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Idol","Primate Idol","Owl Idol","Cat Idol","Wolf Idol","Stag Idol","Boar Idol","Bear Idol","Ox Idol","Rabbit Idol","Fox Idol","Hedgewitch Assandra's Rune of Wisdom","Saqawal's Rune of the Sky","Fenumus' Rune of Agony","Farrul's Rune of Grace","Farrul's Rune of the Chase","Craiceann's Rune of Warding","Saqawal's Rune of Memory","Saqawal's Rune of Erosion","Farrul's Rune of the Hunt","Craiceann's Rune of Recovery","Courtesan Mannan's Rune of Cruelty","Thane Grannell's Rune of Mastery","Fenumus' Rune of Spinning","Countess Seske's Rune of Archery","Thane Girt's Rune of Wildness","Fenumus' Rune of Draining","Thane Myrk's Rune of Summer","Lady Hestra's Rune of Winter","Thane Leld's Rune of Spring","The Greatwolf's Rune of Claws","The Greatwolf's Rune of Willpower","Idol of Sirrius","Idol of Thruldana","Idol of Grold","Idol of Eeshta","Idol of Egrin","Idol of Maxarius","Idol of Ralakesh","Hayoxi's Soul Core of Heatproofing","Zalatl's Soul Core of Insulation","Topotante's Soul Core of Dampening","Atmohua's Soul Core of Retreat","Quipolatl's Soul Core of Flow","Tzamoto's Soul Core of Ferocity","Uromoti's Soul Core of Attenuation","Opiloti's Soul Core of Assault","Guatelitzi's Soul Core of Endurance","Xopec's Soul Core of Power","Estazunti's Soul Core of Convalescence","Tacati's Soul Core of Affliction","Cholotl's Soul Core of War","Citaqualotl's Soul Core of Foulness","Xipocado's Soul Core of Dominion","Amanamu's Gaze","Tecrod's Gaze","Kurgal's Gaze","Ulaman's Gaze","Guatelitzi's Thesis","Citaqualotl's Thesis","Jiquani's Thesis","Quipolatl's Thesis","Chaos Bolt","Bone Blast","Mana Drain","Power Siphon","Volatile Dead","Galvanic Field","Decompose","Exsanguinate","Wither","Spellslinger","Firebolt","Freezing Shards","Lightning Bolt","Solar Orb","Sigil of Power","Soulrend","Reap","Unleash","Enervating Nova","Consecrate","Dark Pact","Feast of Flesh","Heart of Ice","[DNT] Crushing Earth","Mirror of Refraction","Skeletal Warrior","Discipline","Malice","Purity of Fire","Purity of Ice","Purity of Lightning","Fulmination","Impurity","Raise Shield","Parry","of Bounty","#% more Quantity of Contained Items","of Treasures","#% more Rarity of Contained Items","of Singularity","Contains an additional Unique Item","of Ascendance","+# Chest level","of Wisdom","Contains Identified Items","Arctic","Freezes you when activated","Menacing","Guarded by a pack of Rare Monsters","Intimidating","Guarded by # packs of Magic Monsters","Crowded","Guarded by # packs of Monsters","Scorched","Summons Volatile Crags","Vibrating","Casts Lightning Storms","Chaotic","Casts Chaos Barrages","Frosted","Cursed by Winter Hags","of Quality","Contained Items have #% Quality","of Complexity","Contained Items have an additional Socket","of Runic Power","Contains # additional Rune","of the Barya","Contains # additional Djinn Barya","of the Trials","Contains # additional Inscribed Ultimatum","of Inscription","Contains # additional Unusual Tablet","of the Worthy","#% reduced [Attributes|Attribute] Requirements","of the Apt","of the Talented","of the Skilled","of the Proficient","Heavy","#% increased [Physical] Damage","Serrated","Wicked","Vicious","Bloodthirsty","Cruel","Tyrannical","Merciless","Squire's","+# to [Accuracy|Accuracy] Rating","Journeyman's","Reaver's","Mercenary's","Champion's","Conqueror's","Emperor's","Dictator's","of the Parasite","[LifeLeech|Leeches] #% of [Physical|Physical] Damage as Life","of the Locust","of the Remora","of the Lamprey","of the Vampire","of the Thirsty","[ManaLeech|Leeches] #% of [Physical|Physical] Damage as Mana","of the Parched","of the Arid","of the Drought","of the Desperate","of Success","Gain # Life per enemy killed","of Victory","of Triumph","of Conquest","of Vanquishing","of Valour","of Glory","of Legend","of Absorption","Gain # Mana per enemy killed","of Osmosis","of Infusion","of Enveloping","of Consumption","of Siphoning","of Devouring","of Assimilation","of Rejuvenation","Grants # Life per Enemy [HitDamage|Hit]","of Restoration","of Regrowth","of Nourishment","of Skill","#% increased [Attack] Speed","of Ease","of Mastery","of Renown","of Acclaim","of Fame","of Infamy","of Celebration","Precise","Reliable","Focused","Deliberate","Consistent","Steady","Hunter's","Ranger's","Amazon's","of Menace","+#% to [Critical|Critical Hit] Chance","of Havoc","of Disaster","of Calamity","of Ruin","of Unmaking","of Ire","+#% to [CriticalDamageBonus|Critical Damage Bonus]","of Anger","of Rage","of Fury","of Ferocity","of Destruction","of Shining","#% increased [LightRadius|Light Radius]","of Light","of Radiance","of Impact","#% increased [Stun|Stun] Duration","of Dazing","of Stunning","of Slamming","of Staggering","of the Concussion","of the Pugilist","Causes #% increased [Stun|Stun] Buildup","of the Brawler","of the Boxer","of the Combatant","of the Gladiator","of the Champion","Ulaman's","[Attack|Attacks] with this Weapon Penetrate #% Lightning Resistance","of Ulaman","#% of Skill Mana Costs [StatConversion|Converted] to Life Costs","Amanamu's","[Attack|Attacks] with this Weapon Penetrate #% Fire Resistance","of Amanamu","#% increased [Spirit] [Reservation] [Efficiency] of Skills","Kurgal's","[Attack|Attacks] with this Weapon Penetrate #% Cold Resistance","of Kurgal","#% increased Cost [Efficiency] of [Attack|Attacks]","of the Brute","+# to [Strength|Strength]","of the Wrestler","of the Bear","of the Lion","of the Gorilla","of the Goliath","of the Leviathan","of the Titan","of the Mongoose","+# to [Dexterity|Dexterity]","of the Lynx","of the Fox","of the Falcon","of the Panther","of the Leopard","of the Jaguar","of the Phantom","Heated","Adds # to # [Fire|Fire] Damage","Smouldering","Smoking","Burning","Flaming","Scorching","Incinerating","Blasting","Cremating","Carbonising","Frosted","Adds # to # [Cold|Cold] Damage","Chilled","Icy","Frigid","Freezing","Frozen","Glaciated","Polar","Entombing","Crystalising","Humming","Adds # to # [Lightning|Lightning] Damage","Buzzing","Snapping","Crackling","Sparking","Arcing","Shocking","Discharging","Electrocuting","Vapourising","#% increased [Melee] [Strike] Range with this weapon","#% chance to cause [Bleeding|Bleeding] on [HitDamage|Hit]","#% chance to [Poison] on [HitDamage|Hit] with this weapon","Grants # [Rage|Rage] on [HitDamage|Hit]","Glinting","Adds # to # [Physical|Physical] Damage","Burnished","Polished","Honed","Gleaming","Annealed","Razor-sharp","Tempered","Flaring","of Combat","+# to Level of all [Melee|Melee] Skills","of Dueling","of Conflict","of Battle","of War","Catalysing","#% increased [ElementalDamage|Elemental] Damage with [Attack|Attacks]","Infusing","Empowering","Unleashed","Overpowering","Devastating","Adds # to # [Chaos] damage","of the Pupil","+# to [Intelligence|Intelligence]","of the Student","of the Prodigy","of the Augur","of the Philosopher","of the Sage","of the Savant","of the Virtuoso","of the Clouds","+# to all [Attributes|Attributes]","of the Sky","of the Meteor","of the Comet","of the Whelpling","of the Salamander","of the Drake","of the Kiln","of the Furnace","of the Volcano","of Magma","of Tzteosh","of the Seal","of the Penguin","of the Narwhal","of the Yeti","of the Walrus","of the Polar Bear","of the Ice","of Haast","of the Cloud","of the Squall","of the Storm","of the Thunderhead","of the Tempest","of the Maelstrom","of the Lightning","of Ephij","of the Crystal","+#% to all [ElementalDamage|Elemental] [Resistances]","of the Prism","of the Kaleidoscope","of Variegation","of the Rainbow","of the Lost","of Banishment","of Eviction","of Expulsion","of Exile","of Bameth","Hale","+# to maximum Life","Healthy","Sanguine","Stalwart","Stout","Robust","Rotund","Virile","Beryl","+# to maximum Mana","Cobalt","Azure","Teal","Cerulean","Aqua","Opalescent","Gentian","Chalybeous","Mazarine","Blue","Zaffre","Agile","+# to [Evasion] Rating","Dancer's","Acrobat's","Fleet","Blurred","Phased","Vaporous","Elusory","Adroit","Adds # to # [Physical|Physical] Damage to [Attack|Attacks]","Adds # to # [Fire] damage to [Attack|Attacks]","Blasting","Adds # to # [Cold] damage to [Attack|Attacks]","Adds # to # [Lightning] damage to [Attack|Attacks]","of the Newt","# Life Regeneration per second","of the Lizard","of the Flatworm","of the Starfish","of the Hydra","of the Troll","of Convalescence","of Excitement","#% increased Mana Regeneration Rate","of Joy","of Elation","of Bliss","of Euphoria","of Nirvana","[LifeLeech|Leech] #% of [Physical] [Attack] Damage as Life","[ManaLeech|Leech] #% of [Physical] [Attack] Damage as Mana","of Talent","#% increased Cast Speed","of Nimbleness","of Expertise","of Sortilege","of Plunder","of Raiding","of Archaeology","Magpie's","Collector's","Hoarder's","of Warmth","of Kindling","of the Hearth","Searing","#% increased [Fire] Damage","Sizzling","Blistering","Cauterising","Volcanic","Magmatic","Bitter","#% increased [Cold] Damage","Biting","Alpine","Snowy","Hailing","Crystalline","Charged","#% increased [Lightning] Damage","Hissing","Bolting","Coursing","Striking","Smiting","Impure","#% increased [Chaos] Damage","Tainted","Clouded","Darkened","Malignant","Vile","#% increased Life Regeneration rate","#% increased Damage","#% increased [SkillSpeed|Skill Speed]","#% increased [CriticalDamageBonus|Critical Damage Bonus]","+#% to Lightning and Chaos Resistances","+# to [Strength|Strength] and [Dexterity|Dexterity]","+#% to Fire and Chaos Resistances","+# to [Strength|Strength] and [Intelligence|Intelligence]","+#% to Cold and Chaos Resistances","+# to [Dexterity|Dexterity] and [Intelligence|Intelligence]","Ulaman's","#% increased [Attack|Attack] Damage while on [LowLife|Low Life]","Recover #% of maximum Life on Kill","[Remnant|Remnants] have #% increased effect","[Minion|Minions] deal #% increased Damage if you've [HitDamage|Hit] [Recently]","#% increased Skill Effect Duration","[Remnant|Remnants] can be collected from #% further away","#% increased [Spell] Damage while on Full [EnergyShield|Energy Shield]","#% increased [Exposure] Effect","#% increased [CooldownRecovery|Cooldown Recovery Rate]","Recover #% of maximum Mana on Kill","#% increased [BuffMagnitude|Magnitude] of [Shock] if you've consumed a [Charges|Frenzy Charge] [Recently]","#% increased [BuffMagnitude|Magnitude] of [Ignite] if you've consumed an [Charges|Endurance Charge] [Recently]","#% increased amount of Life [LifeLeech|Leeched]","#% increased [Freeze] Buildup if you've consumed an [Charges|Power Charge] [Recently]","#% increased amount of Mana [ManaLeech|Leeched]","of the Gods","Athlete's","Fecund","Lacquered","+# to [Armour]","Studded","Ribbed","Fortified","Plated","Carapaced","Encased","Enveloped","Abating","Unmoving","of Thick Skin","+# to [StunThreshold|Stun Threshold]","of Reinforced Skin","of Stone Skin","of Iron Skin","of Steel Skin","of Granite Skin","of Platinum Skin","of Adamantite Skin","of Corundum Skin","of Obsidian Skin","Thorny","# to # [Physical|Physical] [Thorns|Thorns] damage","Spiny","Barbed","Pointed","Spiked","Edged","Jagged","of Recuperation","of Resurgence","Restoring","#% increased [Flask] Life Recovery rate","Recovering","Renewing","Refreshing","Rejuvenating","Regenerating","Affecting","#% increased [Flask] Mana Recovery rate","Stirring","Heartening","Exciting","Galvanizing","Inspiring","Conservative","#% increased [Charm] Effect Duration","Transformative","Progressive","Innovative","Revolutionary","of Refilling","#% increased [Flask|Flask] Charges gained","of Restocking","of Replenishing","of Pouring","of Brimming","of Overflowing","of Sipping","#% reduced [Flask|Flask] Charges used","of Imbibing","of Relishing","of Savouring","of Reveling","of Nourishing","of Plenty","#% increased [Charm] Charges gained","of Surplus","of Fertility","of Bounty","of the Harvest","of Abundance","of Austerity","#% reduced [Charm] Charges used","of Frugality","of Temperance","of Restraint","of Economy","of Scarcity","#% increased [Armour]","#% increased [Evasion|Evasion Rating]","#% increased maximum [EnergyShield|Energy Shield]","+#% to [MaximumResistances|Maximum Fire Resistance]","+# to Maximum [Charges|Endurance Charges]","#% reduced [Poison|Poison] Duration on you","#% reduced [Ignite|Ignite] Duration on you","#% reduced Duration of [Bleeding] on You","Life [Flask|Flasks] gain # charges per Second","#% chance for [Flask|Flasks] you use to not consume Charges","#% increased Life Regeneration rate during Effect of any Life [Flask]","#% reduced [Slow|Slowing] Potency of [Debuff|Debuffs] on You if you've used a [Charm] [Recently]","[Charm|Charms] gain # charges per Second","# to # [Fire|Fire] [Thorns|Thorns] damage per 100 maximum Life","#% chance for [Charm|Charms] you use to not consume Charges","+#% to Thorns [Critical|Critical Hit] Chance","Mana [Flask|Flasks] gain # charges per Second","[StatGain|Gain] #% of Maximum Mana as [Armour|Armour]","Vigorous","Impenetrable","#% increased [Armour|Armour]","Illusion's","#% increased [Evasion|Evasion] Rating","Unfaltering","#% increased [EnergyShield|Energy Shield]","Victor's","#% increased [Armour|Armour] and [Evasion|Evasion]","Interpermeated","#% increased [Armour|Armour] and [EnergyShield|Energy Shield]","Incorporeal","#% increased [Evasion] and [EnergyShield|Energy Shield]","Steadfast","#% increased [Block] chance","Unrelenting","Adamant","of the Bushfire","of the Molten Core","of the Solar Storm","of Furs","+#% to [MaximumResistances|Maximum Cold Resistance]","of the Tundra","of the Mammoth","of Impedance","+#% to [MaximumResistances|Maximum Lightning Resistance]","of Shockproofing","of the Lightning Rod","of Regularity","+#% to [MaximumResistances|Maximum Chaos Resistance]","of Concord","of Harmony","of the Deathless","+#% to all [MaximumResistances|Maximum Elemental Resistances]","of the Everlasting","#% increased [Thorns|Thorns] damage","+#% to maximum [Block] chance","# Life gained when you [Block|Block]","# Mana gained when you [Block|Block]","of Ulaman","[HitDamage|Hits] have #% reduced [Critical|Critical Hit] Chance against you","#% of Damage taken [Recoup|Recouped] as Life","#% reduced [BuffEffect|effect] of [Curse|Curses] on you","#% of Damage taken [Recoup|Recouped] as Mana","#% of [ElementalDamage|Elemental Damage] taken [Recoup|Recouped] as [EnergyShield|Energy Shield]","+#% of [Armour] also applies to [Chaos|Chaos Damage]","#% increased [ParriedDebuff|Parried Debuff] [BuffMagnitude|Magnitude]","#% increased [ParriedDebuff|Parried Debuff] Duration","#% of [Physical] Damage taken as [Lightning] while your [Shield] is raised","You take #% of damage from [Block|Blocked] [HitDamage|Hits] with a raised [Shield]","[HitDamage|Hits] with [Shield] Skills which [HeavyStun|Heavy Stun] enemies break fully [ArmourBreak|Break Armour]","Your [HeavyStunPlayer|Heavy Stun] buildup empties #% faster","+#% to all maximum Resistances","#% increased [ESRecharge|Energy Shield Recharge Rate] if you've [Block|Blocked] [Recently]","of the Genius","of the Taskmaster","+# to Level of all [Minion|Minion] Skills","of the Despot","#% increased [Critical|Critical Hit] Chance","+# to [Spirit|Spirit]","+# to Maximum [Charges|Power Charges]","#% increased Mana Cost [Efficiency]","Enemies you [Mark] take #% increased Damage","#% increased Life Cost [Efficiency]","of Amanamu","#% increased [Glory] generation","#% increased [Presence|Presence] Area of Effect","#% increased [BuffEffect|effect] of [ArcaneSurge|Arcane Surge] on you","Rapturous","Prime","of Immortality","of the Phoenix","Lady's","Baronness'","Viscountess'","Marchioness'","Countess'","Duchess'","Princess'","Queen's","of Sealing","of Alleviation","of Allaying","of Assuaging","of Staunching","of the Antitoxin","of the Remedy","of the Cure","of the Panacea","of the Antidote","of Damping","of Quashing","of Quelling","of Quenching","of Dousing","#% additional [Physical] Damage Reduction","Prevent +#% of Damage from [Deflect|Deflected] [HitDamage|Hits]","#% increased [Reservation] [Efficiency] of [Companion] Skills","#% of Damage is taken from Mana before Life","+# to [Armour|Armour]","Impervious","Lissome","Fugitive","Shining","+# to maximum [EnergyShield|Energy Shield]","Glimmering","Glittering","Glowing","Radiating","Pulsing","Blazing","Dazzling","Scintillating","Incandescent","Resplendent","Supple","Pliant","Flexible","Durable","Sturdy","Resilient","Adaptable","Versatile","Blessed","Anointed","Sanctified","Hallowed","Beatified","Consecrated","Saintly","Godly","Will-o-wisp's","Nymph's","Sylph's","Cherub's","Spirit's","Eidolon's","Apparition's","Banshee's","Shadowy","#% increased [Armour|Armour], [Evasion|Evasion] and [EnergyShield|Energy Shield]","Ethereal","Unworldly","Ephemeral","Evanescent","Unreal","Incorporeal","Ascendant","of Impatience","#% [FasterESRechargeStart|faster start of Energy Shield Recharge]","of Restlessness","of Fretfulness","of Motivation","of Excitement","of Anticipation","of Covering","+#% of [Armour|Armour] also applies to [ElementalDamage|Elemental Damage]","of Sheathing","of Lining","of Padding","of Furring","of Thermokryptance","of Deflecting","Gain [Deflect|Deflection Rating] equal to #% of [Evasion|Evasion Rating]","of Bending","of Curvation","of Diversion","of Flexure","of Warping","of Titanium Skin","Runner's","#% increased Movement Speed","Sprinter's","Stallion's","Gazelle's","Cheetah's","Hellion's","of Earthing","#% reduced [Shock|Shock] duration on you","of Insulation","of the Impedance","of the Dielectric","of Grounding","of Convection","#% reduced [Chill|Chill] Duration on you","of Fluidity","of Entropy","of Dissipation","of the Reversal","of Heating","#% reduced [Freeze|Freeze] Duration on you","of Unfreezing","of Defrosting","of the Temperate","of Thawing","#% increased [StunThreshold|Stun Threshold]","#% increased [FreezeThreshold|Freeze Threshold]","#% reduced [Slow|Slowing] Potency of [Debuff|Debuffs] on You","[CorruptedBlood|Corrupted Blood] cannot be inflicted on you","+# metres to Dodge Roll distance","#% increased Mana Cost [Efficiency] if you have Dodge Rolled [Recently]","#% increased Mana Regeneration Rate while stationary","of Ulaman","#% increased Life Regeneration Rate while moving","of the Wind","Gain # Life per Enemy Hit with [Attack|Attacks]","of Renown","Damage [Penetration|Penetrates] #% [Resistances|Fire Resistance]","Damage [Penetration|Penetrates] #% [Resistances|Cold Resistance]","Damage [Penetration|Penetrates] #% [Resistances|Lightning Resistance]","[ArmourBreak|Break] #% increased [Armour|Armour]","#% increased Quantity of Gold Dropped by Slain Enemies","+# to Maximum [Charges|Frenzy Charges]","#% increased [BuffMagnitude|Magnitude] of [Ailments] you inflict","#% increased chance to Poison","#% increased chance to inflict Bleeding","#% chance for [Attack] [HitDamage|Hits] to apply [Incision]","#% increased [SkillSpeed|Skill Speed] if you've consumed a [Charges|Frenzy Charge] [Recently]","#% increased Area of Effect of [Curse|Curses]","#% chance to [Daze] on [HitDamage|Hit]","#% of Leech is Instant","#% increased [Immobilised|Immobilisation] buildup","#% chance to Gain [ArcaneSurgeDuration|Arcane Surge] when you deal a [Critical|Critical Hit]","#% increased Cast Speed when on Full Life","of Shaping","+#% to Cold Damage over Time Multiplier","of Shaping","+#% to Fire Damage over Time Multiplier","of the Elder","+#% to Chaos Damage over Time Multiplier","+#% to Physical Damage over Time Multiplier","Immune to [Maim]","You cannot be Hindered","Cannot be [Blind|Blinded]","Blasting","#% increased Area of Effect","Armoured","Shattering","Resonating","#% increased [ArmourBreak|Armour Break] Duration","Combat","#% increased [Attack] Damage","Bleeding","#% chance to inflict [Bleeding|Bleeding] on [HitDamage|Hit]","of Haemophilia","#% increased Bleeding Duration","Protecting","#% increased [Block] chance","Exploiting","#% increased Damage against Enemies with [ArmourBreak|Fully Broken Armour]","Prismatic","#% increased [ElementalDamage|Elemental Damage]","Empowering","[Empowered|Empowered Attacks] deal #% increased Damage","Flaming","of Ignition","#% increased [Flammability] [BuffMagnitude|Magnitude]","Burning","#% increased [Ignite|Ignite] [BuffMagnitude|Magnitude]","of Lengthening","of Fending","#% increased [Knockback] Distance","of Sacrifice","of Frenzy","of Regeneration","Beating","#% increased Damage with [Mace|Maces]","of Thumping","#% increased [Stun|Stun Buildup] with [Mace|Maces]","of the Phoenix","Angry","+# to Maximum [Rage]","Clashing","#% increased [Melee] Damage","Companion","[Minion|Minions] have #% increased Area of Effect","Fortuitous","[Minion|Minions] have #% increased maximum Life","of Confidence","[Minion|Minions] have #% additional [Physical] Damage Reduction","Sharpened","#% increased Global [Physical] Damage","of Raging","Gain # [Rage|Rage] on [Melee] [HitDamage|Hit]","of Retribution","Gain # [Rage] when [HitDamage|Hit] by an Enemy","Shielding","#% increased [Defences] from Equipped [Shield]","of Stunning","#% increased [Stun] Buildup","of Withstanding","Haemorrhaging","#% increased [BuffMagnitude|Magnitude] of [Bleeding|Bleeding] you inflict","Retaliating","Shaman's","#% increased [Totem|Totem] Damage","Carved","#% increased [Totem] Life","of Ancestry","#% increased [Totem|Totem] Placement speed","of Rallying","#% increased [Warcry|Warcry] Cooldown Recovery Rate","Yelling","#% increased Damage with [Warcry|Warcries]","of Lungs","#% increased [Warcry|Warcry] Speed","Incise","of Valour","#% increased [Glory] generation for [Banner] Skills","Rallying","[Banner] Skills have #% increased Area of Effect","of Inspiring","[Banner] Skills have #% increased Duration","Iconic","Lightless","#% increased [Spell] Damage","[Minion|Minions] deal #% increased Damage","#% increased [BuffMagnitude|Magnitude] of [Poison] you inflict","#% increased [Warcry|Warcry] Buff Effect","[Companion|Companions] have #% increased maximum Life","[Companion|Companions] deal #% increased Damage","#% increased [Withered|Withered] [BuffMagnitude|Magnitude]","[Aura] Skills have #% increased [BuffMagnitude|Magnitudes]","#% increased [BuffMagnitude|Magnitude] of [AbyssalWasting|Abyssal Wasting] you inflict","of the Abyss","#% increased [Strength]","#% increased [Dexterity]","#% increased [Intelligence]","of the Wild","#% increased [SkillSpeed|Skill Speed] while [Shapeshift|Shapeshifted]","Bestial","#% increased Damage while [Shapeshift|Shapeshifted]","Overgrown","#% increased Damage with [Plant|Plant] Skills","Accurate","#% increased [Accuracy] Rating","of Ailing","#% increased chance to inflict [Ailments]","Acrimonious","of Enduring","#% increased [AilmentThreshold|Elemental Ailment Threshold]","of Deadliness","#% increased [Critical|Critical Hit Chance] for [Attack|Attacks]","of Demolishing","#% increased [CriticalDamageBonus|Critical Damage Bonus] for [Attack] Damage","of Alacrity","Stifling","#% increased [Blind] Effect","of Blinding","#% chance to [Blind] Enemies on [HitDamage|Hit] with [Attack|Attacks]","Slaying","#% increased Damage with [HitDamage|Hits] against [Rarity|Rare and Unique] Enemies","Precise","#% increased Accuracy Rating with Bows","Perforating","#% increased Damage with Bows","of Nocking","#% increased [Attack] Speed with Bows","of Chaining","[Projectile|Projectiles] have #% chance to [Chain] an additional time from terrain","of the Woodland","of the Thicker","Verdant","#% increased Damage while you have an active [Charm|Charm]","of Chronomancy","Rancorous","#% increased [BuffMagnitude|Magnitude] of [DamagingAilments|Damaging Ailments] you inflict with [Critical|Critical Hits]","Bolting","#% increased Damage with [Crossbow|Crossbows]","of Reloading","#% increased [Crossbow|Crossbow] Reload Speed","of Rapidity","#% increased [Attack] Speed with [Crossbow|Crossbows]","of Suffusion","#% increased Duration of [DamagingAilments|Damaging Ailments] on Enemies","of Dazing","of Diminishing","[Debuff|Debuffs] on you expire #% faster","of Suffering","#% increased Duration of [Ignite], [Shock] and [Chill] on Enemies","Evasive","of Decrepifying","[DamagingAilments|Damaging Ailments] deal damage #% faster","of Gathering","of Prolonging","#% increased [Flask|Flask] Effect Duration","of Forking","Projectiles have #% chance for an additional Projectile when [Fork|Forking]","Heralding","[Herald] Skills deal #% increased Damage","of Recovery","#% increased Life Recovery from [Flask|Flasks]","of Pathfinding","#% increased Life [Flask|Flask] Charges gained","Humming","Surging","of Quenching","#% increased Mana Recovery from [Flask|Flasks]","of Fountains","#% increased Mana [Flask|Flask] Charges gained","of Thirsting","of Targeting","[Mark] Skills have #% increased Use Speed","of Tracking","[Mark] Skills have #% increased Skill Effect Duration","Marking","#% increased Effect of your [Mark] Skills","of the Leviathan","of Speed","of Piercing","#% chance to [Pierce|Pierce] an Enemy","of Pinning","#% increased [Pinned|Pin] Buildup","of Poisoning","#% chance to [Poison|Poison] on [HitDamage|Hit]","Venomous","of Infection","#% increased [Poison] Duration","Archer's","#% increased [Projectile] Damage","Soaring","#% increased [Projectile] Speed","Monk's","#% increased Damage with [Quarterstaff|Quarterstaves]","of Glaciers","#% increased [Freeze] Buildup with [Quarterstaff|Quarterstaves]","of Sequencing","#% increased [Attack] Speed with [Quarterstaff|Quarterstaves]","Fletching","#% increased bonuses gained from Equipped [Quiver]","of Shocking","#% increased chance to [Shock]","of Paralyzing","#% increased [Shock] Duration","Jolting","#% increased [BuffMagnitude|Magnitude] of [Shock|Shock] you inflict","of Hastening","of