11
(5–10)% increased maximum Energy ShieldEnergy ShieldEnergy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
Chaos damage removes twice as much Energy Shield.
Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.(4–8)% increased TotemTotemsTotems are allied constructs which use skills for you. Totems are not Minions and their skills benefit from your stats, though they have their own defensive stats and can be damaged or killed.
Totem Limit is shared between different types of Totem by default. DamagePrefixEnergy ShieldDamage11
(5–10)% increased Evasion RatingEvasionEvasion Rating grants a chance to Evade enemy Hits, preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy.(4–8)% increased TotemTotemsTotems are allied constructs which use skills for you. Totems are not Minions and their skills benefit from your stats, though they have their own defensive stats and can be damaged or killed.
Totem Limit is shared between different types of Totem by default. DamagePrefixEvasionDamage11
(4–8)% increased WarcryWarcriesWarcries are skills which count enemy Power within their area and Empower your subsequent Melee Attacks, sometimes depending on the total Power of enemies counted. Buff Effect(5–10)% increased Damage with WarcriesWarcriesWarcries are skills which count enemy Power within their area and Empower your subsequent Melee Attacks, sometimes depending on the total Power of enemies counted.PrefixDamage11
(1–2)% increased DexterityDexterityDexterity is an Attribute required to use most equipment that grants Evasion Rating, as well as various range-aligned Weapons and Skills.
Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.
Dexterity does not grant damage to Skills or any other benefits except where specifically stated.SuffixAttribute11
(1–2)% increased IntelligenceIntelligenceIntelligence is an Attribute required to use most equipment that grants Energy Shield, as well as various spell-aligned Weapons and Skills.
Intelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence
Intelligence does not grant damage to Skills or any other benefits except where specifically stated.SuffixAttribute11
(1–2)% increased StrengthStrengthStrength is an Attribute required to equip most equipment that grants Armour, as well as various melee-aligned Weapons and Skills.
Strength provides an inherent bonus of +2 to maximum Life per 1 Strength.
Strength does not grant damage to Skills or any other benefits except where specifically stated.SuffixAttribute11
Corrupted Enchantments (Vaal Orb)
Modifier — range across all tiersTiersiLvl
+(3–7)% to Chaos ResistanceResistancesResistances reduce damage taken of the corresponding damage type — Fire, Cold, Lightning or Chaos — up to a Maximum. Fire, Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.ChaosResistance11
+(5–10)% to Cold ResistanceResistancesResistances reduce damage taken of the corresponding damage type — Fire, Cold, Lightning or Chaos — up to a Maximum. Fire, Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.ElementalColdResistance11
Corrupted BloodCorrupted BloodCorrupted Blood is a Debuff that deals Physical damage over time.
Up to 10 Corrupted Blood debuffs can be inflicted on each target.
Corrupted Blood is not Bleeding and is not affected by any stats related to Bleeding. cannot be inflicted on youPhysicalAilment11
+(4–6) to DexterityDexterityDexterity is an Attribute required to use most equipment that grants Evasion Rating, as well as various range-aligned Weapons and Skills.
Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.
Dexterity does not grant damage to Skills or any other benefits except where specifically stated.Attribute11
+(5–10)% to Fire ResistanceResistancesResistances reduce damage taken of the corresponding damage type — Fire, Cold, Lightning or Chaos — up to a Maximum. Fire, Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.ElementalFireResistance11
Immune to MaimMaimMaimed enemies suffer from 30% Slower Movement Speed and 15% reduced Evasion Rating. Maim lasts for 4 seconds unless otherwise specified.11
Cannot be BlindedBlindBeing Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.11
+(4–6) to IntelligenceIntelligenceIntelligence is an Attribute required to use most equipment that grants Energy Shield, as well as various spell-aligned Weapons and Skills.
Intelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence
Intelligence does not grant damage to Skills or any other benefits except where specifically stated.Attribute11
+(5–10)% to Lightning ResistanceResistancesResistances reduce damage taken of the corresponding damage type — Fire, Cold, Lightning or Chaos — up to a Maximum. Fire, Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.ElementalLightningResistance11
+(4–6) to StrengthStrengthStrength is an Attribute required to equip most equipment that grants Armour, as well as various melee-aligned Weapons and Skills.
Strength provides an inherent bonus of +2 to maximum Life per 1 Strength.
Strength does not grant damage to Skills or any other benefits except where specifically stated.Attribute11
You cannot be Hindered11
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