Spearing","#% increased [Attack] Speed with [Spear|Spears]","of Hunting","#% increased [CriticalDamageBonus|Critical Damage Bonus] with [Spear|Spears]","Spearheaded","#% increased Damage with [Spear|Spears]","of Stoutness","#% increased [StunThreshold|Stun Threshold] if you haven't been [Stun|Stunned] [Recently]","Retreating","#% increased [Projectile] Damage if you've dealt a [Melee] [HitDamage|Hit] in the past eight seconds","Engaging","#% increased [Melee] Damage if you've dealt a [Projectile] [Attack] [HitDamage|Hit] in the past eight seconds","Parrying","#% increased [Parry] Damage","of Unsettling","of Biding","#% increased [StunThreshold|Stun Threshold] while [Parry|Parrying]","Kinship","Kindred","Hazardous","#% increased [Hazard] Damage","of Enchanting","of Frost","#% increased [Chill|Chill] Duration on Enemies","Chilling","Numbing","Necromantic","#% increased Damage if you have Consumed a [Corpse] [Recently]","of Annihilation","of Potency","#% increased [CriticalDamageBonus|Critical Spell Damage Bonus]","Expanding","of Chanting","#% faster [Curse] Activation","of Continuation","#% increased [Curse] Duration","Hexing","#% increased [Curse] [BuffMagnitude|Magnitudes]","of Mind","of Generation","[Meta] Skills gain #% increased [Energy]","Shimmering","Serene","Fevered","#% increased [ESRechargeRate|Energy Shield Recharge Rate]","Focusing","#% increased [EnergyShield|Energy Shield] from Equipped [Focus]","of Freezing","#% increased [Freeze|Freeze] Buildup","of Snowbreathing","of Energy","of the Kraken","of Orchestration","[Minion|Minions] have #% increased [Attack] and Cast Speed","of Righteousness","[Minion|Minions] have +#% to [Chaos] [Resistances|Resistance]","of Marshalling","[Minion|Minions] have #% increased [Critical|Critical Hit Chance]","of Gripping","[Minion|Minions] have #% increased [CriticalDamageBonus|Critical Damage Bonus]","Authoritative","of Acclimatisation","[Minion|Minions] have +#% to all Elemental [Resistances]","of Offering","[Offering] Skills have #% increased Duration","Sacrificial","[Offering|Offerings] have #% increased Maximum Life","of Annihilating","#% increased [Critical|Critical Hit Chance] for [Spell|Spells]","Mystic","of Barriers","Gain additional [StunThreshold|Stun Threshold] equal to #% of maximum [EnergyShield|Energy Shield]","of Inuring","Gain additional [AilmentThreshold|Ailment Threshold] equal to #% of maximum [EnergyShield|Energy Shield]","Triggered","[Trigger|Triggered] [Spell|Spells] deal #% increased [Spell] Damage","Withering","Shattering","Resonating","Bleeding","of Haemophilia","Prismatic","Searing","of Ignition","Burning","of Lengthening","of Frenzy","of Regeneration","Beating","of Thumping","Angry","Clashing","Companion","Shielding","Haemorrhaging","Retaliating","Carved","of Ancestry","of Rallying","of Lungs","Greater","Upgrades Radius to Medium","Grand","Upgrades Radius to Large","of Potency","#% increased Effect of [SmallPassive|Small Passive] Skills in Radius","of Supremacy","#% increased Effect of Notable Passive Skills in Radius","Accurate","of Ailing","Acrimonious","of Enduring","of Deadliness","of Alacrity","Stifling","Slaying","of Chaining","of the Woodland","of the Thicker","Bolting","of Reloading","of Suffusion","of Decrepifying","of Gathering","of Prolonging","of Forking","Heralding","of Pathfinding","Humming","Surging","of Quenching","of Tracking","Marking","of Speed","of Piercing","of Pinning","of Poisoning","of Infection","Soaring","Fletching","of Shocking","Jolting","of Hastening","Spearheaded","of Stoutness","of Frost","Chilling","Numbing","of Unmaking","Expanding","of Continuation","Hexing","Shimmering","Focusing","of Freezing","of Snowbreathing","of Infusion","of Energy","of Orchestration","of Righteousness","of Marshalling","of Gripping","of Offering","Triggered","Withering","of Nemeses","Rare Monsters have # additional Modifier","#% increased Quantity of [Waystone|Waystones] found in your Maps","#% increased number of [Rarity|Rare] Monsters","Enduring","Monsters are [MonsterExtraArmour1|Armoured]","Evasive","Monsters are [MonsterExtraEvasion1|Evasive]","#% increased Pack Size in your Maps","Buffering","Monsters gain #% of maximum Life as Extra maximum [EnergyShield|Energy Shield]","Enfeebling","Players are periodically [Curse|Cursed] with [Enfeeble]","#% increased number of [Rarity|Magic] Monsters","Slowing","Players are periodically [Curse|Cursed] with [TemporalChains|Temporal Chains]","Eroding","Players are periodically [Curse|Cursed] with [ElementalWeakness|Elemental Weakness]","Abyssal","Area contains # additional [ContainsAbyss|Abysses]","Area is overrun by the Abyssal","# additional [Rarity|Rare] Monsters are spawned from [ContainsAbyss|Abysses]","[ContainsAbyss|Abysses] spawn #% increased Monsters","Abyssal Monsters grant #% increased Experience","Abysses lead to an Abyssal Depths","Abysses lead to an Abyssal Boss","Abyss Cracks have #% chance to spawn all Monsters as at least Magic","Abyss Pits have #% chance to spawn all Monsters as at least Magic","[ContainsAbyss|Abyssal] Monsters have increased Difficulty and Reward for each closed Pit","Area contains an additional Incubator Queen","of Siphoning","Area has patches of Mana Siphoning Ground","[NaturalSpawn|Natural] [Rarity|Rare] Monsters in Area have # extra Abyssal [MonsterModifiers|Modifier]","[NaturalSpawn|Natural] [Rarity|Rare] Monsters in Area [SoulEaterMonster|Eat the Souls] of slain Monsters in their [Presence]","Players steal the [SoulEater|Eaten Souls] of Slain [Rarity|Rare] Monsters in Area","of Union","[NaturalSpawn|Natural] Monster [Pack|Packs] in Area are in a [UnionofSoulsPack|Union of Souls]","[NaturalSpawn|Natural] [Rarity|Rare] Monsters in Area are in a [UnionofSoulsBoss|Union of Souls] with the [MapBoss|Map Boss]","[ContainsAbyss|Abyss] Pits in Area always have Rewards","of Grasping","Monsters inflict # [GraspingVines|Grasping Vine] on [HitDamage|Hit]","of Deceleration","Players have #% less Movement and [SkillSpeed|Skill Speed] for each time they've used a Skill [Recently]","of Cycling","Players and their [Minion|Minions] deal no damage for 3 out of every 10 seconds","Players are [MarkedforDeath|Marked for Death] for # seconds\\nafter killing a [Rarity|Rare or Unique] monster","Area contains # additional packs of Undead","Beastly","Area contains # additional packs of Beasts","Rusted","Area contains # additional packs of Ezomyte Monsters","Faridun's","Area contains # additional packs of Faridun Monsters","Sacrificial","Area contains # additional packs of Vaal Monsters","Baron's","Area contains # additional packs of Iron Guards","Perennial's","Area contains # additional packs of Plagued Monsters","Doryani's","Area contains # additional packs of Transcended Monsters","Brambled","Area contains # additional packs of Bramble Monsters","Infernal","Monsters deal #% of Damage as Extra Fire","Frostbitten","Monsters deal #% of Damage as Extra Cold","Thunderous","Monsters deal #% of Damage as Extra Lightning","Painful","#% increased Monster Damage","Monsters have #% increased [Critical|Critical Hit] Chance","+#% to Monster [CriticalDamageBonus|Critical Damage Bonus]","Tough","#% more Monster Life","+#% Monster Elemental Resistances","of Venom","Monsters have #% chance to [Poison] on [HitDamage|Hit]","of Puncturing","Monsters have #% chance to inflict [Bleeding] on [HitDamage|Hit]","of the Unwavering","Monsters have #% increased Stun Threshold","Monsters have #% increased Ailment Threshold","of Shattering","Monsters [ArmourBreak|Break Armour] equal to #% of [Physical|Physical Damage] dealt","Precise","Monsters have #% increased Accuracy Rating","Profane","Monsters deal #% of Damage as Extra Chaos","Monsters have #% increased Stun Buildup","of Overpowering","Monsters inflict #% increased [Flammability] [BuffMagnitude|Magnitude]","Monsters have #% increased Freeze Buildup","Monsters have #% increased Shock Chance","of Splitting","Players and Monsters fire # additional Projectiles","Flaming","Area has patches of [IgnitedGround|Ignited Ground]","Sleet","Area has patches of [ChilledGround|Chilled Ground]","Shocking","Area has patches of [ShockedGround|Shocked Ground]","of Penetration","Monster Damage Penetrates #% Elemental Resistances","of Exposure","#% maximum Player Resistances","of Drought","Players gain #% reduced [Flask] Charges","of Smothering","Players have #% less Recovery Rate of Life and [EnergyShield|Energy Shield]","of Fatigue","Players have #% less Cooldown Recovery Rate","of Obstruction","Monsters take #% reduced Extra Damage from [Critical|Critical Hits]","Hexwarded","#% less [BuffEffect|effect] of [Curse|Curses] on Monsters","Enervating","Monsters have #% chance to steal Power, Frenzy and Endurance charges on Hit","of Venom","of Puncturing","of Fleeting","Monsters have #% increased [Attack], Cast and Movement Speed","Infusing","#% increased [Honour] restored","Steadfast","#% increased maximum Life","Enduring","Adamant","Ardent","Resolute","Honourable","#% increased maximum [Honour]","Moral","Principled","Respected","Venerable","Revitalising","Galvanising","Enlivening","Emboldening","Brightening","of Dampening","Monsters have #% chance to drop double [SacredWater|Sacred Water]","of Soaking","of Drenching","of Saturating","of Flowing","Fountains have #% chance to grant double [SacredWater|Sacred Water]","of Brimming","Commoner's","Gain # [SacredWater|Sacred Water] at the start of the Trial","Dekhara's","Djinn's","Sekhema's","Divinity's","of Discovery","#% increased quantity of [Relic|Relics] dropped by Monsters","of Learning","of Investigation","Reinforced","#% increased [Defences]","Layered","Thickened","Girded","Acrobatic","Traps deal #% reduced Damage","Limber","Nimble","Players have #% increased Movement Speed","Swift","Hasted","of Lunging","+# metres to Dodge Roll distance","of Eluding","of Unyielding","#% reduced [Slow|Slowing] Potency of [Debuff|Debuffs] on You","of Unrelenting","of the Pathfinder","of Stoutness","Hits against you have #% reduced [CriticalDamageBonus|Critical Damage Bonus]","of Tenacity","of Unwavering","of Worth","+#% to [HonourResistance|Honour Resistance]","of Deserving","of Justification","of Entitlement","of Merit","of Access","#% increased quantity of [SekhemaKeys|Keys] dropped by Monsters","of Admission","of Entry","of Entrance","Galvanising","Enlivening","Emboldening","of Charity","#% reduced Merchant Prices","of Diplomacy","of Empowerment","Restore # [Honour] on killing a Boss","of Championship","of Victory","of Triumph","of Refreshment","Restore # [Honour] on venerating a Maraketh Shrine","of Convalescence","of Youth","of Freshness","of Bloom","of Illumination","An additional Room is revealed on the Trial Map","of Clairvoyance","# additional Rooms are revealed on the Trial Map","Transgressor's","[Rarity|Rare] Monsters take #% increased Damage","Violator's","Disgrace's","Challenger's","Bosses take #% increased Damage","Usurper's","Regicidal","Plentiful","The Merchant has an additional Choice","Bulwark","[Rarity|Rare] Monsters deal #% reduced Damage","Bastion","Citadel","Aegis","Bosses deal #% reduced Damage","Vanguard","Phalanx","of the Well","Gain # [SacredWater|Sacred Water] when you complete a Room","of the Fountain","of the Oasis","of Progress","Restore # [Honour] on room completion","of Advancement","of Headway","of Betterment","of Illumination","of Clairvoyance","of Dignity","#% chance to Avoid gaining an [Afflictions|Affliction]","of Prestige","of Honour","Crushing","Monsters take #% increased Damage","Punishing","Annihilating","Resilient","Impenetrable","Pilferer's","When you gain a [SekhemaKeys|Key] #% chance to gain another","Picklock's","Thief's","of Donation","Restore # [Honour] on picking up a [SekhemaKeys|Key]","of Entrusting","of Bestowing","of Bequeathing","Time-warping","Monsters have #% reduced [Attack], Cast and Movement Speed","Chronomancy","Temporal","of Excellence","+#% to Maximum [HonourResistance|Honour Resistance]","of Brilliance","Cheater's","#% chance if you were to lose all your [Honour] to have 1 [Honour] instead","Deceiver's","Enhancing","#% chance for each of your [SekhemaKeys|Keys] to upgrade on completing a Floor","Reforging","Upgrading","[Melee] [Attack] Skills have +# to maximum number of Summoned [Totem|Totems]","#% reduced [Attack] Speed","#% increased Damage while you have a [Totem|Totem]","[ArmourBreak|Break Armour] equal to #% of [Physical|Physical Damage] dealt","Skills which create Fissures have a #% chance to create an additional Fissure","#% chance for [Mace] [Slam] Skills you use yourself to cause an additional [Aftershock]","of the Archer","+# to Level of all [Projectile] Skills","of the Fletcher","of the Sharpshooter","of the Marksman","of the Sniper","[Projectile|Projectiles] deal #% increased Damage with Hits against Enemies further than 6m","[Projectile] [Attack|Attacks] have a #% chance to fire two additional [Projectile|Projectiles] while moving","#% increased [Attack] Speed while your [Companion] is in your [Presence]","#% increased Damage while your [Companion] is in your [Presence]","#% increased Area of Effect for [Attack|Attacks]","[Companion|Companions] have #% increased [Attack] Speed","[Projectile|Projectiles] have #% increased [Critical] Hit Chance against Enemies further than 6m","Recover #% of Maximum Life when you expend at least 10 [Combo]","#% chance to build an additional [Combo] on [HitDamage|Hit]","Recover #% of Maximum Mana when you expend at least 10 [Combo]","Apprentice's","Adept's","Scholar's","Professor's","Occultist's","Incanter's","Glyphic","Runic","Caster's","Conjuror's","Wizard's","Warlock's","Mage's","Archmage's","Lich's","Twisted","Malevolent","of the Mage","+# to Level of all [Spell|Spell] Skills","of the Enchanter","of the Sorcerer","of the Wizard","of Anarchy","+# to Level of all [Chaos|Chaos] [Spell|Spell] Skills","of Turmoil","of Ruin","of Havoc","of Armageddon","of Legerdemain","of Prestidigitation","of Finesse","of Havoc","Fervent","[Gain] #% of Damage as Extra [Fire] Damage","Ardent","Fanatic's","Zealot's","Infernal","Flamebound","[Gain] #% of Damage as Extra [Cold] Damage","Pernicious","Destructive","Malicious","Ruthless","Frostbound","Deadly","[Gain] #% of Damage as Extra [Lightning] Damage","Lethal","Fatal","Vorpal","Electrifying","Stormbound","+# to Level of all [Fire|Fire] [Spell|Spell] Skills","+# to Level of all [Cold|Cold] [Spell|Spell] Skills","+# to Level of all [Lightning|Lightning] [Spell|Spell] Skills","+# to Level of all [Physical|Physical] [Spell|Spell] Skills","#% increased Cast Speed while on Full Mana","[Gain] #% of Damage as Extra [Physical] Damage","[ArmourBreak|Break] [Armour] on [Critical|Critical Hit] with [Spell|Spells] equal to #% of [Physical|Physical] Damage dealt","Enemies Hindered by you take #% increased [Physical] Damage","#% increased [Spell] Damage with [Spell|Spells] that cost Life","[Spell|Spell] Skills have #% increased Area of Effect","#% of [Spell] Mana Cost [StatConversion|Converted] to Life Cost","#% increased Cost [Efficiency]","Enemies Hindered by you take #% increased [ElementalDamage|Elemental] Damage","[Invoke|Invocated] [Spell|Spells] deal #% increased Damage","#% increased Cast Speed for each different Non-Instant [Spell] you've Cast [Recently]","Enemies Hindered by you take #% increased Chaos Damage","Punishing","#% increased [Spell] [Physical] Damage","Unforgiving","Vengeful","Sadistic","Pitiless","Agonising","Oppressor's","Torturer's","of Agony","of Torment","of Desolation","of Grief","Searing","Sizzling","Blistering","Smoldering","Pyromancer's","Snowy","Hailing","Cryomancer's","Charged","Ionising","Electromancer's","of Coals","of Cinders","of Flames","of Immolation","of Inferno","of Snow","of Sleet","of Ice","of Rime","of Frostbite","of Sparks","of Static","of Electricity","of Voltage","of Thunder","of Ignition","of Scorching","of Incineration","of Combustion","of Conflagration","of Bleakness","of the Glacier","of the Hyperboreal","of the Arctic","of Zapping","of Electrocution","of Voltages","of the Thunderbolt","Cobalt","Azure","Sapphire","Aqua","Gentian","Chalybeous","of the Evoker","of Excitement","of Bliss","of Menace","of Havoc","of Unmaking","of Rage","of Fury","Fervent","Ardent","Fanatic's","Zealot's","Infernal","Flamebound","Malignant","Pernicious","Destructive","Malicious","Ruthless","Frostbound","Deadly","Lethal","Fatal","Vorpal","Electrifying","Stormbound","#% increased [Spell] Damage per 100 Maximum Life","#% increased [BuffMagnitude|Magnitude] of [DamagingAilments|Damaging Ailments] you inflict","#% increased Cast Speed when on [LowLife|Low Life]","#% chance for [Spell] Skills to fire 2 additional [Projectile|Projectiles]","#% increased [Archon] Buff duration","+#% to [Block] chance","#% increased [Spell] Damage per 100 maximum Mana","+# to maximum number of [ElementalInfusion|Elemental Infusions]","[Archon] recovery period expires #% faster","of Ice","of Rime","Electromancer's","of Sparks","of Turmoil","+#% [SurpassChance|Surpassing] chance to fire an additional Arrow","of Splintering","of Shards","of Many","#% chance to [Maim|Maim] on [HitDamage|Hit]","#% chance to Blind Enemies on hit","Bow [Attack|Attacks] fire an additional Arrow","Valkyrie's","of Shelling","Loads an additional bolt","of Bursting","Loads # additional bolts","+# to maximum number of Summoned Ballista Totems","[Attack|Attacks] [Chain] an additional time","[Projectile|Projectiles] have #% increased [CriticalDamageBonus|Critical Damage Bonus] against Enemies within 2m","[Grenade] Skills have +# Cooldown Use","#% increased [Grenade] Damage","#% increased [Grenade] Duration","[Grenade|Grenades] have #% chance to activate a second time","[Projectile|Projectiles] deal #% increased Damage with Hits against Enemies within 2m","#% increased Reload Speed","#% chance when you Reload a [Crossbow] to be immediate","of Adjustment","[Allies|Allies] in your [Presence|Presence] have +#% to all [ElementalDamage|Elemental] [Resistances|Resistances]","of Adaptation","of Evolution","of Progression","of Metamorphosis","[Allies|Allies] in your [Presence|Presence] deal # to # added [Attack|Attack] [Physical|Physical] Damage","[Allies|Allies] in your [Presence|Presence] deal # to # added [Attack|Attack] [Fire|Fire] Damage","[Allies|Allies] in your [Presence|Presence] deal # to # added [Attack|Attack] [Cold|Cold] Damage","[Allies|Allies] in your [Presence|Presence] deal # to # added [Attack|Attack] [Lightning|Lightning] Damage","Coercive","[Allies|Allies] in your [Presence|Presence] deal #% increased Damage","Agitative","Instigative","Provocative","Persuasive","Motivating","Inspirational","Empowering","of the Overseer","of the Slavedriver","[Allies|Allies] in your [Presence|Presence] Regenerate # Life per second","of the Lizard","of the Flatworm","[Allies|Allies] in your [Presence|Presence] have #% increased [Attack|Attack] Speed","[Allies|Allies] in your [Presence|Presence] have #% increased Cast Speed","[Allies|Allies] in your [Presence|Presence] have #% increased [Critical|Critical Hit] Chance","[Allies] in your [Presence] have #% increased [CriticalDamageBonus|Critical Damage Bonus]","Lord's","#% increased [Spirit|Spirit]","Viscount's","Marquess'","Count's","Duke's","Prince's","King's","Advisor's","Counselor's","Emissary's","Minister's","Envoy's","Diplomat's","Chancellor's","of Direction","of Outreach","of Guidance","of Influence","of the Mentor","of the Tutor","of the Director","of the Headmaster","of the Administrator","of the Rector","Amanamu's","[Warcry|Warcries] [Empowered|Empower] an additional [Attack]","#% increased [Critical] Hit Chance against [Mark|Marked] Enemies","Reinforced","Layered","Lobstered","Buttressed","Girded","Impregnable","Oyster's","Lobster's","Urchin's","Nautilus'","Octopus'","Crocodile's","Abalone's","Snail's","Tortoise's","Pangolin's","Shelled","Hardened","Shade's","Ghost's","Spectre's","Wraith's","Phantasm's","Nightmare's","Mirage's","Flea's","Fawn's","Mouflon's","Ram's","Ibex's","Stag's","Impala's","Buck's","Moose's","Deer's","Caribou's","Antelope's","Protective","Strong-Willed","Resolute","Fearless","Dauntless","Indomitable","Unassailable","Prior's","Abbot's","Bishop's","Exarch's","Pope's","Deacon's","Cardinal's","Priest's","High Priest's","Archon's","Divine","Scrapper's","Brawler's","Fencer's","Gladiator's","Duelist's","Hero's","Legend's","Bully's","Thug's","Brute's","Assailant's","Aggressor's","Predator's","Swordsman's","Fighter's","Veteran's","Warrior's","Knight's","Centurion's","Infixed","Ingrained","Instilled","Infused","Inculcated","Interpolated","Inspired","Augur's","Auspex's","Druid's","Haruspex's","Visionary's","Prophet's","Faithful","Noble's","Inquisitor's","Crusader's","Paladin's","Grand","Shadowy","Ethereal","Unworldly","Ephemeral","Evanescent","Unreal","Illusory","Poet's","Musician's","Troubadour's","Bard's","Minstrel's","Maestro's","Pursuer's","Tracker's","Chaser's","Phantom's","Rogue's","Stalker's","Imposing","Venerable","Regal","Colossal","Chieftain's","Ancestral","Nomad's","Drifter's","Traveller's","Explorer's","Wayfarer's","Wanderer's","Imbued","Serene","Sacred","Celestial","Heavenly","Angel's","of Enlivening","of Diffusion","of Dispersal","of Buffering","Rhoa's","Rhex's","Chimeral's","Bull's","Minotaur's","Cerberus'","Coelacanth's","Swordfish's","Shark's","Dolphin's","Orca's","Whale's","Vulture's","Kingfisher's","Owl's","Hawk's","Eagle's","Falcon's","Beetle's","Crab's","Armadillo's","Rhino's","Elephant's","Mammoth's","Mosquito's","Moth's","Butterfly's","Wasp's","Dragonfly's","Hummingbird's","Pixie's","Gremlin's","Boggart's","Naga's","Djinn's","Seraphim's","Captain's","Commander's","Magnate's","Marshal's","General's","Warlord's","Defender's","Protector's","Keeper's","Guardian's","Warden's","Sentinel's","Intuitive","Psychic","Telepath's","Illusionist's","Mentalist's","Trickster's","of the Watchman","of the Custodian","of the Sentry","of the Protector","of the Conservator","of Dulling","Hits against you have #% reduced [CriticalDamageBonus|Critical Damage Bonus]","of Deadening","of Interference","of the Bastion","of Ardour","of Suffusion","of the Span","of the Enchanter","[Spell] Skills have +# to maximum number of Summoned [Totem|Totems]","#% increased [Spell] Damage while wielding a [Melee] Weapon","[Offering] Skills have #% increased [Buff] effect","#% chance when collecting an [ElementalInfusion|Elemental Infusion] to gain an\\nadditional [ElementalInfusion|Elemental Infusion] of the same type","of Piercing","of Drilling","of Puncturing","of Skewering","of Penetrating","Darting","Brisk","Quick","Rapid","Nimble","Acute","#% increased Damage with Bow Skills","Trenchant","Perforating","Incisive","Lacerating","Impaling","Increases and Reductions to [Projectile|Projectile] Speed also apply to Damage with [Bow|Bows]","of the Heavens","of the Galaxy","of the Universe","of the Multiverse","of the Infinite","Hopeful","Optimistic","Confident","Ultramarine","Cognizant","#% increased maximum Mana","Perceptive","Mnemonic","Layered","Girded","Unassailable","of the Sorcerer","of the Sharpshooter","of Mending","of Bandaging","of Stitching","of Suturing","of Fleshbinding","of Reprieve","of Solace","of Tranquility","of Serenity","of Zen","Scholar's","Occultist's","+# to Level of all Skills","#% increased [Evasion] Rating from Equipped Body Armour","#% increased [Deflect|Deflection Rating]","#% chance for Skills to retain 40% of [Glory] on use","#% increased [Reservation] [Efficiency] of [Herald] Skills","#% increased [Armour] from Equipped Body Armour","#% increased Global [Defences]","Equipment and Skill Gems have #% reduced [Attributes|Attribute] Requirements","#% increased [EnergyShield|Energy Shield] from Equipped Body Armour","[Invoke|Invocated] [Spell|Spells] have #% chance to consume half as much [Energy]","Minions have #% increased Cooldown Recovery Rate","+#% to [Quality] of all Skills","of the Constant","#% increased Charges gained","of the Continuous","of the Endless","of the Bottomless","of the Perpetual","of the Eternal","of the Wide","#% increased Charges","of the Copious","of the Plentiful","of the Bountiful","of the Abundant","of the Ample","of the Apprentice","#% reduced Charges per use","of the Practitioner","of the Mixologist","of the Distiller","of the Brewer","of the Chemist","of the Medic","#% Chance to gain a [Charges|Charge] when you kill an enemy","of the Doctor","of the Surgeon","of the Foliage","Gains # Charges per Second","of the Verdant","of the Sylvan","Dense","#% increased Recovery rate","Undiluted","Hearty","Viscous","Condensed","Catalysed","Opaque","#% increased Amount Recovered","Compact","Full-bodied","Abundant","Substantial","Concentrated","Potent","Saturated","Prudent","#% more Recovery if used while on [LowLife|Low Life]","Prepared","Wary","Careful","Cautious","Impairing","#% increased Life Recovered","Removes #% of Life Recovered from Mana when used","Dizzying","Depleting","Vitiating","Sapping","Simmering","#% of Recovery applied Instantly","Effervescent","Bubbling","Seething","Instant Recovery","#% reduced Amount Recovered","Novice's","Grants #% of Life Recovery to Minions","Acolyte's","Summoner's","Conjurer's","Necromancer's","Sustained","#% more Recovery if used while on Low Mana","Tenacious","Persistent","Persevering","Prolonged","Aged","#% increased Mana Recovered","Removes #% of Mana Recovered from Life when used","Fermented","Congealed","Turbid","Caustic","Investigator's","#% increased Duration","Analyst's","Examiner's","Clinician's","Experimenter's","Herbal","Recover # Life when Used","Floral","Blooming","Sprouting","Petaled","Botanic","Natural","Evergreen","Drizzling","Recover # Mana when Used","Soaked","Mistbound","Tidebound","Aqueous","Flooded","Oceanic","Raindancer's","Sunny","Also grants # [Guard]","Dawnlit","Bright","Vibrant","Lustrous","Sunburst","Challenger's","Monsters have #% increased [MonsterEffectiveness|Effectiveness]","Collector's","#% increased [Rarity] of Items found in Map","Breeding","#% increased Pack Size in Map","Teeming","Map has #% increased [Rarity|Magic] Monsters","Brimming","Map has #% increased number of [Rarity|Rare] Monsters","Bountiful","#% increased Gold found in Map","Elevated","#% increased Experience gain in Map","Treasurer's","Map contains # additional [Rarity|Rare] Chests","of the Cartographer","#% increased Quantity of [Waystone|Waystones] found in Map","of Shrines","Map has #% increased chance to contain [Shrine|Shrines]","of the Devoted","Map contains an additional [Shrine]","of Strongboxes","Map has #% increased chance to contain [Strongbox|Strongboxes]","of the Antiquarian","Map contains an additional [Strongbox]","of the Essence","Map has #% increased chance to contain [Essence|Essences]","Crystallised","Map contains an additional [Essence]","of Spirits","Map has #% increased chance to contain [AzmeriSpirit|Azmeri Spirits]","Azmeri's","Map contains # additional [AzmeriSpirit|Azmeri Spirit]","of the Exile","Map has #% increased chance to contain [RogueExile|Rogue Exiles]","Exiled","Map is inhabited by # additional Rogue Exile","Summoner's","Map contains an additional [StoneSummoningCircle|Summoning Circle]","of the Summoning","Map has #% increased chance to contain a [StoneSummoningCircle|Summoning Circle]","of Undertaking","Map has # additional random Modifier","of Contest","[Rarity|Unique] Monsters have # additional Rare [MonsterModifiers|Modifier]","of the Horde","Breaches in Map spawn #% increased Magic Monsters","of the Commander","Breaches in Map spawn an additional Rare Monster","of the Invasion","[ContainsBreach|Breaches] in Map have #% increased Monster density","of the Flash","[ContainsBreach|Breaches] in Map open and close #% faster","of the Hand","Breaches in Map contain # additional Clasped Hand","of the Domain","#% increased Quantity of [ContainsBreach|Breach] Splinters dropped by [ContainsBreach|Breach] Monsters in Map","of Rupturing","Map has #% chance to contain three additional [ContainsBreach|Breaches]","of Fissuring","Map has #% chance to contain an additional [ContainsBreach|Breach]","of Verisium","#% increased quantity of [ContainsExpedition|Expedition] Artifacts dropped by Monsters in Map","of the Detonator","#% increased [ContainsExpedition|Expedition] Explosive Placement Range in Map","of the Writings","[ContainsExpedition|Expeditions] in Map have +# Remnant","of the Demolition","#% increased [ContainsExpedition|Expedition] Explosive Radius in Map","of Knowledge","#% increased Quantity of [ContainsExpedition|Expedition] [Logbook|Logbooks] dropped by [Runic] Monsters in Map","of Ancient Fiends","#% increased number of [Rarity|Rare] [ContainsExpedition|Expedition] Monsters in Map","of Relics","#% increased Effect of [ContainsExpedition|Expedition] Remnants in Map","of Runes","Map contains #% increased number of [Runic] Monster Markers","of the Simulacrum","#% increased Stack size of Simulacrum Splinters found in Map","of Eternity","[ContainsDelirium|Delirium] Fog in Map lasts # additional seconds before dissipating","of the Unending","[ContainsDelirium|Delirium] Fog in Map dissipates #% slower","of Madness","[Delirious|Delirium] in Map increases #% faster with distance from the mirror","of Persecution","[ContainsDelirium|Delirium] Monsters in Map have #% increased Pack Size","of Mirrors","[ContainsDelirium|Delirium Fog] in Map spawns #% increased [FracturingMirror|Fracturing Mirrors]","of Freeze Time","Slaying [Rarity|Rare] Monsters in Map pauses the [ContainsDelirium|Delirium] Mirror Timer for # seconds","of Phobia","[ContainsDelirium|Delirium] Encounters in Map are #% more likely to spawn [Rarity|Unique] Bosses","of Sacrifice","Monsters Sacrificed at [ContainsRitual|Ritual Altars] in Map grant #% increased Tribute","of the Dogma","Rerolling Favours at [ContainsRitual|Ritual Altars] in Map costs #% reduced Tribute","of Devotion","Deferring Favours at [ContainsRitual|Ritual Altars] in Map costs #% reduced Tribute","of the Appeal","Favours Deferred at [ContainsRitual|Ritual Altars] in Map reappear #% sooner","of Prayers","[ContainsRitual|Ritual Altars] in Map allow rerolling Favours an additional time","of the Occult","Favours Rerolled at [ContainsRitual|Ritual Altars] in Map have #% chance to cost no Tribute","of the Foundling","Revived Monsters from [ContainsRitual|Ritual Altars] in Map have #% increased chance to be [Rarity|Magic]","of the Cult","Revived Monsters from [ContainsRitual|Ritual Altars] in Map have #% increased chance to be [Rarity|Rare]","of Omens","[ContainsRitual|Ritual] Favours in Map have #% increased chance to be [Omen|Omens]","of Compartments","of Worship","of Crystals","of Wisps","Map contains an additional [AzmeriSpirit|Azmeri Spirit]","of Pathways","#% increased Quantity of [Waystone|Waystones] dropped by [MapBoss|Map Bosses]","of Conquering","[MapBoss|Map Bosses] grant #% increased Experience","of Treasure","#% increased Rarity of Items dropped by [MapBoss|Map Bosses]","of Hoards","#% increased Quantity of Items dropped by [MapBoss|Map Bosses]","of the Horde","[ContainsAbyss|Abysses] in Map spawn #% increased Monsters","of Champions","# additional [Rarity|Rare] Monsters are spawned from [ContainsAbyss|Abysses] in Map","of Escalation","[ContainsAbyss|Abyssal] Monsters in Map have increased Difficulty and Reward for each closed Pit","of the Depths","[ContainsAbyss|Abysses] in Map have #% increased chance to lead to an [AbyssalDepths|Abyssal Depths]","of Hollows","Map contains an additional [ContainsAbyss|Abyss]","of Treasures","[ContainsAbyss|Abyss] Pits in Map are twice as likely to have Rewards","of Schisms","Map has #% chance to contain four additional [ContainsAbyss|Abysses]","of Dark Power","#% increased chance for [ContainsAbyss|Abyssal] monsters in Map to have [AbyssalModifiers|Abyssal Modifiers]","of Ossification","#% increased chance for [Abyssalify|Desecrated] Currency from [ContainsAbyss|Abysses] in Map","Essence's","Allocates a random Notable Passive Skill","#% increased effect of Socketed Items","On Corruption, Item gains two Enchantments","Abyssal","Bears the [MarkofAbyssalLord|Mark of the Abyssal Lord]","Essences","#% of Physical Damage from Hits taken as Chaos Damage","+# to Level of all [Attack] Skills","#% chance to gain [Onslaught|Onslaught] on Killing [HitDamage|Hits] with this Weapon","#% of [Fire] Damage taken [Recoup|Recouped] as Life","#% of [Cold] Damage taken [Recoup|Recouped] as Life","#% of [Lightning] Damage taken [Recoup|Recouped] as Life","Has no [Accuracy|Accuracy] Penalty from Range","#% increased Damage taken","[CullingStrike|Culling Strike]","Cannot use [Projectile] [Attack|Attacks]","[Accuracy|Always Hits]","Has # Sockets","[Crushed|Crushes] Enemies on Hit","[Strike|Strikes] deal [MeleeSplash|Splash Damage]","Causes Enemies to Explode on [Critical] kill, for #% of their Life as [Physical|Physical Damage]","#% increased [Projectile|Projectile] Speed with this Weapon","Bleeding you inflict deals Damage #% faster","Breaks # [Armour] on [Critical|Critical Hit]","[ForksCrit|Bifurcates Critical Hits]","Unblockable","#% chance to [Chain] an additional time","#% reduced Projectile Range","#% increased Bolt Speed","[Grenade] Skills Fire an additional [Projectile|Projectile]","Regenerate #% of maximum Life per second","#% chance to Poison on Hit with [Attack|Attacks]","[Attack|Attacks] cannot cause [Bleeding|Bleeding]","#% increased Arrow Speed","Grants 1 additional Skill Slot","Inflict [AbyssalWasting|Abyssal Wasting] on [HitDamage|Hit]","#% of [Flask|Flask] Recovery applied Instantly","[Flask|Flasks] gain # charges per Second","Used when you become [Frozen]","Used when you start [Bleeding]","Used when you become [Poison|Poisoned]","Used when you become [Ignite|Ignited]","Used when you become [Shock|Shocked]","Used when you become [Stun|Stunned]","Used when you are affected by a [Slow]","Used when you take [Fire] damage from a [HitDamage|Hit]","Used when you take [Cold] damage from a [HitDamage|Hit]","Used when you take [Lightning] damage from a [HitDamage|Hit]","Used when you take [Chaos] damage from a [HitDamage|Hit]","Used when you kill a [Rarity|Rare] or [Rarity|Unique] enemy","Used when you become [Curse|Cursed]","+# Prefix Modifier allowed","# Suffix Modifier allowed","# Prefix Modifier allowed","+# Suffix Modifier allowed","+# Prefix Modifiers allowed","# Suffix Modifiers allowed","# Prefix Modifiers allowed","+# Suffix Modifiers allowed","+# to Level of all [Corrupted] Skill Gems","Maximum [Quality] is #%","#% reduced Elemental Ailment Duration on you","Adds an [ContainsBreach|Otherworldy Breach] to a Map \\n# uses remaining","Adds a [ContainsExpedition|Kalguuran Expedition] to a Map \\n# uses remaining","Adds a [ContainsDelirium|Mirror of Delirium] to a Map \\n# uses remaining","Adds [ContainsRitual|Ritual Altars] to a Map \\n# uses remaining","Adds [ContainsIrradiated|Irradiated] to a Map \\n# uses remaining","[ContainsMapBoss|Empowers] the [MapBoss|Map Boss] of a Map \\n# uses remaining","Adds [ContainsAbyss|Abysses] to a Map \\n# uses remaining","Gem","Caster","Fire","Cold","Lightning","Chaos","Physical","Life","Defences","Elemental","Attack","Minion","Aura","Mana","Speed","Critical","Damage","Resistance","Attribute","Ailment","Curse","Charm","Upgrades a [ItemRarity|Normal] item to a [ItemRarity|Magic] item with 1 modifier","Upgrades a [ItemRarity|Normal] item to a [ItemRarity|Magic] item with 1 modifier","Augments a [ItemRarity|Magic] item with a new random modifier","Augments a [ItemRarity|Magic] item with a new random modifier","Upgrades a [ItemRarity|Magic] item to a [ItemRarity|Rare] item, adding 1 modifier","Upgrades a [ItemRarity|Magic] item to a [ItemRarity|Rare] item, adding 1 modifier","Upgrades a [ItemRarity|Normal] or [ItemRarity|Magic] item to a [ItemRarity|Rare] item with 4 random modifiers","Removes a random modifier and augments a [ItemRarity|Rare] item with a new random modifier","Removes a random modifier and augments a [ItemRarity|Rare] item with a new random modifier","Augments a [ItemRarity|Rare] item with a new random modifier","Augments a [ItemRarity|Rare] item with a new random modifier","Removes a random modifier from an item","Randomises the numeric values of modifiers on an item","[Fracture|Fracture] a random modifier on a rare item with at least 4 modifiers, locking it in place.","Modifies an item unpredictably and [Corrupted|Corrupts] it","Modifies a [PrecursorTablet|Precursor Tablet] unpredictably","Adds an [Augment] Socket to a [MartialWeapon|Martial Weapon], wand, staff or Armour","Improves the [Quality|quality] of a [MartialWeapon|martial weapon]","Improves the [Quality|quality] of a wand, staff or sceptre","Improves the [Quality|quality] of an armour","Improves the [Quality|quality] of a [Flask|flask]","[Abyssalify|Desecrates] a [ItemRarity|Rare] Amulet, Ring or Belt","[Abyssalify|Desecrates] a [ItemRarity|Rare] Weapon or [Quiver]","[Abyssalify|Desecrates] a [ItemRarity|Rare] [EquipArmour|Armour]","[Abyssalify|Desecrates] a [ItemRarity|Rare] [Jewel]","[Abyssalify|Desecrates] a [ItemRarity|Rare] [Waystone]","Adds [Quality|quality] that enhances [Attributes|Attribute] modifiers on a ring or amulet\r\nReplaces other quality types","Adds [Quality|quality] that enhances [Defences|Defence] modifiers on a ring or amulet\r\nReplaces other quality types","Adds [Quality|quality] that enhances [Chaos] modifiers on a ring or amulet\r\nReplaces other quality types","Adds [Quality|quality] that enhances [Lightning] modifiers on a ring or amulet\r\nReplaces other quality types","Adds [Quality|quality] that enhances Life modifiers on a ring or amulet\r\nReplaces other quality types","Adds [Quality|quality] that enhances Mana modifiers on a ring or amulet\r\nReplaces other quality types","Adds [Quality|quality] that enhances [Attack] modifiers on a ring or amulet\r\nReplaces other quality types","Adds [Quality|quality] that enhances [Spell|Caster] modifiers on a ring or amulet\r\nReplaces other quality types","Adds [Quality|quality] that enhances Speed modifiers on a ring or amulet\r\nReplaces other quality types","Adds [Quality|quality] that enhances [Cold] modifiers on a ring or amulet\r\nReplaces other quality types","Adds [Quality|quality] that enhances [Physical] modifiers on a ring or amulet\r\nReplaces other quality types","Adds [Quality|quality] that enhances [Fire] modifiers on a ring or amulet\r\nReplaces other quality types","Modifies a [Corrupted] [Equipment] or [Jewel] item unpredictably or destroys it","Destroys two Armours to create a new Armour with a combination of their properties. Sometimes, the resultant item is modified unpredictably","Destroys two Jewellery items to create a new Jewellery item with a combination of their properties. Sometimes, the resultant item is modified unpredictably","Destroys two Weapons or Quivers to create a new Weapon or Quiver with a combination of their properties. Sometimes, the resultant item is modified unpredictably","Upgrades a [ItemRarity|Magic] item to a [ItemRarity|Rare] item, adding a guaranteed modifier","Removes a random modifier and augments a [ItemRarity|Rare] item with a new guaranteed modifier","While this item is active in your inventory your next\nChaos Orb will remove the lowest level modifier","While this item is active in your inventory your next\nChaos Orb will remove only prefix modifiers","While this item is active in your inventory your next\nChaos Orb will remove only suffix modifiers","While this item is active in your inventory your next\nOrb of Alchemy will result in the maximum number of prefix modifiers","While this item is active in your inventory your next\nOrb of Alchemy will result in the maximum number of suffix modifiers","While this item is active in your inventory your next\nRegal Orb will add only prefix modifiers","While this item is active in your inventory your next\nRegal Orb will add only suffix modifiers","While this item is active in your inventory your next\nVaal Orb will always result in change","While this item is active in your inventory your next\nExalted Orb will add two random modifiers","While this item is active in your inventory your next\nExalted Orb will add only prefix modifiers","While this item is active in your inventory your next\nExalted Orb will add only suffix modifiers","While this item is active in your inventory your next\nOrb of Annulment will remove two modifiers","While this item is active in your inventory your next\nOrb of Annulment will remove only prefix modifiers","While this item is active in your inventory your next\nOrb of Annulment will remove only suffix modifiers","While this item is active in your inventory your next\nExalted Orb will add a Modifier of the same\ntype as an existing Modifier on the Item","While this item is active in your inventory your next\nRegal Orb will add a Modifier of the same\ntype as an existing Modifier on the Item","While this item is active in your inventory your next\nRecombination is [Lucky]","While this item is active in your inventory your next\nDivine Orb will only reroll Implicit Modifiers","While this item is active in your inventory your next\nChaos Orb will replace all Modifiers on a [Waystone]\nwith Modifiers that grant Item Rarity","While this item is active in your inventory your next\nChaos Orb will replace all Modifiers on a [Waystone]\nwith Modifiers that grant Pack Size","While this item is active in your inventory your next\nChaos Orb will replace all Modifiers on a [Waystone]\nwith Modifiers that grant Rare and Magic Monsters","While this item is active in your inventory your next\nDivine Orb used on a [ItemRarity|Rare] item will [Sanctified|Sanctify] it","While this item is active in your inventory your next\nPerfect or Corrupted Essence will remove only Suffix modifiers","While this item is active in your inventory your next\nPerfect or Corrupted Essence will remove only Prefix modifiers","While this item is active in your inventory your next\nExalted Orb will consume all [Catalyst] [Quality] to increase\nthe chance of the corresponding type of Modifier","While this item is active in your inventory the next time you\nreveal [Abyssalify|Desecrated] modifiers you can reroll the options once","While this item is active in your inventory your next\nWeapon or Jewellery [Abyssalify|Desecration] attempt will guarantee a random Ulaman modifier","While this item is active in your inventory your next\nWeapon or Jewellery [Abyssalify|Desecration] attempt will guarantee a random Amanamu modifier","While this item is active in your inventory your next\nWeapon or Jewellery [Abyssalify|Desecration] attempt will guarantee a random Kurgal modifier","While this item is active in your inventory your next\n[Abyssalify|Desecration] attempt will replace all modifiers on the item\ncreating an item with up to 6 Unrevealed modifiers and [Corrupted|Corrupting] the item","While this item is active in your inventory your next\nOrb of Annulment will remove only [Abyssalify|Desecrated] modifiers","While this item is active in your inventory your next\n[Abyssalify|Desecration] attempt will add only prefix modifiers","While this item is active in your inventory your next\n[Abyssalify|Desecration] attempt will add only suffix modifiers","Reload Time","[Block] chance","[Armour]","[Evasion|Evasion Rating]","[EnergyShield|Energy Shield]","Stack Size","Attacks per Second","[Critical|Critical Hit] Chance","[Physical] Damage","[ElementalDamage|Elemental] Damage","[Chaos] Damage","[BetterCurrencyMinimumLevel|Minimum Modifier Level]","[CurrencyMaximumItemLevel|Maximum Item Level]","[Strength|Strength]","[Dexterity|Dexterity]","[Intelligence|Intelligence]","[Strength|Str]","[Dexterity|Dex]","[Intelligence|Int]","Item Level","[Quality]","[Spirit]","Recovers {0} Life over {1} Seconds","Recovers {0} Mana over {1} Seconds","Lasts {0} Seconds","Consumes {0} of {1} Charges on use","Lesser","Normal","Greater","Perfect","Corrupted","Rune","Soul Core","Idol","Abyssal Eye","#% increased Life and Mana Recovery from [Flask|Flasks]","Recover #% of maximum Mana on Kill","[Attack|Attacks] with this Weapon Penetrate #% Elemental Resistances","[StatConversion|Convert] #% of Requirements to [Strength|Strength]","[StatConversion|Convert] #% of Requirements to [Dexterity|Dexterity]","[StatConversion|Convert] #% of Requirements to [Intelligence|Intelligence]","[Minion|Minions] gain #% of their [Physical] Damage as Extra [Lightning] Damage","Minions take #% of [Physical|Physical] Damage as [Lightning|Lightning] Damage","# to # [Lightning|Lightning] [Thorns|Thorns] damage","[Attack|Attacks] with this Weapon have #% chance to inflict [Exposure]","#% reduced [BuffEffect|effect] of [Shock|Shock] on you","#% increased [Thorns|Thorns] [Critical|Critical Hit] Chance","[Gain] #% of Damage as Extra Damage of all [ElementalDamage|Elements]","[Gain] #% of Damage as Extra [Chaos] Damage","#% increased [Deflect|Deflection Rating] while moving","#% increased Experience gain","#% increased [Attack] Damage against [Rarity|Rare or Unique] Enemies","#% increased [BuffMagnitude|Magnitude] of [NonDamagingAilments|Non-Damaging Ailments] you inflict","Targets can be affected by +# of your [Poison|Poisons] at the same time","#% increased total Power counted by Warcries","Enemies you [Curse] take #% increased Damage","+# [Charm] Slot","#% increased [Reservation] [Efficiency] of [Minion] Skills","+#% of [Armour] also applies to [Cold|Cold Damage]","+#% of [Armour] also applies to [Lightning|Lightning Damage]","+#% of [Armour] also applies to [Fire|Fire Damage]","#% chance when you gain a [Charges|Frenzy Charge] to gain an additional [Charges|Frenzy Charge]","#% chance when you gain an [Charges|Endurance Charge] to gain an additional [Charges|Endurance Charge]","#% chance when you gain a [Charges|Power Charge] to gain an additional [Charges|Power Charge]","#% increased speed of [Recoup] Effects","Enemies you [Curse] have #% to Chaos [Resistances|Resistance]","[Minion|Minions] deal #% increased Damage with [Command] Skills","Remove a [DamagingAilments|Damaging Ailment] when you use a [Command] Skill","+# to [Armour] per 1 [Spirit]","#% increased Movement Speed per 15 [Spirit], up to a maximum of 40%\\nOther Modifiers to Movement Speed except for Sprinting do not apply","#% increased Movement Speed when on [LowLife|Low Life]","Increases and Reductions to Life Regeneration Rate also apply to Mana Regeneration Rate","#% increased Mana Cost [Efficiency] if you haven't Dodge Rolled [Recently]","+# to [Accuracy] Rating per 1 [ItemDefences|Item Evasion Rating] on Equipped Helmet","[Critical|Critical Hit] chance is [Lucky] against [ParriedDebuff|Parried] enemies","Gain [Armour] equal to #% of Life Lost from [HitDamage|Hits] in the past 8 seconds","#% of Physical Damage prevented [Recoup|Recouped] as Life","Lose #% of maximum Life per second while Sprinting","You [Recoup] #% of Damage taken by your [Offering|Offerings] as Life","One of your [Persistent] [Minion|Minions] revives when an [Offering] expires","[Sacrifice] #% of maximum Life to gain that much [Guard] when you Dodge Roll","+# to maximum Mana per 2 [ItemDefences|Item Energy Shield] on [Equipped] Helmet","[ESRecharge|Energy Shield Recharge] starts after spending a total of\\n 2000 Mana, no more than once every 2 seconds","Increases and Reductions to Movement Speed also\\n apply to [ESRechargeRate|Energy Shield Recharge Rate]","A random Skill that requires Glory generates #% of its maximum Glory when your [Mark] [MarkActivate|Activates]","Each Runic Inscription from your [Curse] Skills causes you to Regenerate Mana per second equal to #% of that Skill's Mana Cost","+#% of [Armour|Armour] also applies to [Chaos|Chaos Damage] while on full [Defences|Energy Shield]","This test case is designed to be overwitten by other content","Physical damage is one of the five [DamageTypes|Damage Types]. It is the most common and the only one reduced by [Armour], rather than by a [Resistances|Resistance]. \r\n\r\nMost physical damage comes from [MartialWeapon|Weapon] [Attack|Attacks], but some [Spell|Spells] and other skills deal physical damage as well. Physical damage over time can be inflicted with [Bleeding].","Fire damage is one of the five [DamageTypes|Damage Types]. It is reduced by [Resistances|Fire Resistance]. Fire [HitDamage|Hits] inflict [Flammability] based on how much Fire damage is dealt, which provides a chance to [Ignite].","Cold damage is one of the five [DamageTypes|Damage Types]. It is reduced by [Resistances|Cold Resistance]. Cold hits apply [Chill] and build up [Freeze], but cannot build up [HeavyStun|Heavy Stun].","Lightning damage is one of the five [DamageTypes|Damage Types]. It is reduced by [Resistances|Lightning Resistance]. Lightning hits have a chance to [Shock] based on how much Lightning damage is dealt.","Chaos damage is one of the five [DamageTypes|Damage Types]. It is reduced by [Resistances|Chaos Resistance]. \r\nChaos damage is the least common damage type, and removes twice as much [EnergyShield|Energy Shield] as the damage value when taken.","Ailments are a family of common [Debuff|Debuffs] associated with specific damage types. The list of Ailments is: [Bleeding], [Ignite], [Chill], [Freeze], [Shock], [Electrocute], and [Poison].","[Strength], [Dexterity], and [Intelligence] are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.\r\n\r\nEach Attribute provides a different inherent bonus.","Strength is an [Attributes|Attribute] required to equip most equipment that grants [Armour], as well as various melee-aligned Weapons and Skills.\r\n\r\nStrength provides an inherent bonus of +2 to maximum Life per 1 Strength.\r\n\r\nStrength does not grant damage to Skills or any other benefits except where specifically stated.","Dexterity is an [Attributes|Attribute] required to use most equipment that grants [Evasion|Evasion Rating], as well as various range-aligned Weapons and Skills.\r\n\r\nDexterity provides an inherent bonus of +8 to [Accuracy|Accuracy Rating] per 1 Dexterity.\r\n\r\nDexterity does not grant damage to Skills or any other benefits except where specifically stated.","Intelligence is an [Attributes|Attribute] required to use most equipment that grants [EnergyShield|Energy Shield], as well as various spell-aligned Weapons and Skills.\r\n\r\nIntelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence\r\n\r\nIntelligence does not grant damage to Skills or any other benefits except where specifically stated.","Bleeding is an [Ailments|Ailment] that deals [Physical|Physical] damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses [EnergyShield|Energy Shield]\r\n\r\nBleeding deals an extra 100% damage while the target is moving, or if the Bleeding is [Aggravate|Aggravated].\r\n\r\n[Physical] damage from [HitDamage|Hits] [Contributes|Contributes] to Bleeding [BuffMagnitude|Magnitude].\r\n\r\nDamage does not [Contributes|Contribute] to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.\r\n\r\nThe base [BuffMagnitude|Magnitude] of Bleeding is [Physical] damage per second equal to 15% of the [Premitigation|Pre-mitigation] [Physical] damage of the [HitDamage|Hit] that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. \r\n\r\nModifiers and [Debuff|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 [HitDamage|Hit] damage (such as [ArmourBreak|Armour Break]) do not affect Bleeding damage.","Being Blinded causes 20% less [Accuracy|Accuracy] Rating and [Evasion|Evasion] Rating, and lasts for 4 seconds unless otherwise specified.","Chill is an [Ailments|Ailment] that [Slow|Slows] the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill [BuffMagnitude|Magnitude] depends on the Chilling damage dealt relative to the target's [AilmentThreshold|Elemental Ailment Threshold], with a minimum of 30% and a default maximum of 50%.\r\n\r\n[Cold] damage from [HitDamage|Hits] can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small [HitDamage|Hits] can fail to Chill.","Chilled Ground [Chill|Chills] those standing in it, and lasts 6 seconds by default.","You and [Allies|Allies] standing on your Consecrated Ground Regenerate 5% of their maximum Life per second, and [Curse|Curses] have 50% reduced effect on them.","Culling Strikes kill Normal enemies if their life is at 30% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the [HitDamage|Hit] is applied.","[HitDamage|Hits] against Full Life Enemies remove between 5% and 30% of Life, before the damage of the [HitDamage|Hit] is applied.","The damage types are [Physical], [Fire], [Cold], [Lightning] and [Chaos].","[Ailments] that deal damage are [Bleeding], [Ignite], and [Poison].","[Armour], [Evasion|Evasion Rating] and [EnergyShield|Energy Shield] are the standard Defences. Other protective stats such as [Resistances] are not counted as Defences.","You take [Chaos] damage over time while standing in Desecrated Ground.","Elemental [Ailments] are [Ignite], [Chill], [Freeze], [Shock], and [Electrocute|Electrocute].","Freeze is an [Ailments|Ailment] that causes targets to be unable to move or act, and lasts 4 seconds by default.\r\n\r\n[Cold] damage from [HitDamage|Hits] [Contributes] to Freeze Buildup on enemies until they become [Frozen].","Hinder is a [Debuff] that [Slow|Slows] movement speed by 30% unless otherwise specified. Unless Specified, Hinder has a duration of 4 seconds.","Ignite is an [Ailments|Ailment] that deals [Fire] damage over time, and lasts for 4 seconds by default.\r\n\r\nThe chance for a [HitDamage|Hit] to Ignite a target is determined by the total [BuffMagnitude|Magnitude] of [Flammability] on the target, including the amount added by that [HitDamage|Hit].\r\n\r\n[Fire] damage from [HitDamage|Hits] [Contributes] to the [BuffMagnitude|Magnitude] of Ignite, so [HitDamage|Hits] dealing more [Fire] damage inflict stronger Ignites.\r\nThe base [BuffMagnitude|Magnitude] of Ignite is [Fire] damage per second equal to 20% of the [Fire] damage dealt by the [HitDamage|Hit] that inflicted it. This is calculated using the final damage dealt by the [HitDamage|Hit], but not any modifiers on the target that affect how much damage they will take from the [HitDamage|Hit]. This [BuffMagnitude|Magnitude] is not further affected by any modifiers to the damage you deal.\r\n\r\nModifiers and [Debuff|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 [HitDamage|Hit] damage (such as [Penetration]) do not affect Ignite damage.","Flammability is a [Debuff] that provides the chance for [HitDamage|Hits] to [Ignite] the target. It is not itself an [Ailments|Ailment], but is closely associated with [Ignite], which is.\r\n\r\n[Fire] damage from [HitDamage|Hits] [Contributes] to the [BuffMagnitude|Magnitude] of Flammability, so [HitDamage|Hits] that deal more [Fire] damage will [Ignite] more often.\r\n\r\nThe base [BuffMagnitude|Magnitude] of Flammability is 1% chance to Ignite the target for every 5% of the target's [AilmentThreshold|Ailment Threshold] dealt as [Fire] damage. Flammability from a [HitDamage|Hit] is applied before that hit checks whether it should [Ignite] the target, and so will affect that chance for that [HitDamage|Hit] to [Ignite].\r\n\r\nSince chance for [HitDamage|Hits] to [Ignite] comes from Flammability on the target, modifiers which increase the chance to inflict [Ailments] will increase the [BuffMagnitude|Magnitude] of Flammability inflicted.\r\n\r\nEffects which do not [HitDamage|Hit] targets, but [Ignite] as if they had, such as [IgnitedGround|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%.\r\n\r\nMultiple instances of Flammability stack, raising the chance for [HitDamage|Hits] to [Ignite] the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.","Ignoring [Resistances] means your damage cannot be modified in any way by the target's [Resistances|Resistance] stats.","Knockback pushes Enemies away when [HitDamage|Hit].","When you deal damage from a [HitDamage|Hit], Leech causes you to recover an amount of the stated resource equal to a percentage of the damage you dealt.\r\nMonsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech.\r\nLeeched Life is recovered over one second. Multiple Leeches can occur simultaneously.","You are on Low Energy Shield if you have 35% of your Maximum Energy Shield or less.","A player or monster is on Low Life if it has 35% of its Maximum Life or less.","You are on Low Mana if you have 35% of your Maximum Mana or less.","Lucky things are rolled twice and the better result used.","Maimed enemies suffer from 30% [Slow|Slower] Movement Speed and 15% reduced [Evasion|Evasion Rating]. Maim lasts for 4 seconds unless otherwise specified.","When you deal damage from a [HitDamage|Hit], Leech causes you to recover an amount of the stated resource equal to a percentage of the damage you dealt.\r\nMonsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech.\r\nLeeched Mana is recovered over one second. Multiple Leeches can occur simultaneously.","When you deal damage from a [HitDamage|Hit], Leech causes you to recover an amount of the stated resource equal to a percentage of the damage you dealt.\r\nMonsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech.\r\nLeeched [Rage] is recovered over one second. Multiple Leeches can occur simultaneously.","The Map Owner is the player who created the Map area.","[Ailments] that do not deal damage are [Chill], [Freeze], [Shock], and [Electrocute].","Overkill damage is any damage from a [HitDamage|Hit] in excess of the enemy's remaining Life when it is killed.","Poison is an [Ailments|Ailment] that deals [Chaos] damage over time, and lasts 2 seconds by default. Damage from Poison bypasses [EnergyShield|Energy Shield].\r\n\r\n[Physical] and [Chaos] damage from [HitDamage|Hits] [Contributes|Contribute] to Poison [BuffMagnitude|Magnitude].\r\n\r\nDamage does not [Contributes|Contribute] to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.\r\n\r\nThe base [BuffMagnitude|Magnitude] of Poison is [Chaos] damage per second equal to 20% of the [Premitigation|Pre-mitigation] [Physical] and [Chaos] damage of the [HitDamage|Hit] that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.\r\n\r\nModifiers and [Debuff|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 [HitDamage|Hit] damage (such as [Penetration]) do not affect Poison damage.","Rage grants 1% more [Attack|Attack] damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage.\r\n\r\nOnly one [HitDamage|Hit] every 0.5 seconds can cause you to gain Rage.","Recently refers to the past 4 seconds.","Shapeshifting changes you into a non-human form. Shapeshifting skills still use your character's stats as normal unless otherwise specified.\r\n\r\nUsing a skill that is not compatible with your Shapeshifted form will automatically Shapeshift you back to human form.","Shock is an [Ailments|Ailment] that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.\r\n\r\n[Lightning] damage from [HitDamage|Hits] [Contributes] to chance to Shock enemies. The higher the [Lightning] damage dealt, the higher the chance. By default a [HitDamage|Hit] has 1% chance to Shock for every 4% of the target's [AilmentThreshold|Ailment Threshold] dealt.","Enemies standing in Smoke Clouds are [Blind|Blinded].\r\nSmoke Clouds have a radius of 2 metres unless otherwise specified.","Your base Stun Threshold is equal to your maximum Life. A [HitDamage|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 [HitDamage|Hits]. A [Stun] chance of less than 10% is treated as 0%.","The lower an enemy's Stun Threshold, the less [Stun] buildup is needed to [Stun] or [HeavyStun|Heavy Stun] them.","Freeze Threshold determines how much [Freeze] buildup is needed to [Freeze] a target.","Electrocute Threshold determines how much [Electrocute] buildup is needed to [Electrocute] a target.","[Debuff|Debuffs] you are Unaffected by can still be placed on you, but will not actually apply their effect.","Uncapped [Resistances|Resistance] is the value a [Resistances|Resistance] would have if ignoring Maximum Resistance. These values are shown in parentheses at the top of the Character Panel.","Overcapped [Resistances|Resistance] is the amount of a [Resistances|Resistance] you have in excess of your [MaximumResistances|Maximum Resistance] for that damage type.","Unlucky things are rolled twice and the worse result used.","A target is immobilised if it cannot move, for example due to being [Frozen], [Pinned], [HeavyStun|Heavy Stunned], or [Electrocute|Electrocuted].","[HitDamage|Hits] against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:\r\n\r\n[LightStun|Light Stuns] last a fraction of a second but can be inflicted frequently. Any [HitDamage|Hit] has a chance to cause a [LightStun|Light Stun]. The chance is based on the damage dealt, up to 100% base chance for [HitDamage|Hits] that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\r\n\r\n[HeavyStun|Heavy Stuns] occur when a target's Stun bar is filled and last multiple seconds. [HitDamage|Hits] cause Heavy Stun buildup based on the damage dealt. Players and their [Minion|Minions] usually cannot be [HeavyStun|Heavily Stunned], but players can receive [HeavyStun|Heavy Stun] buildup where specifically mentioned while taking specific actions (such as raising their [Shield], Parrying with a [Buckler], or riding a mount).\r\n\r\nPlayer [Physical] damage and [Melee] Damage each have 50% more [LightStun|Light Stun] chance and [HeavyStun|Heavy Stun] buildup. These bonuses are multiplicative with each other.\r\nMonster [Physical] damage and [Melee] Damage have 100% more and 33% more [LightStun|Light Stun] chance and [HeavyStun|Heavy Stun] buildup respectively. These bonuses are multiplicative with each other.","Any [HitDamage|Hit] has a chance to [LightStun|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 [HitDamage|Hits] that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.\r\n\r\n[Physical] damage, and player (but not monster) [Melee] Damage, each have 50% more [LightStun|Light Stun] chance. For players, these bonuses are multiplicative with each other.","[HeavyStun|Heavy 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. [HitDamage|Hits] cause Heavy Stun buildup based on the damage dealt. Players and their [Minion|Minions] usually cannot be [HeavyStun|Heavily Stunned], but players can receive [HeavyStun|Heavy Stun] buildup where specifically mentioned while taking specific actions (such as raising their [Shield], Parrying with a [Buckler], or riding a mount).\r\n\r\nWhile 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.\r\n\r\n[Physical] damage, and player (but not monster) [Melee] Damage, each cause 50% more [HeavyStun|Heavy Stun] buildup. For players, these bonuses are multiplicative with each other.","Players and their [Minion|Minions] usually cannot be [HeavyStun|Heavily Stunned], but players can receive [HeavyStun|Heavy Stun] buildup where specifically mentioned while taking specific actions (such as raising their [Shield], Parrying with a [Buckler], or riding a mount). A player's stun bar only empties when they are not taking these actions or [HeavyStun|Heavily Stunned]. While [HeavyStun|Heavily Stunned] players cannot [Block], [Deflect] or [Evasion|Evade].","Electrocution is an [Ailments|Ailment] that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.\r\n\r\nOnly [Lightning] damage from [HitDamage|Hits] with specific skills or effects [Contributes] to Electrocution Buildup on enemies until they become [Electrocute|Electrocuted]. Other sources of [Lightning] damage will not build up towards Electrocution.","Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or [Evasion|Evading] for 3 seconds. They are also [LightStun|Light Stunned] when they become Pinned.\r\n\r\nPinned targets count as [Immobilised].","Overwhelm negates a certain amount of the target's [Physical|Physical] damage reduction, but never more than the total [Physical|Physical] damage reduction the target has.","Melee [Attack|Attacks] are those that directly hit with a melee [Strike] or a [Slam], dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage. \r\n\r\nAny [Projectile|Projectiles] these attacks create do not count as Melee damage.","Slams are [Melee] [Attack|Attacks] that cause damaging areas of effect, rather than [Strike|Striking] enemies with your weapon directly. Damage from Slams is still [Melee] damage.","Effects that Chain are redirected to another target after hitting an enemy. [Projectile|Projectiles] cannot Chain from enemies they [Pierce] or [Fork] from.\r\nProjectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be [HitDamage|Hit] more than once in the same Chain.","[Projectile|Projectiles] that Pierce can pass through a target while still damaging them.","[Projectile|Projectiles] that Fork split into two the first time they hit an enemy and do not [Pierce] it.","[Projectile|Projectiles] that Split fire at a number of targets within 6 metres by splitting into multiple [Projectile|Projectiles] the first time they [HitDamage|Hit] an enemy.\r\n\r\nSome non-[Projectile] beam Skills can also Split.","Deflection Rating provides a chance to Deflect damage from [HitDamage|Hits], preventing 40% of the damage from those Hits. Exact chance to Deflect also depends on the attacker's [Accuracy].","50% of damage from Suppressed Hits and [Ailments] they inflict is prevented.","Blocking completely prevents the damage of an incoming [HitDamage|Hit].\r\n\r\nYou will still take any [Stun] from the Blocked hit. You can't Block while [Stun|Stunned] or [Freeze|Frozen]. \r\n\r\nSome skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the skill.","Chance to [Block] only includes modifiers that are explicitly chance-based. Guaranteed [Block] (such as raising your [Shield]) does not affect your Chance to [Block].","Overcapped [ChanceToBlock|Block Chance] is the amount by which your [ChanceToBlock|Chance to Block] exceeds your maximum [ChanceToBlock|Chance to Block].","A Strike is a [Melee] attack that directly hits with weapons or body parts. [Slam] attacks do not count as Strikes.","A Projectile is a moving [Attack] or [Spell] that usually impacts with targets when it hits them.\r\n\r\nWhen a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.","Resistances reduce damage taken of the corresponding damage type \u2014 [Fire], [Cold], [Lightning] or [Chaos] \u2014 up to a [MaximumResistances|Maximum]. [Fire], [Cold] and [Lightning] Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.\r\n\r\nYour 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.","Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. [CriticalDamageBonus|Critical Damage Bonuses] can further modify this value.\r\n\r\n[Attack|Attacks] usually use your weapon's base Critical Hit Chance, while [Spell|Spells] and some other skills have their base Critical Hit Chance listed on the skill. \r\n\r\nMost 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%.","Multiplies the damage dealt by [Critical|Critical Hits]. Default value is +100% (i.e. twice as much damage).","Jagged Ground [Slow|Slows] the movement speed of enemies in its area by 20%.","Totems are [Allies|allied] constructs which use skills for you. Totems are not [Minion|Minions] and their skills benefit from your stats, though they have their own defensive stats and can be damaged or killed.\r\n\r\nTotem Limit is shared between different types of Totem by default.","Enemies you Taunt can only target you, and deal 10% less damage with [HitDamage|hits] to anyone else. If not otherwise specified, Taunt lasts for 3 seconds.","Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.","Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's [Rarity]:\r\n\r\nNormal: 1\r\nMagic: 2\r\nRare: 5\r\n\r\nUnique monsters always have 20 Power.","Armour reduces [HitDamage|Damage taken from Hits]. By default, Armour only applies to [Physical] [HitDamage|Damage].\r\n\r\nDamage reduction from Armour is proportional to the amount of [HitDamage|Damage], and is more effective at reducing smaller hits.","Enemies taking [Fire] damage over time are Burning. Usually this occurs because the enemy is [Ignite|Ignited].","A Frozen target cannot move or act. Targets become Frozen when they reach 100% [Freeze] buildup.","Evasion Rating grants a chance to Evade enemy [HitDamage|Hits], preventing them from [HitDamage|Hitting] you at all. Exact chance to Evade also depends on the attacker's [Accuracy].","Accuracy is used to hit a target with an [Attack|Attack], and is checked against the targets [Evasion] to determine that chance. \r\n\r\nPlayer [Attack|Attacks] incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.","Energy Shield protects your Life by taking damage instead. Rapidly [ESRecharge|Recharges] if you don't lose Energy Shield for a short time.\r\n[Chaos] damage removes twice as much Energy Shield.\r\nDamage from [Bleeding] and [Poison] bypasses Energy Shield to remove Life directly.","Normal enemies are Primed for [Electrocute|Electrocution] when they have at least 40% Electrocution buildup. Magic enemies are instead Primed at 50% buildup, Rare at 60%, and Unique at 70%.","Normal enemies are Primed for [Stun] when they have at least 40% Heavy Stun buildup. Magic enemies are instead Primed at 50% buildup, Rare at 60%, and Unique at 70%.","Normal enemies are Primed for [Freeze] when they have at least 40% Freeze buildup. Magic enemies are instead Primed at 50% buildup, Rare at 60%, and Unique at 70%.","[StatConversion|Converts] all [Evasion|Evasion Rating] to [Armour].","Slows are modifiers from [Debuff|Debuffs] that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) \u2014 if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.\r\n\r\nHigher [Rarity] enemies are less affected by Slows:\r\n\r\n15% less Slow effect on Magic monsters\r\n30% less Slow effect on Rare monsters\r\n50% less Slow effect on Unique monsters\r\n\r\nAdditionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.","[ItemRarity|Item] or monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.","Affects the delay before your [EnergyShield|Energy Shield] starts [ESRecharge|Recharging] after losing Energy Shield.","Affects how quickly [EnergyShield|Energy Shield] is recovered by [ESRecharge|Recharge] once it starts Recharging.","Any damage that isn't damage over time is Hit damage.\r\n\r\n[DamagingAilments|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.","Spells are skills that use raw magic to destroy your enemies. [Attack|Attacks] are not Spells.\r\n\r\nSpells have their own base damage, cast speed and [Critical|Critical Hit] chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or [Critical|Critical Hit] chance.","Attacks are skills that directly use your equipped weapon to damage enemies. [Spell|Spells] are not Attacks.\r\n\r\nThe base damage, attack speed and [Critical|critical hit] chance of an attack are determined using your weapon's stats unless a skill says otherwise.\r\n\r\nAttacks do not necessarily deal [Physical] damage \u2014 they can deal any damage type.","Traps are [Two-Handed] ranged weapons that require [Dexterity] and [Intelligence] to equip. Traps cannot be used to [Attack] directly. \r\n\r\nThrowing a Trap places it on the ground, where it can either be detonated manually or triggered by [CloseRange|Close by] enemies depending on the Trap type.","Withered applies 5% increased [Chaos] damage Taken, and can be inflicted up to 10 times.","Crushed lowers [Physical] Damage Reduction by 15%. This can result in [Physical] Damage Reduction being negative, causing more damage to be taken.","Crushing Blows cause a [HeavyStun|Heavy Stun] on enemies that are [PrimedStun|Primed for Stun].","Hits have up to +6% [Critical|Critical Hit] Chance against Brittle enemies, based on the [Cold] damage of the Hit which inflicted Brittle, for 4 seconds.","Quest items are used to progress the story. They cannot be sold or stashed, but can be discarded. Discarded quest items can be reobtained from their original source.","Swords are [Melee] weapons that can be [One-Handed] or [Two-Handed]. Swords require [Strength] and [Dexterity] to equip. \r\n\r\nSword [Attack|Attacks] are commonly related to elemental damage.","Maces are [Melee] weapons that can be [One-Handed] or [Two-Handed]. Maces require [Strength] to equip. \r\n\r\nMace [Attack|Attacks] are often [Slam|Slams] or slow [Strike|Strikes] that deal [Physical] or [Fire] damage.","Sceptres are [One-Handed] weapons that require [Strength] and [Intelligence] to equip. Sceptres can be equipped in your main hand or off hand, but you cannot [DualWield|Dual Wield] two Sceptres. \r\n\r\nSceptres cannot be used to [Attack] and do not grant bonuses to [Spell|Spellcasting]. Instead, they grant additional [Spirit] and can provide bonuses to your [Allies].","Wands are [One-Handed] [Spell|Spellcasting] weapons that require [Intelligence] to equip. \r\n\r\nWands cannot be [DualWield|Dual Wielded] and cannot be used to [Attack] directly. However, they grant inbuilt [Spell|Spells] based on the wand type and powerful bonuses to spells.","Axes are [Melee] weapons that can be [One-Handed] or [Two-Handed]. Axes require [Strength] and [Dexterity] to equip. \r\n\r\nAxe [Attack|Attacks] commonly involve throwing your axe and\/or inflicting [Bleeding].","Bows are [Two-Handed] ranged weapons that require [Dexterity] to equip. Equipping a Bow allows you to also equip a [Quiver] in the off hand slot. \r\n\r\nBows can [Attack] from long range and with high mobility using a variety of skills, but generally deal less damage than other two-handed weapon types.","Daggers are [One-Handed] [Melee] weapons that require [Dexterity] and [Intelligence] to equip. \r\n\r\nDagger [Attack|Attacks] are commonly related to ambushing or debilitating enemies. Some blade-related [Spell|Spells] also require a Dagger.","Staves are [Two-Handed] [Spell|Spellcasting] weapons that require [Intelligence] to equip. \r\nStaves cannot be used to [Attack]. However, they grant inbuilt [Spell|Spells] based on the staff type and powerful bonuses to spells.","Claws are [One-Handed] [Melee] weapons that require [Dexterity] to equip. Claws can be [DualWield|Dual Wielded] with another Claw, but cannot be combined with other equipped items in the off hand.\r\n\r\nClaw [Attack|Attacks] are commonly fast and cause [Bleeding].","Talismans are [Two-Handed] [Melee] weapons that require [Strength] and [Intelligence] to equip.\r\n\r\nTalismans allow you to use [Shapeshift|Shapeshifting] Skills associated with the Talisman's current form, and grants a basic Attack for that form. You can change the Talisman's form at any time.\r\n\r\nWhile you have a Talisman in your active weapon set you will [Shapeshift] into its associated form. As a result, Skills that cannot be used in a [Shapeshift] form cannot be used with Talismans. [Trigger|Triggered] Skills and [Persistent] Skills will continue to function.","Shields are armour items that are equipped in your off hand. While holding a Shield you have a chance to passively [Block]. Most Shields can also be raised to [Block] all incoming [Strike|Strikes] and [Projectile|Projectiles] from the front.\r\n\r\n[Buckler|Bucklers] are a special type of Shield that do not grant any [Armour] and can Parry enemy skills instead of being raised to [Block].","Armoured [Shield|Shields] are any [Shield|Shields] that grant the player [Armour] \u2014 that is, any type of [Shield] other than [Buckler|Bucklers].","Bucklers are a special type of [Shield] that do not grant any [Armour] and can [Parry] enemy skills instead of being raised to [Block].","Foci are armour items that are equipped in your off hand and require [Intelligence] to equip. \r\n\r\nFoci can grant significant amounts of [EnergyShield|Energy Shield] and powerful bonuses to your [Spell|Spells].","Quarterstaves are [Two-Handed] [Melee] weapons that require [Dexterity] and [Intelligence] to equip. \r\n\r\nQuarterstaff [Attack|Attacks] often focus on high mobility in combat.","Spears are [One-Handed] [Melee] weapons that require [Strength] and [Dexterity] to equip. Spears cannot be dual wielded. \r\n\r\nSpear combat is often a mix of both ranged and [Melee], as many spear skills enable you to throw your spear.","Crossbows are [Two-Handed] ranged weapons that require [Strength] and [Dexterity] to equip. Crossbow basic [Attack|Attacks] can be modified with [Ammunition|Ammunition Skills].\r\n\r\nMultiple [Projectile|Projectiles] fired from a single Crossbow skill can all hit the same target, and single-[Projectile] skills fire additional [Projectile|Projectiles] in sequence rather than in a spread.","Flails are [One-Handed] [Melee] weapons that require [Strength] and [Intelligence] to equip. Flails cannot be [DualWield|Dual Wielded]. \r\n\r\nFlail [Attack|Attacks] tend to reward careful placement and long wind-up times with devastating effects.","Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. \r\n\r\n[Rarity|Normal] enemies grant Flask charges equal to half their [Power]\r\n[Rarity|Magic] enemies grant Flask charges equal to their [Power]\r\n[Rarity|Rare] and [Rarity|Unique] enemies grant Flask charges equal to twice their [Power]\r\n\r\n[Checkpoint|Checkpoints] and [Wells] completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.","Utility Flasks can only hold charges while in a flask slot. They can be bound to action buttons to trigger strategically during combat. Utility Flasks offer a buff or combat ability for a limited time. \r\n\r\nFlasks refill at [Checkpoint|Checkpoints], [Wells|Wells] or by killing Monsters. More powerful Monsters will grant more charges.","Quivers are off hand items that are only usable while you have a [Bow] equipped. Quivers provide a variety of bonuses to Bow [Attack|Attacks].","Spirit is a reserve of power used to activate and maintain skills with permanent effects. Spirit-powered skills are managed within the Skills Panel.\r\n\r\n[WeaponSets|Weapon Sets] can have differing amounts of available Spirit, due to weapons with Spirit (such as [Sceptre|Sceptres]), [WeaponSetPassiveSkillPoints|Weapon Set Passive Skills], or [Persistent] Skills that are active in specific [WeaponSets|Weapon Sets].","One-handed weapons can be placed in the main weapon slot. Some one-handed weapon types can be dual wielded in both main and off hand weapon slots.","Two-handed weapons take up both weapon slots when equipped.","Your allies include other players, [Minion|Minions], and any other entity that fights alongside you and has its own stats. \r\n\r\nYou do not count as your own Ally.","Dual Wielding refers to using two [MartialWeapon|Martial Weapons], one in each hand.","Minions are summoned [Allies] which will accompany and fight alongside you. [Persistent] Minions will reserve a portion of [Spirit] while active.","Warcries are skills which count enemy [Power] within their area and [Empowered|Empower] your subsequent Melee [Attack|Attacks], sometimes depending on the total [Power] of enemies counted.","Curses significantly [Debuff] affected targets. By default a target can have one Curse on them at a time.\r\n\r\nHigher [Rarity] enemies are less affected by Curses:\r\n\r\n15% less Curse effect on Magic monsters\r\n30% less Curse effect on Rare monsters\r\n50% less Curse effect on Unique monsters","Aftershocks are bursts of area damage that occur after the initial impact of the skill causing them. If not otherwise specified, the Aftershock will deal the same damage as the initial impact, in the same area. Only Attack damage can cause Aftershocks.","The Elusive buff grants increased Movement Speed, and additional chance to avoid damage. The effects of Elusive are reduced over time.","Shocked Ground [Shock|Shocks] those standing in it, and lasts 6 seconds by default.","When you deal damage from a [HitDamage|Hit], Leech causes you to recover an amount of the stated resource equal to a percentage of the damage you dealt.\r\nMonsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech.\r\nLeeched [EnergyShield|Energy Shield] is recovered over one second. Multiple Leeches can occur simultaneously. Modifiers specific to Life Leech will not apply to Energy Shield Leech.","Unarmed [Attack|Attacks] do not benefit from your equipped Weapon.","Orb Skills create lasting effects at a location which damage enemies in an area around them.","Exposure is a type of [Debuff] that lowers the affected enemy's [Total] [Resistances|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 [Resistances|Resistance] to become negative.\r\n\r\nHigher [Rarity] enemies are less affected by Exposure:\r\n\r\n15% less Exposure effect on Magic monsters\r\n30% less Exposure effect on Rare monsters\r\n50% less Exposure effect on Unique monsters","Several [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.\r\n\r\nEnergy cannot be gained from direct effects of [Trigger|Triggered] Skills.","Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal [Cold|Cold] damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path.\r\n\r\nSkills which [Consume] [Freeze] will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.","Skills which [Consume] [Freeze] will instantly shatter [IceCrystals|Ice Crystals], causing them to deal more damage in a larger area.","[Projectile|Projectiles] which Return will Return to the entity which originated them after reaching the end of their travel, or on hitting a final target.","While Phasing, you can pass through enemies without being blocked by them.","Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of [Rarity|Unique] monsters cannot be destroyed or consumed. Generally, slain [Allies|Allies] do not leave usable Corpses.","Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.\r\n\r\nThere are three types of Charges \u2014 Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.","The three Elemental damage types are [Fire|Fire], [Cold|Cold], and [Lightning|Lightning].","Wells are present in every Town, and will refill your [Flask|Flasks] as well as restoring your Life and Mana when used.","Your Presence is an area around your character within which certain effects (such as many [Aura|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.","Your Light Radius determines the distance from your character which will be illuminated in dark areas, and the radius within which terrain and points of interest are revealed on the map.","Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.\r\nMagic items can have 2 Modifiers; a Prefix and a Suffix.\r\nRare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.\r\nMore powerful and dangerous enemies are more likely to drop rarer Items.","[Frozen] enemies Shatter when killed, destroying their corpse.","Penetration causes the target's corresponding [Resistances|Resistance] to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your [HitDamage|Hits]. [Resistances] can only be Penetrated down to a minimum of 0% by default.\r\n\r\nSince Penetration only affects [HitDamage|Hits] and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with [DamagingAilments|Ailments].","Some Skills, Items, Support Gems and other effects can Break [Armour|Armour], which lowers a target's [Armour|Armour] by a specified amount. If this brings the target's [Armour|Armour] value to 0, their [Armour|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 [HitDamage|Hits].\r\n\r\nPlayers Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.","Enemies with [Armour] [ArmourBreak|Broken] below 0 have negative [Armour]. This means they take more [Physical] damage from [HitDamage|Hits]. Armour broken below 0 is capped by the enemy's base [Armour].","Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.","Remote Skills are Skills that are performed for you by a different entity, such as a [Totem], [Trap], or Clone. [Minion|Minions] are not Remote Skills.","An Ancestrally Boosted [Slam] has 30% more damage and 25% increased area of effect, and an Ancestrally Boosted [Strike] will target 2 additional Enemies. [Trigger|Triggered Skills] cannot be Ancestrally Boosted. Ancestrally Boosted [Attack|Attacks] count as being [Empowered].","Buffs are effects that boost a player or monster's stats for a duration or while a condition is met.\r\n\r\nUnless otherwise stated, Buffs of the same type do not stack \u2014 only the copy with the strongest effect applies.","Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.\r\n\r\nUnless otherwise stated, Debuffs of the same type do not stack \u2014 only the copy with the strongest effect applies.","Persistent Skills are toggled in the Skills Panel instead of being used normally and often need to [Reservation|Reserve] [Spirit] in order to be activated.","Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.\r\n\r\nConsuming a [Debuff] on an enemy causes the enemy to be immune to that [Debuff] for 1 seconds.","Removes a random modifier and augments a [ItemRarity|Rare] item with a new random modifier.","Reforges a [ItemRarity|Magic] item with new random modifiers.","Upgrades a [ItemRarity|Normal] item to a [ItemRarity|Magic] item with 1 modifier.","Upgrades a [ItemRarity|Normal] or [ItemRarity|Magic] item to a [ItemRarity|Rare] item with 4 random modifiers.","Unpredictably either upgrades a [ItemRarity|Normal] item to [ItemRarity|Unique] rarity or destroys it.","Upgrades a [ItemRarity|Magic] item to a [ItemRarity|Rare] item","Adds an [Augment] Socket to a [MartialWeapon|Martial Weapon] or Armour","Auras apply [Buff|Buffs] to [Allies|Allies] within a radius, or [Debuff|Debuffs] to enemies within a radius of the source of the Aura.","Each Stormsurge on this Weapon grants 3% of damage [Gain|Gained] as Extra [Lightning|Lightning] damage for 5 seconds. Maximum 10 Stormsurge.","Reviving [Minion|Minions] heal after avoiding damage for a short time, and automatically revive after a short delay when killed. This delay is reset whenever another Reviving [Minion] dies.","Quality grants small bonuses to an item depending on the type of item, up to a [MaximumQuality|maximum].\r\n\r\n[MartialWeapon|Martial Weapons] gain 1% more [Physical] damage per Quality.\r\nArmours gain 1% more [Defences] per Quality.\r\nRings and Amulets have a number of possible quality types that provide bonuses to specific modifiers on the item.\r\n[Flask|Flasks] gain 1% more Life and Mana recovery per Quality.\r\n[Charm|Charms] gain 1% increased duration per Quality.\r\nSkill Gems or equipment that grant Skills grant a specific bonus to their Skill based on their Quality.","Support Gems can be inserted into sockets on a Skill Gem in order to modify the effects of that Skill. They only apply to the Skill Gem they are socketed into.\r\n\r\nYou cannot use multiple copies of the exact same [LineageSupports|Lineage Support] across multiple Skills, or for Supports that grant global benefits to persistent reservation Skills while active.\r\nCannot use multiple Support Gems of the same [SupportGemCategory|Category] in one Skill.","This Skill has an effect that applies to every target in its area, rather than picking specific targets.\r\n\r\nAreas of Effect that originate from a target hit by a Skill will add that target's size to their radius.","This Skill has a Duration that can be modified.","Detonator Skills can cause flammable gas, [Oil], explosives, and similar effects to explode on contact.","Nova Skills take effect in a circular area around their user.","Many 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.\r\n\r\nIf multiple methods of Triggering a skill attempt to apply to the same skill, that skill will be disabled.","Herald Skills are a type of [Persistent] [Buff] that grant powerful effects on killing enemies.","When you take damage from a [HitDamage|Hit], Recoup causes you to recover an amount of the stated resource equal to a percentage of the damage you took over 8 seconds.","Thorns damage is a kind of [HitDamage|Hit] Damage you can deal. Thorns damage is not [Attack] damage or [Spell] damage and is not affected by modifiers specific to those.\r\n\r\nIf you have Thorns damage, you inherently [ThornsRetaliation|Retaliate] against [Melee] [Attack] [HitDamage|Hits], dealing your Thorns damage to the enemy that [HitDamage|Hit] you.\r\n\r\nSome skills and other effects may also deal your thorns damage to enemies at other times.","Ignited Ground repeatedly inflicts [Flammability] on enemies as long as they are standing on it, [Ignite|Igniting] them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.","Critical Weakness causes hits against affected targets to have +0.5% to [Critical|Critical Hit] Chance, and can stack up to 20 times. If not otherwise specified, each stack lasts for 4 seconds.","Elemental Ground Surfaces include [ShockedGround|Shocked Ground], [ChilledGround|Chilled Ground], and [IgnitedGround|Ignited Ground].","Using a [Crossbow] Ammunition Skill replaces your [Crossbow|Crossbow's] basic [Attack] with the skill indicated. The Ammunition Skill itself does not fire the Ammunition, only load it into your [Crossbow]. Most [Crossbow] Ammunition Skills that directly [HitDamage|Hit] enemies have [Knockback].","Magic and Rare Monsters can have Modifiers which will augment them in many dangerous ways, making them more powerful and deadly foes.\r\n\r\nMagic Monsters will normally have a single Monster Modifier, whereas Rare Monsters can have multiple.","Cannot be Light Stunned\nCannot Dodge Roll or Sprint","[Conversion|Converts] all [EnergyShield|Energy Shield] to Mana\nDoubles Mana Costs","All [DamageTypes|Damage] is taken from Mana before Life\n50% less Mana Recovery Rate","You have no Mana\r\nSkill Mana Costs [StatConversion|Converted] to Life Costs","You can wield [Two-Handed] [Axe|Axes], [Mace|Maces] and [Sword|Swords] in one hand\nTriple [Attributes|Attribute] requirements of weapons\nInherent Life granted by [Strength] is halved","[LifeLeech|Life Leech] is Instant\nCannot use Life Flasks","30% less [CriticalDamageBonus|Critical Damage Bonus] when on Full Life\n30% more Critical Damage Bonus when on [LowLife|Low Life]","You can apply an additional [Curse]\nDouble Activation Delay of Curses","Chance to [Evasion|Evade] is [Unlucky]\r\nChance to [Deflect] is [Lucky]","Unlimited number of Summoned [Totem|Totems]\nTotems reserve 75 [Spirit] each","If you would gain a [Charges|Charge], [Allies] in your [Presence] gain that [Charges|Charge] instead.","[Accuracy] Rating is Doubled\r\nNever deal [Critical|Critical Hits]","You can apply an additional [Curse]\r\nDouble Activation Delay of [Curse|Curses]","75% of Damage [Conversion|Converted] to [Fire] Damage\r\nDeal no Non-[Fire] Damage","5% of Physical Damage prevented [Recoup|Recouped] as [Defences|Energy Shield] per enemy [Power]\r\n[Defences|Energy Shield] does not [ESRecharge|Recharge]\r\nYou cannot Recover [Defences|Energy Shield] from Regeneration\r\nYou cannot Recover [Defences|Energy Shield] to above [Defences|Armour]","You can equip a non-[ItemRarity|Unique] [Sceptre] while wielding a [Talisman]\r\n50% less [Spirit]\r\nNon-[Minion] Skills have 50% less [Reservation] [Efficiency]","All bonuses from [Equipped] Amulet apply to your [Minion|Minions] instead of you","Can [Attack] as though using a [Quarterstaff] while both of your hand slots are empty\r\nUnarmed [Attack|Attacks] that would use your [Quarterstaff]'s damage gain:\r\n\u2022 [Physical] damage based on their Skill Level\r\n\u2022 1% more [Attack] Speed per 75 [ItemDefences|Item Evasion Rating] on [EquipArmour|Equipped Armour Items]\r\n\u2022 +0.1% to [Critical|Critical Hit Chance] per 10 [ItemDefences|Item Energy Shield] on [EquipArmour|Equipped Armour Items]","Maximum Life is 1\r\nImmune to [Chaos] Damage and [Bleeding]","Martial Weapons can be used to [Attack]. [Axe|Axes], [Bow|Bows], [Claw|Claws], [Crossbow|Crossbows], [Dagger|Daggers], [Flail|Flails], [Mace|Maces], [Quarterstaff|Quarterstaves], [Spear|Spears], [Sword|Swords], and [Talisman|Talismans] are Martial Weapons.","Sacrificing is loss of a resource (commonly Life, Mana or [EnergyShield|Energy Shield]) that does not count as taking damage. You cannot Sacrifice a resource you do not have. Sacrificing Life cannot reduce you below 1 Life, but Sacrifices you cause on others (such as Sacrificing [Minion] Life) can lead to their death.","Travel Skills cover a large amount of distance without needing to target an enemy. If you have multiple Travel Skills with cooldowns, their cooldowns are shared.","Life [LifeRecharge|Recharges] instead of [ESRecharge|Energy Shield]\r\n50% less Life Recovery from [Flask|Flasks]","Every Support Gem you have socketed will incur a cumulative [Attributes|Attribute] requirement, generally at a value of five of the relevant stat for each support gem used.\r\n\r\nThis [Attributes|Attribute] requirement is separate from that required by your Skill Gems and Equipment.","The 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.\r\n\r\nModifiers to the Magnitude of [Buff|Buffs] or [Debuff|Debuffs] come from whoever applies it and are multiplicative with modifiers to the [BuffEffect|Effect] the [Buff] or [Debuff] has on the target.","Modifiers to the Effect of [Buff|Buffs] or [Debuff|Debuffs] usually come from the target it affects and are multiplicative with modifiers to the [BuffMagnitude|Magnitudes] of the [Buff] or [Debuff], which come from its creator.","Take 50% less damage over time if you've started taking damage over time in the past second\nTake 50% more damage over time if you haven't started taking damage over time in the past second","Create [Lightning] [ElementalInfusion|Infusion] [Remnant|Remnants] instead of [Fire]\r\nCreate [Cold] [ElementalInfusion|Infusion] [Remnant|Remnants] instead of [Lightning]\r\nCreate [Fire] [ElementalInfusion|Infusion] [Remnant|Remnants] instead of [Cold]","Cannot use [Charm|Charms]\n30% more Recovery from [Flask|Flasks]","Arcane Surge grants 15% increased Cast Speed and 20% more Mana Regeneration Rate.","Arcane Surge grants 15% increased Cast Speed and 20% more Mana Regeneration Rate.\r\nIt lasts for 4 seconds by default.","Invoked Skills are those [Trigger|Triggered] by Invocation Skills.","Meta Gems are Skill Gems that can use, [Trigger], or otherwise apply the effects of other Skill Gems. Skill Gems and [SupportGem|Support Gems] can be socketed into them interchangeably, though most Meta Gems require at least one Skill Gem to be socketed to function.","Skills that meet this requirement use the term \"Final Strike\" to refer to the last hit of their combo. This includes basic [Melee] [Attack|Attacks].","Corrupted Blood is a [Debuff] that deals [Physical] damage over time and can stack up to 10 times.\r\n\r\nCorrupted Blood is not [Bleeding] and is not affected by any stats related to [Bleeding].","[Bleeding] that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.\r\n\r\nOnce a [Bleeding] [Debuff] has been Aggravated, it will remain Aggravated until its duration expires.\r\n\r\nEach [Bleeding] [Debuff] can be Aggravated, or not, independently \u2014 one [Bleeding] [Debuff] being Aggravated does not mean other [Bleeding] [Debuff|Debuffs] on the target are also Aggravated, and Aggravating some or all of them will have no effect on new [Bleeding] [Debuff|Debuffs] applied afterwards. However, effects which Aggravate [Bleeding] on a target do so to all [Bleeding] [Debuff|Debuffs] currently on that target unless otherwise specified.","[Ignite] that has been Aggravated deals 100% extra damage.\r\n\r\nOnce an [Ignite] has been Aggravated, it will remain Aggravated until its duration expires.\r\n\r\nJust like [Bleeding], each [Ignite] [Debuff] can be Aggravated, or not, independently of others on the target.","Their modifier to the amount they leech will not affect this amount; your modifiers have already applied to it.","This effect does not stack. Applying it again before the first expires will refresh the duration.","Marks are a family of [Debuff|Debuffs] that apply powerful effects to a single enemy, usually for a limited duration. You can have multiple Marked enemies at once, but each individual enemy can only have a single Mark applied to them at once.\r\n\r\nMarks can be [MarkActivate|Activated] when specific conditions occur, which will case some extra effect and then [Consume] the Mark.","Lost Life will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Life resets this delay, interrupting Recharge.\r\nModifiers to Energy Shield [ESRechargeRate|Recharge Rate] or to [FasterESRechargeStart|how fast it starts] will also apply to Life Recharge.","Lost [EnergyShield|Energy Shield] will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of [EnergyShield|Energy Shield] resets this delay, interrupting Recharge.","Energy Shield will no longer protect you from Damage, unless that damage would be dealt to Mana.","Onslaught grants 20% increased [SkillSpeed|Skill Speed] and 10% increased movement speed.\r\nUnless specified, Onslaught lasts 4 seconds.","Druidic Prowess is a stacking [Buff] which grants 10% increased [SkillSpeed|Skill Speed] and causes [HitDamage|Hits] with [Spell] Damage to grant 3 [Rage] per stack for 10 seconds. Each stack has an independent duration. Maximum 3 stacks.","Checkpoints are a form of saving your progress through Wraeclast and will often appear before Boss fights and at points of interest. Reaching a Checkpoint will refill your Life, Mana, [Flask|Flasks] and [Charm|Charms].\r\n\r\nOn death, you can choose to revive either in Town or at the last Checkpoint you reached. For this purpose, [Waypoint|Waypoints] also function as Checkpoints.\r\n\r\nYou can also teleport between Checkpoints within an area, or from a Checkpoint to the Waypoint.","Once all Checkpoints have been activated and the Map is completed, all remaining unfinished map content will be revealed on the minimap.","Waypoints are a form of saving your progress through Wraeclast. Most areas (though not all) will have one, and they can be used to quickly travel from area to area. Reaching a Waypoint will refill your Life, Mana, [Flask|Flasks] and [Charm|Charms].","A higher Elemental Ailment Threshold makes it less likely that being [HitDamage|Hit] by [ElementalDamage|Elemental Damage] will apply the relevant [ElementalAilments|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.","The default maximum for [ElementalDamage|Elemental] or [Chaos|Chaos] resistances is 75%. Maximum resistances cannot be raised above 90%.","Gain Power [Charges] instead of Frenzy Charges\nGain Frenzy Charges instead of Endurance Charges\nGain Endurance Charges instead of Power Charges","Sustained skills cause a large number of [HitDamage|Hits] over a period of time. They roll for [Critical|Critical Hits] independently each time they damage enemies, rather than rolling once for the entire skill as other skills do.","Some skills and effects have a chance to apply Daze to enemies on [HitDamage|Hit].\r\n\r\nDaze lasts for 8 seconds, and a Dazed enemy will take 50% more [Stun|Stun Buildup]. There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.","Some skills and effects require a certain Combo count to use. Combo is built by successfully [Strike|Striking] Enemies. Combo count will fall off after a short duration of not building or maintaining further Combo.\r\n\r\nCombo can only be built while using the same weapon as the Combo Skill is bound to, and will be lost if you swap weapons.","[Minion|Minions] whose durations expire or that are despawned by the player are considered to have died. However, effects that state they trigger when a [Minion] is Killed do not trigger in these cases. [Minion|Minions] are only Killed if they reach 0 life, though this can be caused by their summoner as well as enemies.","You are Surrounded if there are at least 5 enemies within 3 metres of you. The number of enemies required to be Surrounded cannot be reduced below 1.","Reservation effects prevent a portion of a given resource \u2014 usually [Spirit], though it can also be Life or Mana \u2014 from being used for other purposes while active. Reserving a resource does not change the maximum value of that resource.","You are on Low Infernal Flame if you have 35% of your maximum Infernal Flame or less.","Dodge Roll cannot Avoid Damage\nTake 30% less [HitDamage|Damage from Hits] while Dodge Rolling","Damage can be converted from one type to another. This causes it to deal the new damage type, scale with modifiers to the new damage type, and no longer scale with modifiers to the old damage type.\r\n\r\nFor example, [Fire] damage converted to [Lightning] now scales with [Lightning] damage modifiers and causes [Shock], but no longer scales with [Fire] damage modifiers or causes [Ignite].\r\n\r\nConversion is a two step process. Conversion inherent to Skills occurs first, then Conversion from all other sources. Damage over time cannot be converted.","Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type). \r\n\r\nFor example, [Lightning] damage gained from [Physical] damage scales with [Lightning] damage modifiers, but not [Physical] damage modifiers.\r\n\r\nDamage Gain occurs in the same two step process as [Conversion|Damage Conversion]. Damage over time cannot benefit from damage Gain.","Tailwind is a stacking [Buff] which grants 1% increased movement speed, 2% increased [SkillSpeed|Skill Speed], 10% increased [Evasion] Rating and prevent 1% of Damage from [Deflect|Deflected] [HitDamage|Hits] per stack. Maximum 10 stacks.","Jade is a stacking [Buff] which grants 1% additional Physical Damage Reduction per stack. Maximum of 10 Jade stacks.","Enemies have less [CooldownRecovery|Cooldown Recovery Rate] the lower their Concentration, scaling down to 50% less [CooldownRecovery|Cooldown Recovery Rate] when Concentration is 0%.","Collecting Flames of Chayula grants the following bonuses:\r\nRed Flames of Chayula [LifeLeech|Leech] 15% of your maximum Life to you\r\nBlue Flames of Chayula [ManaLeech|Leech] 15% of your maximum Mana to you\r\nPurple Flames of Chayula provide a stacking [Buff] granting 7% of damage as extra [Chaos] damage for 8 seconds, and stacks up to 10 times. Flames of Chayula count as [Remnant|Remnants].","Red Flames of Chayula [LifeLeech|Leech] 15% of your maximum Life to you to when collected.","Blue Flames of Chayula [ManaLeech|Leech] 15% of your maximum Mana to you when collected.","Small Passive Skills are Passives that are not Notables, Keystones, Ascendancy Passive Skills or Passive Skills where you can select an [Attributes|Attribute].","Valour is used to fuel Banner Skills. Killing an enemy with an [Attack] generates 1 Valour, and Banners passively gain 1 Valour per second while a [Rarity|Unique] enemy is in your [Presence]. You can only gain Valour once every 0.5 seconds, and a Banner skill cannot gain Valour while its Banner is placed.\r\n\r\nEach Banner has 50 maximum Valour by default. If you have multiple Banner skills active, each gains Valour separately.","Intimidate is a [Debuff] that inflicts 10% increased damage taken and 10% reduced damage dealt.","Ballistas are a type of [Totem] that use [Projectile] [Attack|Attacks].","Soul Cores are artifacts of the ancient Vaal empire and function as a type of [Augment].","Abyssal Eyes are artifacts recovered from Abyssals which function as a type of [Augment].","Runes are [Augment|Augments] of Kalguuran origin and make.","Idols are a type of [Augment|Augment] fashioned by the Azmeri.","Honour is an additional resource you have to manage within the Trial of the Sekhemas. A percentage of the damage you take from enemies in the Trial will be taken from your Honour. If your Honour reaches zero then the Trial is failed.","[Shock] and [Electrocute] are Lightning [Ailments].","This additional use time is fixed and will not be modified by skill use speed stats.","Enemies covered in Oil have their movement speed [Slow|Slowed], are inflicted with [Exposure] and have 200% more [BuffMagnitude|Magnitude] of [Flammability] inflicted on them.\r\n\r\n[IgnitedGround|Ignited Ground] or [Detonator] Skills will [Ignite] Oil-covered enemies. This removes the Oil, but the [Exposure] will remain for the duration of that [Ignite].","Enemies standing in Oil Ground have their movement speed [Slow|Slowed] and are inflicted with [Exposure].\r\n\r\n[Ignite|Ignited] enemies, [IgnitedGround|Ignited Ground], or [Detonator] Skills that touch the Oil cause it to catch fire, [Ignite|Igniting] enemies instead of [Slow|Slowing] them, but still inflicting the [Exposure].","The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.","Adding to the Total value of a stat occurs after all other calculations have been performed. This means that the added value does not benefit from percentage modifiers to the stat.","Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to [Flask|Flasks], Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's [Power]. [Checkpoint|Checkpoints] and [Wells] completely recharge Charms when activated.\r\n\r\nThe maximum number of Charm slots is capped at 3.","Excess Life Recovery from Regeneration is applied to [EnergyShield|Energy Shield].\r\n[EnergyShield|Energy Shield] does not Recharge.","[Chill|Chilling], [Shock|Shocking], or [Ignite|Igniting] Enemies grants 1 Unbound Fury. [Freeze|Freezing] or [Electrocute|Electrocuting] Enemies grants 6 Unbound Fury.","Converting stat A to stat B applies the base value of stat A to stat B instead. The converted stat scales with percentage modifiers to stat B, but not with percentage modifiers to stat A.\r\n\r\nFor example, if you converted your [Evasion] to [Armour], the converted portion would be scaled by percentage modifiers to [Armour], but percentage modifiers to [Evasion] would have no effect.","Life Loss is not damage, and can't be mitigated or absorbed by [EnergyShield|Energy Shield]. Life Loss can still kill you.","Gaining a percentage of stat A as stat B is calculated from the base value of stat A. The portion gained scales with percentage modifiers to stat B, but not with percentage modifiers to stat A.\r\n\r\nFor example, if you gained 50% of [Evasion] as [Armour], the portion gained would be scaled by percentage modifiers to [Armour], but not by percentage modifiers to [Evasion].","Recovery which Overflows its maximum can be recovered up to 1.5 times that maximum.","Some [Minion|Minions] can be Commanded to perform certain actions. This requires you to use the corresponding Command skill, which will cause one of your [Minion|Minions] to carry out the Command.","Difficulty causes monsters to have increased damage and life, as well as improving the items they drop.\r\n\r\nCertain Bosses with increased difficulty will gain new abilities and begin to drop exclusive items, and have a reduced number of [LimitedRespawn|Respawn Attempts].\r\n\r\nDifficulty above 4 has no additional effect.","Most endgame content allows for a limited number of deaths before you can no longer access the area. Most areas allow unlimited leaving and re-entry for other reasons except while fighting a boss.\r\n\r\nOn death during a boss fight, the [MapOwner|Map Owner] may respawn all players into a new instance of the area to attempt the boss fight again.\r\n\r\nThe number of modifiers on a [Waystone] will reduce the number of Revivals available allowed when opening a Map. For pinnacle endgame content, increased [AtlasDifficulty|Difficulty] will reduce the number of Revivals available.","Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.\r\n\r\nDefeating the Map Boss will complete the Map.","Powerful Map Bosses are [MapBoss|Map Bosses] that are even more difficult and drop even better rewards.\r\n\r\nPowerful Map Bosses frequently drop [Waystone|Waystones] one Tier higher.","Empowering a [MapBoss|Map Boss] upgrades it to a [PowerfulMapBoss|Powerful Map Boss]","This [Debuff|Debuff] causes you take 10% increased damage and have 10% reduced Light Radius for 10 seconds per stack.","The higher toughness a monster has, the less damage it takes. A monster with 100% increased Toughness takes 50% less damage, a monster with 200% increased toughness takes 67% less damage, and so on. Reduced toughness causes monsters to take more damage.","Spreading an ailment inflicts a new, matching ailment on another target, from the same source. The new ailment can potentially spread further, but never back to the same target twice.","25% more [SkillSpeed|Skill Speed] while Off Hand is empty and you have a [One-Handed] [MartialWeapon|Martial Weapon] equipped in your Main Hand.","By default, specific [Ailments] are calculated based on only specific [DamageTypes|damage types], such as only the [Fire] damage of a [HitDamage|Hit] mattering when inflicting [Ignite].\r\n\r\nAllowing another damage type to contribute to an [Ailments|Ailment] means that all damage of the relevant types is summed when performing calculations for that [Ailments|Ailment].\r\n\r\nFor [Ailments] that use [HitDamage|Hit] damage to determine [Ailments|Ailment] chance or buildup, this means that the damage type becomes capable of inflicting that [Ailments|Ailment]. For [Ailments] that only use [HitDamage|Hit] damage to determine [Ailments|Ailment] [BuffMagnitude|Magnitude] (i.e. [Bleeding] and [Poison]), you still need a way to apply those [Ailments] (e.g. a source of [Bleeding] or [Poison] chance).","Weapon Set Passive Skill Points can be allocated differently in each of your Weapon Set Passive Trees, including your default Passive Tree.","Certain Skills which create Areas of Effect on the ground create Runic Inscriptions when doing so. Various effects such as Support Gems and Unique Items can interact with these Inscriptions to cause many different effects.","Offering Skills target an active Skeleton [Minion] to create an Offering Spike. Offering Spikes grant various [Buff|Buffs] to you or your [Minion|Minions], and can even directly damage Enemies. Offering Skills are themselves damageable [Minion|Minions] and their [Buff|Buffs] are lost if they die.","Payoff Skills have powerful extra affects when [HitDamage|Hitting] enemies inflicted with specific [Debuff|Debuffs], often [Consume|Consuming] the [Debuff] in the process. Payoff Skills cannot inflict the [Debuff] they interact with.","Grenade Skills are only usable when wielding a [Crossbow]. They have cooldowns, but generally deliver high damage or powerful utility.\r\n\r\nGrenade Skills have a fuse duration and will generally not explode until the fuse has expired, so they are strongest when you aim carefully and predict enemy movements.\r\n\r\nGrenades cannot [Fork] or [Chain].","Increasing your Stun Recovery causes you to recover more quickly from being [Stun|Stunned].","Grasping Vines is a stacking [Debuff] that [Slow|Slows] character movement speed by 8% for each stack applied.\r\nMoving will gradually remove stacks of Grasping Vines.","Enraged is a [Buff] that grants 25% [Toughness] and 25% increased damage.","Volatiles are homing orbs which move towards a target before exploding after a duration or when they get close enough, dealing damage in a larger area.","Petrify is a [Debuff] which causes targets to become covered in stone and unable to move or act.","Augments are items which can be placed into Augment sockets, usually on [Equipment] items. Once socketed, they can be replaced by other Augments, but cannot be removed by normal means. \r\n\r\nThe types of [Equipment] which an Augment can be placed into and the corresponding benefit provided are listed on the item.","Gain no inherent bonus from [Strength]\r\n1% increased [EnergyShield|Energy Shield] per 2 Strength","Gain no inherent bonus from [Dexterity]\r\n1% increased [Armour|Armour] per 2 Dexterity","Gain no inherent bonus from [Intelligence]\r\n1% increased [Evasion|Evasion Rating] per 2 Intelligence","Sacred Water is a resource you find within the Trial of the Sekhemas. It is used to purchase [Boons] from merchants and venerate Maraketh Shrines, granting you various effects within the Trial.","Boons are positive effects that are applied to the Trial of the Sekhemas; making them easier to run.\r\nBoons can be gained from certain Maraketh Shrines or from buying them from the Trial Merchant using [SacredWater|Sacred Water].\r\nBoons can be either Minor or Major, providing varying benefits to your Trial.","Afflictions are negative effects that are applied to the Trial of the Sekhemas; making them harder to run.\r\nAfflictions will be applied for entering certain rooms in the Trial or from encountering certain Maraketh Shrines.\r\nAfflictions can be either Minor or Major, providing varying negative effects to your Trial.","Enfeeble is a [Curse] that lessens the damage dealt by those affected. If not otherwise specified, Enfeeble lessens damage dealt by unique targets by 10%, and other targets by 20%.","Binding Chains is a stacking [Debuff] that [Slow|Slows] character movement speed by 8% for each stack applied.","Bronze, Silver or Gold Keys are sometimes awarded for completing rooms or for killing monsters within the Trial of the Sekhemas. After completing each floor of the Trial there will be an assortment of Bronze, Silver and Gold caches which can be opened by their respective key, revealing treasures within.","Relics are items that are placed in the Relic Altar before the start of the Trial of the Sekhemas.\r\nRelics influence various aspects of the Trial to make it easier. Your Relics persist between Trials.\r\nSelected Relics cannot be changed while you have an active Trial.\r\nRelics have varying dimensions, so arrange them carefully to maximise your benefits.\r\nYou can unlock more Relic slots by killing bosses deeper into the Trials.\r\nSpare Relics can be stored in the Relic Locker or any of your personal stash tabs.","This is modifier applies to [Debuff|Debuffs] you inflict that [Slow|Slow] enemies, and scales only the specific [BuffMagnitude|Magnitude] that slows the target. It will not affect any other [BuffMagnitude|Magnitudes] that [Debuff] has if it does other things in addition to the [Slow].","You are on High Infernal Flame if you have 65% of your maximum Infernal Flame or more.","Purple Flames of Chayula provide a stacking [Buff] granting 7% of damage as extra [Chaos] damage. Stacks up to 10 times.","Affects the speed at which all Skills are used. Increases and reductions to Skill Speed stack additively with increases and reductions to [Attack] Speed, [Spell|Cast] Speed, [Warcry] Speed, and similar stats.","Wildwood Wisps grant 50% increased Tribute Gained to Players within 3 metres of it.","Close Range is anywhere within 2 metres of your character. Normally, [Melee] [Attack|Attacks] you make are in Close Range.","Unleash is an effect that allows [Spell|Spells] to accumulate Seals that allows the [Spell] to reoccur when being cast. There is a limit of 2 Seals per [Spell].","Link Skills are Skills that allow you to link to your [Allies] to provide them with [Buff|Buffs] while you are within a certain distance of them.","Guard is a [Buff] that provides a buffer against damage from [HitDamage|Hits], taking the damage before your Life or [EnergyShield|Energy Shield] until the buff expires or is depleted.\r\n\r\nYou can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.","Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area. \r\nYou must stay within this fog as it expands to maintain the [Delirious|Delirium] or it will disappear.\r\n\r\nDefeating any monster while in this fog adds to a rewards counter, with the culminated rewards being dropped after the fog dissapears.\r\nSimulacrum Splinters can be collected from Delirium Monsters to form a Simulacrum that allows access to a challenging Delirium encounter via the [Realmgate].\r\n\r\n[Rarity|Magic] monsters are able to gain Delirium specific [MonsterModifiers|Modifiers] while inside the fog.\r\n\r\n[Rarity|Rare] or [Rarity|Unique] monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.\r\n","Expeditions are Ancient Kalguuran burial sites, with hidden artifacts and dangers buried beneath the ground.\r\nHelp the Kalguuran Settlers set up a chain of explosives and unearth the treasures, but beware of the dangers that hide in wait. \r\nRemnants can also be detonated to add modifiers to the rest of the Expedition encounter; making them harder but more rewarding.\r\n\r\nExpedition monsters and chests will occasionally drop Artifacts that can be traded at the Kalguuran Settlers for items.\r\nVendor Refresh Currencies can also occasionally drop which allow for the refreshing of Kalguuran Settler shops.","A Breach is a tear in the fabric of reality. Opening it will allow you to see and interact with monsters from another dimension.\r\nThe faster you can defeat these monsters, the longer you will keep the Breach open.\r\n\r\nBreaches will sometimes have Clasped Hands, which drop items when walked over. \r\nBreach Splinters can be collected from Clasped Hands and defeated Breach monsters to form a Breachstone that allows access to the Twisted Domain via the [Realmgate].","Ritual Altars are sacrificial sites that absorb the monsters slain within their ritual circles. After an amount of monsters have been slain, the Ritual can be activated.\r\nActivating the Ritual will resurrect the slain monsters, requiring you slay them once more. \r\n\r\nDefeating these revived monsters earns you Tribute, a resource that you can trade for various Favours from the Ritual Altar. \r\nThe list of Favours tradable for Tribute can be rerolled, costing Tribute.\r\nFavours can be deferred, paying a part of their cost but having them appear again later.","Area has +1 to Monster Level.","An Abyss is a pit which leads deep underground with multiple fissures branching from it. Any monsters spawned near an Abyss will be weakened by it.\r\nDefeating these weakened monsters will cause the fissures to close.\r\nOnce the fissures have closed all the way to the pit, the pit will activate and spawn a large number of Abyssal monsters. Defeating these monsters will close the pit. \r\n\r\nEach closed pit has a chance to spawn an Abyssal Trove which can grant pieces of [Abyssalify|Preserved Bone] to craft onto your Items. The final Abyss in the area has a chance to instead open an underground dungeon called an [AbyssalDepths|Abyssal Depths].\r\n\r\nThere are three separate groups of Abyssal Monsters: the Lightless, the Blackblooded and the Legion of the Pit, each area generally contains one of these groups.\r\nThe rarity of the monsters spawned depends on the rarity of the slain weakened monsters and the emerging Abyssal will steal some or all of the modifiers from them.\r\nAny of the modifiers stolen by Rare Abyssal can be upgraded to [AbyssalModifiers|Abyssal Modifiers].","Precursor Tablets are special items that can be used in the Map Device to add more Endgame Mechanics to Maps on your Atlas.","Waystones are items that can be used to travel to Maps on the Atlas. \r\nWaystones come in different tiers, with higher tiers meaning higher level monsters to fight.\r\nWaystones can be modified to increase the difficulty and reward of the monster encountered in maps.","Essence monsters are powerful monsters trapped in crystallised corruption.\r\nBreaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.","Shrines are Precursor Artifacts that empower monsters with its [Presence] with various effects.\r\nDefeat all the monsters surrounding the Shrine and interact with it to temporarily gain the power for yourself.","Strongboxes are locked chests that contain various items.\r\nAttempting to unlock a Strongbox will unleash [Pack|Packs] of monsters that must be defeated in order to get the items within.\r\nStrongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.","Precursor Towers are ancient structures that are scattered all throughout the Atlas. Precursor Tower Maps can be completed to reveal a large area around them and to obtain a [PrecursorTablet|Precursor Tablet].\r\n\r\nCompleting a Precursor Tower requires you to activate the Precursor Beacon at the end of the Map, after defeating the [MapBoss|Map Boss].","Fracturing Mirrors are structures found in [ContainsDelirium|Delirium] Fog that shatter when you get near them, spawning [ContainsDelirium|Delirium] monsters.","Can [Evasion|Evade] all Hits\n75% less [Evasion] Rating","Basic Jewels do not affect nodes in a radius.\nBasic Jewels are Rubies, Emeralds, Sapphires and Diamonds.","The Realmgate is a piece of Vaal Technology which allows the use of Atlas mechanic keys; accessing deadly areas and facing off against powerful enemies.","The Reliquary Vault is a Vaal Vault which can be accessed by using Reliquary Keys found throughout the Atlas.","Contains Corruption, which may add an additional modifier to the area.\r\n\r\nCorrupted Areas cause slain monsters to [CoalescedCorruption|Coalesce Corruption] to manifest powerful monsters.","Contains a [Rarity|Unique] Map layout which may contain specialised rewards.\r\n\r\nUnique Maps cannot gain additional content, [Essence|Essences], [Shrine|Shrines], or [Strongbox|Strongboxes].","Contains a Hideout that can be fully cleared to unlock the Hideout for personal use.\r\n\r\nAll monsters in the area are at least [Rarity|Magic].","Contains a Wandering Trader who may offer you powerful rewards.","The Copper Citadel is an endgame area which can be accessed with a Tier 15 or above [Waystone]. The boss of this area will drop a Crisis Fragment.\r\n\r\nIncreases to [Waystone] Drop Chance gives a chance for additional Crisis Fragments to drop.","The Iron Citadel is an endgame area which can be accessed with a Tier 15 or above [Waystone]. The boss of this area will drop a Crisis Fragment.\r\n\r\nIncreases to [Waystone] Drop Chance gives a chance for additional Crisis Fragments to drop.","The Stone Citadel is an endgame area which can be accessed with a Tier 15 or above [Waystone]. The boss of this area will drop a Crisis Fragment.\r\n\r\nIncreases to [Waystone] Drop Chance gives a chance for additional Crisis Fragments to drop.","The Burning Monolith houses the most dangerous foe in all of Wraeclast. \r\nAccess to this foe requires three different Crisis Fragments from the [CopperCitadel|Copper], [IronCitadel|Iron] and [StoneCitadel|Stone] Citadels.","This represents a Map. A [Waystone] can be used to access it. \r\n\r\nIf you fail to complete the Map, it may be attempted again but will not contain additional content, [Essence|Essences], [Shrine|Shrines], or [Strongbox|Strongboxes]. It will not be [ContainsCorruption|Corrupted]. [PrecursorTablet|Precursor Tablets] cannot be used on failed Maps.\r\n\r\nTo complete a Map, defeat the [MapBoss|Boss].","Cooldown Recovery Rate modifies the speed at which your Skill cooldowns are restored. For example, with 100% increased Cooldown Recovery Rate your Skill cooldowns will effectively be halved.\r\n\r\nCooldown Recovery Rate does not affect anything other than Skill cooldowns.","Jewels are items that can be socketed into Jewel Sockets on the Passive Skill Tree to grant bonuses. Basic Jewels simply grant you the listed stats, while some other kinds of Jewel can have more complicated effects, such as modifying other Passive Skills within a certain radius.","Gain no inherent bonus from [Strength]\r\n1% increased [Projectile] [Attack] damage per 2 [Strength]","Gain no inherent bonus from [Strength]\r\n1% increased [Spell] damage per 2 [Strength]","Gain 1% increased [SkillSpeed|Skill Speed] for 4 seconds when an enemy dies in your [Presence], stacking up to 50 times. A stack is lost every 0.5 seconds if one has not been gained within the past 4 seconds.","Leech can recover [LifeLeech|Life], [ManaLeech|Mana], or [EnergyShieldLeech|Energy Shield] over time, usually as a result of [HitDamage|Hitting] an enemy and based on the damage of the [HitDamage|Hit].","You can only have one Historic Jewel socketed.","Catalysts are Currency items that are exclusive drops from the [ContainsBreach|Breach] mechanic. Catalysts add [Quality] that affect certain modifiers on Ring and Amulet equipment.","Omens are Currency items that enable exclusive meta-crafting effects, allowing for more specialised crafting.","Logbooks are items that are exclusive drops from the [ContainsExpedition|Expedition] mechanic. Logbooks can be taken to Dannig to open a special area that is one very large [ContainsExpedition|Expedition Encounter].","An Audience with the King is an item that is an exclusive drop from the [ContainsRitual|Ritual] mechanic. This item allows you to access the Crux of Nothingness via the [Realmgate].","Liquid Emotions are Currency items that are exclusive drops from the [ContainsDelirium|Delirium] mechanic. Liquid Emotions allow you to instil an amulet with a Notable Passive Skill from the Passive Tree. Instilling a Notable Passive Skill which you have already allocated normally will not grant its effects a second time.","Certain items can be found Corrupted or made Corrupted using a Vaal Orb, changing their properties unpredictably.\r\nMost methods of item crafting and modification cannot be used on Corrupted items. There is no penalty for using Corrupted items.","Certain items can be found Mirrored or made Mirrored using a Mirror of Kalandra.\r\nMirrored items are copies of an original item. Most methods of item crafting and modification cannot be used on Mirrored items.","Hexproof means that you are [Unaffected] by [Curse|Curses].","Runic Monsters are powerful monsters encountered in [ContainsExpedition|Expeditions].\r\nRunic Monsters are more commonly found by using explosives on larger [ContainsExpedition|Expedition] markers.","Monsters slain close together have a chance to merge together and manifest powerful Monsters.","Certain [Channelling] skills have extra effects and benefits if released within a certain timing window while using the skill.\r\nCertain support gems and items can modify the duration of that timing window.","Certain skills can only have a limited number of effects active at once.\r\nIf a new effect is created while at the maximum number of effects, the oldest effect will dissapear.\r\nCertain support gems and items can modify skill effect limits.","Monsters with Soul Eater gain 1% increased [SkillSpeed|Skill Speed] and 1% less damage taken for 4 seconds when a monster dies in their [Presence], stacking up to 50 times. A stack is lost every 0.5 seconds if one has not been gained within the past 4 seconds.","Remnants are lingering objects in the world which are generally created by player Skills. Walking over a Remnant collects it to grant a bonus based on the type of Remnant. Remnants will generally disappear if not collected for some time.","Ascendancy Passive Skill Points can be allocated in your Ascendancy Skill Tree once you have chosen your Ascendancy. Your Ascendancy class is unlocked by completing any Ascension Trial. In order to change your Ascendancy, you must complete an Ascension Trial to the furthest extent you have successfully already done so, and then interact with the Ascendancy Altar while you have no Ascendancy Passive Skill Points currently assigned. Trialmaster and Balbala will offer the ability to refund passive points while in rooms with Ascendancy Altars to facilitate this.\r\n\r\nYou can obtain 4 sets of 2 Ascendancy Points for a total of 8 in the following ways:\r\nSet 1 - Completing floor 1 of the Trial of the Sekhemas or completing the Trials of Chaos with at least 7 Trials\r\nSet 2 - Completing floor 2 of the Trial of the Sekhemas or completing the Trials of Chaos\r\nSet 3 - Completing floor 3 of the Trial of the Sekhemas or completing the Trials of Chaos with at least 10 Trials\r\nSet 4 - Completing floor 4 of the Trial of the Sekhemas or completing the secret challenge behind the locked door in the Trials of Chaos","You lose this much less [Honour].\r\nMaximum Honour Resistance is capped at 75% by default and cannot be higher than 90%.","Skills can gain Stages passively or while attacking\/casting them, depending on the Skill in question.\r\n\r\nStages gained for a given Skill apply to that instance of the Skill and will not carry over from one area to another.","Normal enemies are Primed for [Pinned|Pin] when they have at least 40% [Pinned|Pin] buildup. Magic enemies are instead Primed at 50% buildup, Rare at 60%, and Unique at 70%.","Elemental Surges are consumed when you use a non-[Melee] [Projectile] [Attack] to suffuse the [Projectile|Projectiles] fired by that [Attack], causing them to trigger a Surging Blast when they reach the end of their flight.\r\n\r\nYour weapon can have a maximum of 6 of each type of Surge active by default. Surges last 15 seconds. Surges are specific to your current weapon, so do not affect non-weapon damage and are not carried over if you weapon swap.\r\n\r\n[Projectile|Projectiles] which [Split] or [Fork] do not gain the benefits of Surges.","Chaos Surge behaves identically to [Surge|Elemental Surges], but causes a [Chaos] blast.","Banner Skills generate [Glory] when you attack a Monster while it is activated. [Glory] generated corresponds to the [Power] of the Monster hit. Once at full [Glory], the Banner can be placed to create powerful [Buff|Buffing] Areas.\r\nNormally you have a limit of a single Banner placed at one time.","Skills which are Conditional require some sort of condition to be met before they can be used. [Combo] is an example of this, but almost anything can be a condition, such as having to have killed a certain number of enemies [Recently] or having to have moved a certain distance.","Whirlwinds [Blind] and [Slow] the movement speed of enemies within them.  If their creator crosses the edge of the Whirlwind it collapses, damaging and [Knockback|Knocking Back] enemies caught inside. The collapse deals [Melee] damage.\r\n\r\nTrying to create a Whirlwind that would overlap with an existing Whirlwind instead moves the existing Whirlwind and grants it a stage, making it larger and more damaging.\r\n\r\nA Whirlwind that overlaps an allied [ElementalGround|Elemental Ground Surface] takes on that element, gaining 50% of damage as the corresponding type and applying the Ground Surface's debuff to enemies inside the Whirlwind for 8 seconds.","Volatility explodes after 4 seconds, dealing 100 [Physical] Damage to you per Volatility. For 10 seconds after explosion, you will gain Volatile Power, [Gain|Gaining] 1% of Damage as [Chaos] for each Volatility which exploded. The explosion timer will reset on gaining another stack of Volatility.\r\n\r\nVolatility can be gained once every 0.1 seconds, and the default maximum for Volatility stacks on you at once is 200.","While [Bleeding] enemies build up Bloodstained, gaining the Bloodstained [Debuff] after Bleeding for a total of 6 seconds. Bloodstained builds up 100% faster if the [Bleeding] enemy is moving or the Bleeding is [Aggravate|Aggravated].\r\n\r\nCertain skills allow you to view the Bloodstained Debuff on enemies and can consume the Debuff for powerful effects.","Revealed Weaknesses are highlighted on enemy Life bars, and occupy a total of 45% of their maximum Life (but in random segments). While the enemy's current Life is within a highlighted segment, they are considered to have an Open Weakness.","Resonance is a buff granted by the Trinity skill. There are three types of Resonance: Fire, Cold and Lightning. You can have a maximum of 100 of each type of Resonance.\r\n\r\nYou lose 10 Resonance per second of specific types if you haven't gained Resonance of that type in the past 8 seconds.","Incision is a Debuff which causes the affected target to gain increasingly higher chance to be inflicted with [Bleeding] when [HitDamage|Hit]. All Incision stacks are removed when [Bleeding] is inflicted.\r\n\r\nEach stack of Incision applies 10% chance to be inflicted with [Bleeding] when [HitDamage|Hit]. A maximum of 10 Incision stacks can be present on a target at once.","Retaliating specifically refers only to the inherent ability to deal [Thorns] damage to enemies when they [HitDamage|Hit] you.\r\n\r\nSome effects may cause you to deal [Thorns] damage in other ways, but those are not Retaliation, and effects which specifically care about when you Retaliate will ignore them.","Companions are a type of [Reviving] [Minion] that are more complex and powerful than typical [Minion|Minions]. By default you can only have one Companion of any type summoned at a time.","Every Monster has exactly one Monster Category. These are Humanoid, Beast, Undead, Construct, Demon and Eldritch.\r\n\r\nCertain Skills interact with specific Monster Categories.","Hobbling a target lowers their [Evasion] by a specified amount. If this brings that target's [Evasion] value to 0, they are fully Hobbled for 12 seconds.\r\n\r\nHobble from Players lowers [Evasion] by 3 times as much against Normal Monsters and 2 times as much against Magic Monsters.","Hazards are objects created in the world (usually by some player skill) and which are destroyed when traversed by an enemy, dealing damage and\/or applying some effect to the enemy which triggered the Hazard.","Unholy Might is a [Buff] that grants 30% of all damage as [Gain|extra] [Chaos|Chaos Damage].","Impale is a [Debuff] inflicted by [HitDamage|Hits], which stores 30% of the [Premitigation|Pre-mitigation] [Physical] [HitDamage|Hit damage] of the Impaling hit as its [BuffMagnitude|Magnitude].\r\n\r\nSubsequent [Attack] [HitDamage|Hits] against Impaled targets will Extract the Impale debuff. When this occurs, the [BuffMagnitude|Magnitude] of the Impale is added to the [Premitigation|Pre-mitigation] [Physical] damage of that attack hit.\r\n\r\nA maximum of 60 Impale [Debuff|Debuffs] can be present on a target at once. If multiple Impales are present on a target, each [Attack|Attack's] [HitDamage|Hit] only Extracts and benefits from the strongest one of them.","All [Physical] damage over time taken by a target (including [Bleeding]) is accumulated as Blood Loss.","Perfection lasts for 10 seconds and can stack up to 4 times, granting 5% more Damage per stack. This Damage bonus is not limited to Skills Supported by Perfection Support.\r\n\r\nFailing to successfully execute any [PerfectTiming|Perfect Timing] will remove all Perfection stacks on you.","A Killing Blow is any [HitDamage|Hit Damage] which successfully reduces a target to zero Life, killing them. Damage over time cannot cause Killing Blows.","Hits with this weapon roll against their [Critical|Critical Hit] chance twice when determining if they are a [Critical|Critical Hit].\r\n\r\nIf either roll succeeds, the hit will be a [Critical|Critical Hit], and thus the [CriticalDamageBonus|Critical Damage Bonus] will apply as normal.\r\n\r\nIf both rolls succeed, the hit will be a [Critical|Critical Hit], and the [CriticalDamageBonus|Critical Damage Bonus] will apply twice to that Hit.\r\n\r\nIf a modifier makes your Critical Hit Chance [Lucky], that Luck will apply individually to both of these rolls.","Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as [Armour], [Resistances] or [Block|Blocking], prevents any of that damage.\r\n\r\nThe target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different [DamageTypes|Type] occur before mitigating the damage, so are included in Pre-mitigation Damage.","Easy Target is a [Debuff] which causes the next [Projectile] [Attack] [HitDamage|Hit] against the affected target to deal increased Damage, at which point the [Debuff] is consumed.","The Expected Knockback distance is the distance a target would be [Knockback|Knocked Back] were there nothing impeding that [Knockback], such as terrain, other entities, or other mitigating circumstances.","Rogue Exiles are dangerous foes that wander Wraeclast and Maps. \r\nThey have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any [Rarity|Unique] equipment that they were using in combat.\r\nIf any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.","Azmeri Spirits are the spirits of various Azmeri Animal Guardians. \r\nAzmeri Spirits appear as wisps that flee as you approach them. [Rarity|Normal or Magic] Monsters the Spirit comes into contact with become [SpiritTouched|Spirit-Influenced], making them more powerful. \r\nSometimes the Spirit will reach and [SpiritPossessed|Possess] a [Rarity|Rare or Unique] monster, making them substantially stronger and rewarding while occasionally summoning spiritual animals depending on the type of Animal Spirit they represent.\r\n[SpiritPossessed|Possessed] monsters are more rewarding depending on how many [SpiritTouched|Spirit-Influenced] monsters were defeated leading up to possession.","A Possessed monster is a [Rarity|Rare or Unique] monster that has had an [AzmeriSpirit|Azmeri Spirit] enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.\r\nPossessed monsters are more rewarding depending on how many [SpiritTouched|Spirit-Influenced] monsters were defeated leading up to possession.","A Spirit-Influenced monster is a [Rarity|Normal or Magic] monster that has been passed through by an [AzmeriSpirit|Azmeri Spirit]. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them. \r\nDefeating Spirit-Influenced monsters makes the resulting [SpiritPossessed|Possessed] monster more rewarding.","Random Extra Content is [Shrine|Shrines], [Strongbox|Strongboxes], [Essence|Essences], [RogueExile|Rogue Exiles] and [AzmeriSpirit|Azmeri Spirits].","Seeking [Shrine|Shrines] grant increased [ItemRarity|Rarity] of Items Found.","Enlightening [Shrine|Shrines] cause you to gain increased Experience.","Greed [Shrine|Shrines] cause item drops to be converted to Gold and monsters to drop increased Gold.","Cartographer's [Strongbox|Strongboxes] drop [Waystone|Waystones].","Researcher's [Strongbox|Strongboxes] drop Currency items.","Ornate [Strongbox|Strongboxes] have improved dropped [ItemRarity|Item Rarity].","Some effects manipulate how random chances are rolled in ways that affect the result without changing the stated chance for the effect, such as a chance being [Lucky] causing it to be rolled twice and use the better result, or an effect skipping the roll entirely to force something to succeed or fail. The Effective chance is the real chance to get a specific result, accounting for all such roll-manipulating effects.\r\n\r\nFor example, if you had a [Critical|Critical Hit] chance of 20%, and your Critical Hit chance was [Lucky], you would have an Effective Critical Hit chance of 36%, which is the chance that at least one of the two 20% rolls succeeds.","[Bleeding] you inflict is [Aggravate|Aggravated]\r\nBase [Bleeding] Duration is 1 second\r\n50% more [BuffMagnitude|Magnitude] of [Bleeding] you inflict","Weapon, Armour, Belt, and [Jewellery] Items are Equipped to the character in the Inventory Panel. Flasks, Skill Gems, and Jewels are never considered to be Equipped.","Amulets and Rings are considered Jewellery","Equipment are items that can be [Equipped]","This weapon's hits will not roll a random value between the minimum or maximum damage value, but instead will always roll either the minimum value or the maximum value, with a 50% chance for each.\r\n\r\nEach [DamageTypes|Damage Type] has its damage value rolled separately, so if the hit deals multiple types of damage, some types may roll the maximum while others are at minimum.\r\n\r\nIf the damage rolls are [Lucky], that will still apply, make this roll twice and picking the maximum if either roll had that result, only picking minimum damage if both rolls selected minimum. Unlucky damage rolls will prefer minimum damage in the same way.","You can have two [Companion|Companions] of different types\r\nYou have 30% less [Defences]\r\n[Companion|Companions] have +1 to each [Defences|Defence] for every 2 of that [Defences|Defence] you have","Absorption effects include [Guard], Encased in Jade and Sorcery Ward.","Parry is a Skill granted by [Buckler|Bucklers] that allows you to [Block] and retaliate against an enemy [Strike] or [Projectile], leaving them off balance and inflicting the [ParriedDebuff|Parried Debuff].","Enemies you [Parry] with a [Buckler] take more [Attack] Damage and cannot [Evasion|Evade] [Attack|Attacks] for a duration.","When you reach full [EnergyShield|Energy Shield], [Sacrifice] all [EnergyShield|Energy Shield] to gain +5% to all [MaximumResistances|Maximum Resistances] for 4 seconds","This effect will occur when a hit with the weapon directly causes at least one [Bleeding] [Debuff] on the target to become [Aggravate|Aggravated].\r\n\r\nIt will not occur if an on-hit effect tries to [Aggravate] [Bleeding] but there are no [Bleeding] [Debuff|Debuffs] on the target to [Aggravate], or all of them are already [Aggravate|Aggravated], since no [Bleeding] [Debuff|Debuffs] will be [Aggravate|Aggravated] by that hit.","Skills with a Detonation Time [Detonator|Detonate] once this time has elapsed. This time is not affected by duration modifiers.","Only the Final [PowerfulMapBoss|Powerful Map Boss] in a Map Area has a chance to drop a [Waystone] of a higher tier than the tier of that Map Area.\r\n\r\nThe chance diminishes the higher the tier of the [Waystone] used to the create the Map Area, but can be increased again by adding modifiers to [Waystone|Waystones], additional modifiers on [Waystone|Waystones] can give increased chance for [Waystone|Waystones] to drop in the Map Areas they create.","The final [Rarity|Rare Monster] slain in a Map Area has a chance to drop a [Waystone] equal to the tier of the [Waystone] used to create that Map Area. \r\n\r\nThe chance diminishes the tier of the [Waystone] used to the create the Map Area, but can be increased again by adding modifiers to [Waystone|Waystones], additional modifiers on [Waystone|Waystones] can give increased chance for [Waystone|Waystones] to drop in the Map Areas they create.","A Corrupted Nexus is the source of immense corruption, guarded by a powerful [CorruptedBoss|Corrupted Boss].","Each [CorruptedNexus|Corrupted Nexus] is guarded by a powerful Corrupted Boss. Defeat the Corrupted Boss to cleanse the Nexus.","Irradiated Areas have +1 to Monster Level","This allows your [Thorns] to [ThornsRetaliation|Retaliate] against any kind of [HitDamage|Hit] dealt to you by enemies, rather than just [Melee] [Attack|Attacks], except that you can never [ThornsRetaliation|Retaliate] against the enemy's [Thorns] damage.","[UpfrontCost|Upfront Costs] will result in taking the damage all at once as a [HitDamage|Hit].\r\n\r\nA per-second costs will instead result in taking Damage per second, which is damage over time, and thus not a [HitDamage|Hit].","An upfront cost is one that lists just an amount of resource to pay, rather than a per-second rate to pay at.\r\n\r\n\"3 Mana\" is an Upfront Cost, while \"3 Mana per second\" is not.","Account Bound items cannot be traded to other players, but can be shared between other characters on your account.","A monster empowered by an Essence of Delirium will periodically summon the demons that lay behind the [ContainsDelirium|Delirium] Mirror.","The Corruption in this area has been Cleansed, which may add an additional modifier to the area.\r\n\r\nCleansed areas also contain monsters twisted by the disruption of power in the area.","Delirious players are assaulted by illusions, making combat more difficult. Higher delirium causes monsters to deal more damage and have additional [Toughness]. It can also cause additional monsters to appear or can grant additional modifiers to existing monsters. Monster item drops are improved by higher delirium.","By default, chance-based stats cap at 100% chance for the result to occur. However, some chances can exceed 100%. Unless otherwise specified, a chance higher than 100% is equivalent to 100% chance - the chance always succeeds. But some effects may scale based on how high the chance is or how much it exceeds 100% by.","Players possessed by the Spirit Of The Owl have 60% increased [EnergyShield|Energy Shield], 80% increased Damage and [Gain] 20% of Damage as Extra [Cold] Damage.\r\nPlayers will also periodically summon a spiritual Owl that conjures a [Cold] tornado.","Players possessed by the Spirit Of The Serpent have [DamageTypes|All Damage] from [HitDamage|Hits] [Contributes|Contributes] to [Poison] Magnitude, Always [Poison] on [HitDamage|Hit] and 80% increased Damage.\r\nPlayers will also be accompanied by Spiritual Snakes that periodically strike enemies.","Players possessed by the Spirit Of The Primate have [DamageTypes|All Damage] from [HitDamage|Hits] [Contributes|Contributes] to [Chill] Magnitude, 60% Increased [Freeze] Buildup and 80% increased Damage.\r\nPlayers will also periodically summon a group of spiritual Primates.","Players possessed by the Spirit Of The Bear have 20% Increased Maximum Life, 60% increased [StunThreshold|Stun Threshold], 60% increased [Stun|Stun] Buildup and 20% reduced damage taken.\r\nPlayers will also periodically summon a spiritual Bear that uses slam attacks.","Players possessed by the Spirit Of The Boar [Gain] 20% of Damage as Extra [Fire] Damage, always inflict [Bleeding] on [HitDamage|Hit] and have 20% reduced damage taken.\r\nPlayers will also periodically summon spiritual Boars that explode, dealing [Fire] Damage.","Players possessed by the Spirit Of The Ox have 50% reduced [Slow|Slowing] Potency of [Debuff|Debuffs] on them, 60% increased [AilmentThreshold|Elemental Ailment Threshold] and [Armour] and 20% reduced damage taken.\r\nPlayers will also periodically summon a spiritual stampede of Oxen that tramples over enemies.","Players possessed by the Spirit Of The Wolf have 50% chance to [Maim|Maim] on [Attack] [HitDamage|Hit], 30% increased [SkillSpeed|Skill Speed], 15% increased Movement Speed and [ArmourBreak|Break Armour] equal to 10% of [HitDamage|Hit Damage] dealt.\r\nPlayers will also periodically summon a spiritual Wolf which uses a dash attack.","Players possessed by the Spirit Of The Stag have +30% to all [ElementalDamage|Elemental] [Resistances], 30% increased [SkillSpeed|Skill Speed], 15% increased Movement Speed and [Gain] 20% of Damage as Extra [Lightning] Damage.\r\nPlayers will also periodically summon a spiritual Stag that calls down [Lightning] bolts.","Players possessed by the Spirit Of The Cat have 60% increased [Evasion] Rating, 100% increased [Critical|Critical Hit chance], 30% increased [SkillSpeed|Skill Speed] and 15% increased Movement Speed.\r\nPlayers will also periodically summon a ravaging flurry of spiritual Cats.","Players possessed by Spirits of the Azmeri gain powerful buffs depending on what Spirit Animal has possessed them. Spiritual beasts will occasionally be summoned to aid the player. Players can only be possessed by one Spirit at a time.","Vulnerability is a [Curse] that lowers the [Armour] of those affected. If not otherwise specified, Vulnerability removes 191 [Armour].","Despair is a [Curse] that lowers the [Chaos] [Resistances|Resistance] of those affected. If not otherwise specified, Despair lowers [Chaos] [Resistances|Resistance] by 25%.","Temporal Chains is a [Curse] that [Slow|slows] those affected and makes other effects on them expire more slowly. If not otherwise specified, Temporal Chains [Slow|slows] by 26%.","Damage from your [HitDamage|Hits] will effectively ignore the value of the target's relevant [Resistances|Resistance], and instead be mitigated by the specified value of [Resistances|Resistance].\r\n\r\nThis will still occur even if you [IgnoreResistances|Ignore] the target's [Resistances|Resistance], as this mitigation is not based on their [Resistances|Resistance] stats. Similarly, [Penetration] will not apply to this [Resistances|Resistance] value.","Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's [Power]. Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster.\r\n\r\nDifferent Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a [Banner], but different Skills can generate Glory from the same Glorious action.","Players with Mounting Greed gain increased [ItemRarity|Rarity of Items] on kill up to a limit of 100%. This increased Rarity decays over time.\r\n\r\nHigher [Rarity] monsters grant a greater amount of Rarity.","An Obelisk of Corruption is an object that activates once a player gets close enough; granting a 10 second [Buff] that makes enemies killed by you explode, dealing 10% of their life as [Physical] damage.","An Obelisk of Cleansing is an object that activates once a player gets close enough; granting a 10 second [Buff] that grants 100% [ItemRarity|Item Rarity], 50% increased [Defences] and makes players [Gain] 30% of Damage as extra [Lightning] Damage.","The Immured Fury is a powerful monster that has appeared due to the Cleansing process. This monster has dangerous abilities but greatly increased rewards.","A Fractured Modifier is locked onto the item permanently. It cannot be removed or altered.","Your character has two Weapon Sets that can be used independently by equipping items into both sets.\r\n\r\nBy default your Skills will use the currently active Weapon Set if possible, or automatically swap to your other Weapon Set if required to use the Skill. You can also specify the Weapon Set you want to automatically swap to for each Skill in that Skill's information panel.\r\n\r\nIn addition to changing your active items, Weapon Sets also have [WeaponSetPassiveSkillPoints|dedicated Passive Skill Points] that can be allocated differently in each Weapon Set.\r\n\r\nWeapon Sets can have differing amounts of available [Spirit], due to weapons with Spirit (such as [Sceptre|Sceptres]), [WeaponSetPassiveSkillPoints|Weapon Set Passive Skills], or [Persistent] Skills that are active in specific Weapon Sets.","[DNT] Fill me in","Monster fires 4 additional [Projectile|Projectiles].","Monster has 100% Increased Area of Effect.","Monster [ArmourBreak|Breaks Armour] equal to 1000% of [Physical] Damage dealt.","Monster periodically unleashes barrages of [Fire] projectiles.","Monster has +50% to [Resistances|Chaos Resistance].","Monster has +50% to [Resistances|Cold Resistance] and +10% to [MaximumResistances|Maximum Cold Resistance].","Monster has 300% increased chance to [Critical|Critically Hit].","Monster [Gain|Gains] 40% of damage as extra [Chaos] damage.","Monster [Gain|Gains] 40% of damage as extra [Cold] damage.","Monster [Gain|Gains] 40% of damage as extra [Fire] damage.","Monster [Gain|Gains] 40% of damage as extra [Lightning] damage.","Monster creates an [Aura] that grants 20% of Maximum life as added [EnergyShield|Energy Shield] to [Allies] within 5 metres.","Monster gains extra [Armour] based off of their [Strength].","Monster gains 25% of Maximum life as added [EnergyShield|Energy Shield].","Monster gains extra [Evasion] based off of their [Dexterity].","Monster has +50% to [Resistances|Fire Resistance] and +10% to [MaximumResistances|Maximum Fire Resistance].","Monster creates circular walls of [Fire] that deal damage to enemies standing in them.","Monster creates an [Aura] that removes 3 [Flask] and [Charm] charges from enemies every 3 seconds within 3.6 metres.","Monster creates circular walls of [IceCrystals|Ice] around enemies.","Monster releases a nova that reduces Enemy Life and [EnergyShield|Energy Shield] Recovery Rate by 60% and causes [Allies] to Regenerate 5.5% of Maximum Life per second for 4 seconds within 5 metres every 8 seconds.","Monster creates an [Aura] that [Hinder|Hinders] enemies within 3.6 metres.","Monster releases a nova that makes [Allies] invulnerable for 5 seconds while the monster is alive within 5 metres every 12 seconds.","Monster has 50% increased Life.","Monster has 50% reduced [Slow|Slowing] Potency of [Debuff|Debuffs] on them.","Monster cannot be [Stun|Stunned].","Monster has 200% increased [Accuracy] Rating.","Monster has 30% increased [Attack], Cast and Movement speed.","Monster creates an [Aura] that grants 20% increased [Attack] and Cast speed and 10% increased Movement speed to [Allies] within 5 metres.","Monster Regenerates 2% of Maximum Life per second.","Monster creates a Mirage when [HitDamage|Hit] that moves towards enemies and explodes when it gets close enough, dealing [Lightning] Damage.","Monster creates Mirages when [HitDamage|Hit] that move towards enemies and explode when they get close enough, dealing [Lightning] Damage.","Monster has +50% to [Resistances|Lightning Resistance] and +10% to [MaximumResistances|Maximum Lightning Resistance].","Monster creates Volatile Crystals when [HitDamage|Hit], which explode upon the Monster's death, dealing [Chaos] damage.","Monster creates a 90% damage absorption barrier that explodes after taking a certain amount of damage, dealing [Fire] Damage","Monster creates a circular effect that drains Mana and deals [Lightning] Damage over time to enemies near the edge of the circle.","Monster creates a circular effect that drains Mana and deals [Lightning] Damage over time to enemies near the edge of the circle.\r\nAdditionally, Monster will periodically create separate circles that drain Mana and deal [Lightning] Damage over time to enemies standing in them.","50% of damage taken from Monster is taken from Monster's [Pack] [Minion|Minions] instead","Monster has 25% increased Damage and 50% increased Life","[HitDamage|Hits] against this Monster have 80% reduced [CriticalDamageBonus|Critical Damage Bonus].","Monster periodically Enrages; gaining 30% increased Damage, 25% increased [SkillSpeed|Skill] and Movement Speed and 33% less damage taken for 5 seconds every 10 seconds.","Monster is Enraged; gaining 30% increased Damage, 25% increased [SkillSpeed|Skill] and Movement Speed and 33% less damage taken.","Monster creates an [Aura] that grants 40% increased [Physical] Damage to [Allies] within 5 metres.","Monster creates an [Aura] that [Debuff|Debuffs] enemies within 4.2 metres, causing their Life and [EnergyShield|Energy Shield] to not be able to recover past 50%.","Monster cannot be damaged by enemies any further than 3 metres from them.","Monster creates an [Aura] that grants +35% to all [ElementalDamage|Elemental] [Resistances] to [Allies] within 5 metres.","Monster periodically revives [Pack] [Minion|Minions].","Monster leaves a trail of [ShockedGround|Shocked Ground] as they move.","Monster periodically teleports to an enemy they can see, creating a [SmokeCloud|Smoke Cloud] where they leave and where they teleport to.","Monster's [Pack] [Minion|Minions] have 25% increased Damage and 50% increased Life.","Monster has 100% increased [Stun] buildup.","Monster has 250% increased [EnemyStunThreshold|Stun Threshold].","Monster creates an [Aura] that [Debuff|Debuffs] Enemies within 3.2 metres; [Slow|Slowing] by 25%, making effects expire 40% slower and reducing [CooldownRecovery|Cooldown Recovery Rate] by 60%.","Monster periodically creates Volatile Plants, releasing orbs that move towards enemies; exploding when they get close enough; dealing [Chaos] Damage.","Monster periodically creates Powerful Volatile Plants, releasing orbs that move towards enemies; exploding when they get close enough; dealing [Chaos] Damage.","Monster periodically creates Volatile Crag that moves towards enemies; exploding when they get close enough; dealing [Fire] Damage.","Monster periodically creates Powerful Volatile Crag that moves towards enemies; exploding when they get close enough; dealing [Fire] Damage.","A Pack Monster or [Minion] is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like [Strongbox|Strongboxes].\r\nMonsters or [Minion|Minions] created by other Monsters do not count as Pack Monsters or [Minion|Minions].","Crescendo Arrows [Chain] 6 additional times and deal 60% increased Damage for each time they have [Chain|Chained].","Splintering Arrows [Split] towards 6 targets.","Reversing Arrows [Pierce] all targets and [Return] to you.","All [HitDamage|Hits] with Diamond Arrows are [Critical|Critical Hits] with 60% increased [CriticalDamageBonus|Critical Damage Bonus].","Enemies killed with Covetous Arrows drop items with 600% increased [ItemRarity|Rarity].","Blunt Arrows cause 600% increased [Stun|Stun Buildup].","Some effects can cause Barrageable Skills to Repeat, causing you to perform the part of the skill where it fires off projectiles or other effects multiple times in quick succession from a single use of the skill.\r\n\r\nSkills take 5% longer to perform for each time they Repeat.","Meteors rain down around you when in range of enemies.","Lightning bolts strike the ground around you when in range of enemies.","Freezing shards fire around you in a spiral when in range of enemies.","Slain enemies explode, dealing [Chaos] damage equal to a quarter of their maximum Life.","Abyssal Wasting reduces Life Regeneration Rate by 50% for 6 seconds","These are [Augment|Augments] which have powerful singular effects, but are more limited. You may not have more than one [Augment] of this type socketed at a time.","Equippable Armours are pieces of equipment that you can wear to provide various defences. Equippable Armours include Helmets, Body Armours, Gloves, Boots, [Shield|Shields] and [Focus|Foci].","Caster Weapons are Sceptres, Staves and Wands.","Targets affected by a Spectral Fire [Debuff] do not take damage from [Ignite]. Instead that damage feeds the Spectral Fire. When the Spectral Fire [Debuff] expires or the target dies, the Spectral Fire explodes, dealing all the damage it has absorbed to all enemies within 1.8m, including the affected target. Damage modifiers do not apply to the explosion.","Sanctifying an item will randomise the numeric values of its modifiers, then multiply the values of those modifiers by a random value ranging from 80% to 120%. The resulting item will now be Sanctified.\r\nMost methods of item crafting and modification cannot be used on Sanctified items.","Efficiency modifiers act as divisors to the stat they modify. For example, 50% increased Reservation Efficiency causes your Reservations to be 67% of their base value, 100% increased Reservation Efficiency causes your Reservations to be 50% of their base value, and so on. Reduced Reservation Efficiency will cause the modified stat to grow larger instead of smaller.","Stats that refer to an item's [Armour], [Evasion|Evasion Rating] and\/or [EnergyShield|Energy Shield] use the exact value of those [Defences] listed on the item. This means that [Quality] and local modifiers on the item are taken into account, but stats from other sources that change the amount of [Defences|Defence] actually granted to your character are not considered.","[Fire] [Spell|Spells] [Conversion|Convert] 100% of Fire Damage to [Chaos|Chaos Damage]\r\n[Chaos|Chaos Damage] from [Fire] [Spell|Spells] [Contributes] to [Flammability] and [Ignite] [BuffMagnitude|Magnitudes]\r\n[Ignite] inflicted with [Fire] [Spell|Spells] deals [Chaos|Chaos Damage] instead of Fire Damage","[Invoke|Invocation] Skills instead [Trigger] [Spell|Spells] every 2 seconds. [Invoke|Invocation] Skills cannot gain [Energy] while [Trigger|Triggering] [Spell|Spells]. [Invoke|Invoked] Spells consume 50% less [Energy].","Elemental Weakness is a [Curse] that lowers Elemental [Resistances]. If not otherwise specified, it lowers Elemental Resistances by 30% and has a duration of 20 seconds.","Debilitate is a [Debuff] that inflicts 20% reduced movement speed and 10% reduced damage dealt. Unless specified, Debilitate lasts 1 second.","Every [SupportGem|Support Gem] falls into one or more Categories. [SupportGem|Support Gems] from the same Category cannot be socketed into the same skill simultaneously, but can be used across multiple skills.","Added random modifiers are at least this level or higher, except if a specific modifier type would be excluded entirely from being able to roll. You cannot use this currency on items with item level below the minimum modifier level.","You cannot use this currency on items above this level.","Heat is gained from using specific [Crossbow] Skills, and can be either beneficial or detrimental depending on the Skill.","Some Skills create Elemental Infusion [Remnant|Remnants] when specific conditions are met. Picking up the [Remnant] grants you the Infusion for 20 seconds or until it is Consumed by another Skill. You can have up to 3 of each Infusion by default.\r\n\r\nSkills that can Consume Infusions specifically mention the type(s) of Infusion they can Consume and the benefits for doing so. If a Skill repeats or reoccurs, each of them must Consume an Infusion separately to gain the effect.","Desecrating an item adds an Unrevealed Desecrated modifier. If modifiers are full then a random modifier is also removed. These modifiers can be revealed at the Well of Souls.\r\n\r\nItems with Desecrated Modifiers cannot be Desecrated again.","This item can be [Abyssalify|Desecrated] using the Preserved Cranium currency item. There is an increasing chance for it to be destroyed each time it is [Abyssalify|Desecrated].","Abyssal Monsters spawned from [ContainsAbyss|Abysses] steal modifiers from monsters killed near their pit, these modifiers can be upgraded to Abyssal Modifiers.\r\n\r\nAbyssal Modifiers rarely have a chance to become a more powerful Lichborn Modifier.","Abyssal Depths are an underground dungeon sometimes found when completing the final [ContainsAbyss|Abyss] in the area.\r\n\r\nThe Abyssal Depths contains many Abyssal monsters and all Rare monsters will have an [AbyssalModifiers|Abyssal Modifier].\r\nAt the end of the Abyssal Depths is a more powerful Rare with both a Lichborn Modifier and an Abyssal Modifier. Defeating this Rare will unlock valuable chests nearby.\r\n\r\nThe chests at the end of the Abyssal Depths can also drop pieces of [Abyssalify|Preserved Bone], but also can rarely drop additional exclusive [Omen|Omens] and [LineageSupports|Lineage Supports].\r\n\r\nAt higher levels the Abyssal Depths can lead to powerful Boss Fights.","Marked for Death is a [Debuff] that causes you to take 50% increased damage.","Lineage Supports are powerful and transformative [SupportGem|Support Gems] which can drop in maps, or come from specific sources like a particular Boss.\r\n\r\nYou may only Socket one copy of any given Lineage Support across all of your Skills at once.","Naturally Spawning Monsters are those who are spawned upon entering an area for the first time. Monsters that spawn from Secondary Mechanics like [Strongbox|Strongboxes] or [ContainsExpedition|Expedition] do not count as Naturally Spawning.","[DNT-UNUSED] You gain edict declaration when you disable a mod with The Towering Shadow","Monsters in a Union of Souls transfer their soul to other Monsters when slain, granting the receiving Monster 20% [Toughness], 5% increased damage and 10% increased [Rarity] of items dropped.","Monster [Pack|Packs] in a Union of Souls transfer their soul to other Monsters in their [Pack] when slain, granting the receiving Monsters 20% [Toughness], and 5% increased damage.","While Thaumaturgical Dynamism is active, you passively generate a [Charges|Power, Frenzy or Endurance Charge] once every five seconds. \r\n\r\nThe kind of [Charges|Charge] you generate is determined by the Attribute Requirements of the Skills you have socketed in your Skill Gem sockets. The higher the total [Strength] Requirement total of your socketed Skill Gems, the more likely you will be to generate an [Charges|Endurance Charge]. Higher total [Dexterity] Requirement corresponds to a higher chance for [Charges|Frenzy Charges], and [Intelligence] to [Charges|Power Charges].","Depending on the type of [EquipArmour|Armour] equipped, Players will have a less Movement Speed penalty applied depending on what [Attributes|Attribute] the Armour requires. These penalties only apply to equipped Body Armours and [Shield|Shields].\r\nFor Body Armour, pure [Strength] has a 5% penalty, hybrid [Strength] and [Dexterity] or [Intelligence] has a 4% penalty and pure [Dexterity] or [Intelligence] has a 3% penalty.\r\nFor [Shield|Shields], pure [Strength] has a 3% penalty, hybrid [Strength] and [Dexterity] or [Intelligence] has a 1.5% penalty and pure [Dexterity] or [Intelligence] has no penalty.","Merging [Crossbow] bolts have fragments that can hit the same target at the same time to combine their damage into a single [HitDamage|Hit].","Pacified Enemies cannot deal damage.","Archons are a type of [Buff] that augment your prowess with [Spell|Spells]. There is an Archon [Buff] for all [ElementalDamage|Elemental Damage], [ElementalArchon|Elemental Archon].\r\n\r\nBy default each Archon Buff lasts 10 seconds, but will be removed early if you use any non-instant [Attack].\r\n\r\nYou cannot gain any Archon Buff while you already have one, or during a recovery period after you lose one, which lasts 20 seconds by default.","Ice Archon is a type of [Archon] [Buff].\r\nIce Archon grants:\r\n25% more [Cold] Damage with [Spell|Spells]\r\n[StatConversion|Convert] 100% of [ElementalDamage|Elemental] Damage with [Spell|Spells] to [Cold] Damage\r\nCannot deal [Cold|Non-Cold] Damage with [Spell|Spells]\r\n[HitDamage|Hits] with [Spell|Spells] cause 100% more [Freeze] Buildup","Flame Archon is a type of [Archon] [Buff].\r\nFlame Archon grants:\r\n25% more [Fire] Damage with [Spell|Spells]\r\n[StatConversion|Convert] 100% of [ElementalDamage|Elemental] Damage with [Spell|Spells] to [Fire] Damage\r\nCannot deal [Fire|Non-Fire] Damage with [Spell|Spells]\r\n[Spell|Spells] have 100% more [Flammability] [BuffMagnitude|Magnitude]","Lightning Archon is a type of [Archon] [Buff].\r\nLightning Archon grants:\r\n25% more [Lightning] Damage with [Spell|Spells]\r\n[StatConversion|Convert] 100% of [ElementalDamage|Elemental] Damage with [Spell|Spells] to [Lightning] Damage\r\nCannot deal [Lightning|Non-Lightning] Damage with [Spell|Spells]\r\n[HitDamage|Hits] with [Spell|Spells] have 100% more [Shock] chance","Elemental Archon is a type of [Archon] [Buff].\r\nElemental Archon grants:\r\n25% more [ElementalDamage|Elemental Damage] with [Spell|Spells]\r\nCannot deal [ElementalDamage|Non-Elemental] Damage with [Spell|Spells]\r\n[HitDamage|Hits] with [Spell|Spells] cause 100% more [Freeze] Buildup\r\n[Spell|Spells] have 100% more [Flammability] [BuffMagnitude|Magnitude]\r\n[HitDamage|Hits] with [Spell|Spells] have 100% more [Shock] chance","A Temporary [Minion] is a [Minion] that does not revive after it dies.","[Minion] Reforming is similar to [Minion] [Reviving], but only occurs at the end of the \"Minion Reforming\" [Buff] Timer that is granted while [Persistent] [Minion|Minions] are dead, as opposed to other effects that may revive [Minion|Minions].","Gigantic [Minion|Minions] have 20% more Maximum Life, 20% more Damage and 20% increased size.","[Abyssalify|Desecrating] an item with the Mark of the Abyssal Lord modifier always removes that modifier, replacing it with an Unrevealed Desecrated modifier of a higher tier.","Riven Armour is a [Debuff] inflicted by [HitDamage|Hits], which stores 5% of the [Premitigation|Pre-mitigation] [Physical] [HitDamage|Hit damage] of the Hit that inflicts it as its [BuffMagnitude|Magnitude].\r\n\r\nThe inflicter's subsequent [Attack] [HitDamage|Hits] against the target will gain additional unscaleable added [Physical] [HitDamage|Damage] equal to that magnitude.\r\n\r\nEnemies with Riven Armour cannot get their [ArmourBreak|Armour Broken] further.","Molten Fissures are long-lasting fissures created by some [Slam|Slams] that can themselves be [Slam|Slammed] to create [Aftershock|Aftershocks]. \r\n\r\nHitting a Molten Fissure with a [Slam] other than another Molten Fissure causes an [Aftershock] to propagate along its length, dealing the Fissure's damage again to enemies standing on it. This [Aftershock] will also spread to other intersecting Molten Fissures. Each Molten Fissure can [Aftershock] no more than once every 0.2 seconds.","Sands of Time grants 60% increased Cast Speed, scaling down to 1% over 10 seconds, at which point it will then scale back up to 60%. It also grants 1% increased Area of Effect, scaling up to 60% over 10 seconds, at which point it will then scale back down to 1%.","While affected by Unravelling, your [Chaos] Damage randomly either also contributes to [Freeze] buildup, [Flammability] and [Ignite] [BuffMagnitude|Magnitudes], or [Shock] chance - changing which it contributes to every two seconds.","[Totem|Totems] you place which grant Embankment Auras give a different Aura [Buff] to Players in range depending on the kind of [Totem], as follows:\r\n\r\nArtillery Ballista grants 20% increased [SkillSpeed|Skill Speed].\r\n\r\nSiege Ballista grants 25% more Damage against [Immobilised] Enemies.\r\n\r\nMortar Cannon grants 25% of Damage [Gain|Gained] as extra [Fire].\r\n\r\nShockwave Totem grants 30% increased Area of Effect.\r\n\r\nAncestral Warrior Totem grants 40% increased [Glory] Generation.\r\n\r\nDark Effigy grants 40% increased Damage over Time.\r\n\r\nSpell Totem grants 50% increased [Critical|Critical Hit Chance].","Ice Fragments are created by a variety of Skills and [DetonationTime|Detonate] in an Area to deal [Cold] damage. If a Skill creates multiple Ice Fragments at the same time, only one of them can damage a single enemy.\r\n\r\nSome skills can interact with Ice Fragments. Unless otherwise specified, each Ice Fragment can only interact with a single Skill use during its lifetime.","Broken Stance is a [Debuff] inflicted by [HitDamage|Hits], which stores 10% of the [Premitigation|Pre-mitigation] [Physical] [HitDamage|Hit damage] of the [HitDamage|Hit] that inflicts it as its [BuffMagnitude|Magnitude].\r\n\r\nThe inflicter's subsequent [HitDamage|Hits] against the target will gain additional unscaleable added [Physical] [HitDamage|Damage] equal to that magnitude.\r\n\r\nEnemies with Broken Stance cannot be [Daze|Dazed] again.","Umbral Souls grant varying [Buff|Buffs] depending on the kind of Skeletal [Minion] being replaced, as follows -\r\n\r\nUmbral Souls from:\r\n\u2022 Skeletal Warriors grant 15% increased [Attack] Damage.\r\n\u2022 Skeletal Snipers grant 15% increased [Projectile] Speed.\r\n\u2022 Skeletal Clerics grant 30% increased [ESRecharge|Energy Shield Recharge Rate].\r\n\u2022 Skeletal Arsonists grant 15% increased Area of Effect.\r\n\u2022 Skeletal Storm Mages grant 25% increased Spell Damage.\r\n\u2022 Skeletal Frost Mages grant 35% increased maximum Energy Shield.\r\n\u2022 Skeletal Brutes grant 60% increased [Stun] buildup.\r\n\u2022 Skeletal Reavers grant 6% increased Skill Speed.","Deadly Map Bosses are specific [PowerfulMapBoss|Powerful Map Bosses] that appear in specific Maps and are more difficult and drop better rewards.\r\n\r\nThese rewards are often accompanied by a specific item, usually from a pool of items. For example Unique Items, or [LineageSupports|Lineage Supports].\r\n\r\nDeadly Map Bosses can also drop items that grant access to Pinnacle Bosses.","Invocation Skills are [Persistent] Skills that gain [Energy] through some condition and can be used once sufficient [Energy] has been gathered to [Invoke] socketed Skills, expending the [Energy] to [Trigger] them. Invocations can [Trigger] socketed Skills multiple times if enough [Energy] is expended, unless otherwise specified.","Sundered Armour is a [Debuff] that can be applied to enemies with [ArmourBreak|Fully Broken Armour] that increases the [Physical] damage they take from [HitDamage|Hits] by an additional 20%. This effect stacks with the target's normal [ArmourBreak|Fully Broken Armour].\r\n\r\nUnless otherwise specified, modifiers to [ArmourBreak|Fully Broken Armour] also apply to Sundered Armour. Enemies with Sundered Armour cannot get their [ArmourBreak|Armour Broken] further.","Withering Ground applies [Withered] every second to enemies standing in it.","Default Attacks are the innate [Attack] skills provided by [MartialWeapon|Martial Weapons], and the innate [Unarmed] [Attack] skill \"Punch\".\r\n\r\nThe skill level of your Default Attacks is determined by your character level, and in turn determines the Attack Damage scaling of the skill, which is the percentage of your [MartialWeapon|Weapon's] damage the Default Attack deals.\r\n\r\nDefault Attacks never have any cost.","Your Default Attack Damage is the expected damage of a [DefaultAttack|Default Attack], and is determined by the damage of your [MartialWeapon|Weapon] and an Attack Damage scaling value based on your character level.\r\n\r\nYour [DefaultAttack|Default Attacks] will always deal Default Attack Damage unless modifiers are applied to change their damage or skill level.\r\n\r\nSome [Attack] skills provided by [SupportGem|Support Gems] do not determine their Attack Damage scaling from skill level, but instead deal a percentage of Default Attack Damage.","Khatal's Rejuvenation stacks up to 8 times and grants 5% increased Cooldown Recovery Rate per stack. Each stack of Khatal's Rejuvenation lasts for 10 seconds.","Two gems are considered Connected if one is socketed into the other, or if both are socketed into a third gem.\r\n\r\nA [SupportGem|Support Gem] socketed in a [Meta|Meta] Skill  is still Connected to that [Meta] Skill and to all other Skills socketed in that [Meta] Skill, even if it cannot Support some of those skills.","Activating a Summoning Circle will cause a Boss to be spawned","Adaptations are gained by taking [ElementalDamage|Elemental Damage] from [HitDamage|Hits] and cause you to take less damage of that [ElementalDamage|Type] from subsequent [HitDamage|Hits].\r\n\r\nUnless otherwise specified, you can have 3 Adaptations at a time, and Adaptations do not have a duration.","[Shapeshift|Shapeshifting] into a Bear grants access to devastating [Slam|Slams] and [Fire] [Attack|Attacks] fuelled by smouldering [Rage].\r\n\r\nWhile in Bear form, you gain:\r\n\u2022 +10 to [Armour] per level\r\n\u2022 30% of [Armour] also applies to [ElementalDamage|Elemental Damage]\r\n\u2022 an [Charges|Endurance Charge] for every 15 [Rage] you spend","[Shapeshift] into a Werewolf to draw power from the [Cold] light of the moon, leading your pack with rabid [Attack|Attacks].\r\n\r\nWhile in Werewolf form, you drop to all fours after moving for a short time, gaining 30% increased movement speed when not Sprinting.","[Shapeshift] into a Wyvern to bombard your enemies with [Fire] and [Lightning], then close in for the kill.\r\n\r\nWhile in Wyvern form, you gain:\r\n\u2022 50% increased [StunThreshold|Stun Threshold]\r\n\u2022 50% increased [AilmentThreshold|Elemental Ailment Threshold]\r\n\u2022 50% [FasterESRechargeStart|faster start of Energy Shield Recharge]","Plants 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.","[HitDamage|Hits] which could potentially be a [Critical|Critical Hit] but do not roll a [Critical|Critical Hit] will re-roll [Critical|Critical Hit] chance until they succeed.\r\n\r\nHits have 30% less [CriticalDamageBonus|Critical Damage Bonus] for each time [Critical|Critical Hit] chance was re-rolled.","Monster Effectiveness provides more monster life, experience granted and quantity of items dropped.","100% more Maximum [Rage]\r\nRegenerate 1 [Rage] per second per 4 [Rage] spent [Recently]\r\nNo [Rage] effect","[ItemRarity|Unique] items may be closely tied to certain cultures as indicated by an icon in their tooltip. These cultures may hold secrets to manipulating these unique items.","Wind Skills gain additional interactions with other specified Skills, typically [Fire] Skills.","You see what is and what might have been. Reveal a suite of Oracle-only passive tree nodes after Ascending as an Oracle.\r\n\r\nOn taking The Unseen Path Ascendancy Notable, gain the ability to allocate these nodes.","Some modifiers on [Rune|Runes] and [Idol|Idols] are available only to players who have allocated the Shaman's Wisdom of the Maji Ascendancy Notable.","An item with a Vaal Siphoner will require a set number of kills to complete. Once complete the tier of a random modifier on the item will be downgraded and all other modifiers will have their numeric values improved.\r\n\r\nThese improved modifier will have their values randomised between their current value and 10% above their maximum value.","By default, chance-based stats cap at 100% chance for the result to occur. However, some chances can surpass 100%. In this case, the event for which you have a chance to effect will occur once for each 100% chance for that event you have, and then have a normal percentage chance for it to occur again based on the remaining value.\r\n\r\nFor example, a Surpassing 215% chance for an event to occur will cause the event to occur twice (once for each 100% chance) and have a 15% chance for it to occur a third time.","The default maximum [Quality] 20%. Maximum Quality cannot be raised above 30%.","Thorny Ground deals Spell damage to enemies upon being created, then continues to damage enemies that move over the Ground, no more than twice per second.","[Strike] Skills can be made to deal Splash damage when hitting an enemy, causing additional [HitDamage|Hits] to other enemies around the one hit by the [Strike].\r\n\r\nThe base radius of Splash damage is 1.5 metres.","[Mark|Marks] all have a condition that makes them Activate.\r\nWhen a [Mark] Activates, it will cause an extra effect and then be [Consume|Consumed].","Any mechanic where the calculation of a single [HitDamage|Hit] would roll [Critical|Critical Hit] Chance more than once is considered to be Rerolling. This includes anything that makes [Critical|Critical Hit] Chance [Lucky], [Unlucky], [ForksCrit|Bifurcated], or [InevitableCriticalHits|Inevitable].\r\n\r\n[Sustained] Skills using an independent [Critical|Critical Hit] Chance roll for each different time they deal damage is not Rerolling.","When [Ignite|Igniting] a target which has already been [Ignite|Ignited] by the same use of this Skill, the existing [Ignite] is removed to boost the new [Ignite], multiplying its [BuffMagnitude|Magnitude] by the total number of [Ignite|Ignites] compounded this way.","Drenched is a [Debuff] that causes enemies to be easier to [Shock] and [Freeze].","Storm Skills are long-duration weather-based Skills that have special interactions with other effects.","The maximum value of this modifier is applied to the whole modifier, including the constant part.","[Storm|Storm] and [Plant|Plant] [Spell|Spells] deal 50% more damage\r\n[Storm|Storm] and [Plant|Plant] [Spell|Spells] have 75% less duration\r\n[Storm|Storm] and [Plant|Plant] [Spell|Spells] have 50% less cost","Energised Crystals are collected by energizing Beacons throughout Wraeclast, and are required to access Atziri's Temple.\r\n\r\n6 Energised Crystals are required to power the Temple Console.\r\n\r\nMore Energised Crystals may be stored by collecting Medallions from those of royal Vaal blood.","This refers to the base amount of time to perform an [Attack] Skill, accounting only for the Attacks per Second value of the relevant [MartialWeapon|Weapon] and the percentage of Base Attack Speed listed on the [Attack] gem.","Each time you enter the Temple a random selection of non-[IncursionRestrictedRoom|Restricted Rooms] are Destabilised, removing them permanently when you next exit. \r\n\r\nIn addition to the randomly selected rooms, some rooms are Destabilised upon completion.\r\n\r\nDefeating the Architect or Atziri causes greater Destabilisation.","Restricted Rooms are those that are placed by using Xipocado's Console in the Architect's Chamber"];