0.5.5e
Any damage that isn't damage over time is Hit damage. Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
The thrown flask Consumes Poison on Hit to cause an acidic burst.
Generates 100% of Monster Power as Glory for this Skill on dealing Chaos Hit damage to an enemy or inflicting a Chaos damage over time Debuff on an enemy
If an enemy is Frozen or a Frozen enemy is Hit, this Skill Empowers your attacks with added Cold damage, causes Empowered Slams to create Chilled Ground, and grants your Allies added Cold damage.
While active, causes you to deal more Hit damage to Rare and Unique enemies the longer you've been fighting them, and gain Culling Strike against them once you've been fighting them for long enough.Hit damage for every 2 seconds in Presence (max) 1% (43%)
The swarms are untargetable Minions that pursue nearby enemies to Attack them and inflict Faerie Fire on Hit.
The Projectile itself does not Hit enemies, but repeatedly discharges bolts of Lightning at nearby enemies.Hits enemies in range every 0.2 seconds
While active, taking Hit damage from enemies to your Energy Shield causes you to gain Armour for a short duration.Armour gained from multiple Hits can stack.
While active, gains Energy when your Energy Shield is damaged by Enemy Hits.Enemy Hit damage required to gain 1 Energy 10
Blind enemies on Hit
40% chance to inflict Bleeding on Hit
Impale a Skeleton on a bone spike to shield your Minions while the spike remains, reducing the amount of damage taken from Hits.Taking a Hit that deals damage above a certain threshold will cause that Minion's shield to absorb all damage from that Hit, then explode.Hit damage reduction while shielded 20%
50% more damage with Hits for Shockwaves originating from a Unique enemy
100% chance to Poison on Hit
Hyenas whoop when they first appear, Hindering nearby enemies, and have a chance to Maim enemies they Hit.
Energy gained when you are Hit 30
When you Hit with Unarmed Melee Attacks, calls down lightning bolts which deal Unarmed Attack damage to all surrounding enemies.
Enemies can be Hit separately by both gouges.Hitting a Marked enemy with both gouges will Activate the Mark and cause an additional shockwave.
100% more damage with Hits if using your life
Generates 100% of Monster Power as Glory for this Skill on Hitting with an Attack
Spend Runic Ward to cause a destabilising Hit against an enemy under the Culling Strike Threshold, making them violently explode.
Consumes the Parried Debuff on Hitting enemies to release a shockwave and grant you a Frenzy Charge.
Generates 100% of Monster Power as Glory for this Skill on Hitting with an Attack
Fire an electrifying arrow that explodes in an Area on Hit.Hitting an enemy will attach an Electrocuting Rod to them, causing all incoming Lightning damage to build up Electrocution.
Create a stationary Fire, Cold or Lightning storm at a target location for a duration, based on the highest Elemental Damage type for the Hit that Triggered the storm.Hits which do not deal Elemental Damage will not Trigger the storm.
50% more damage with Hits for pulses originating from a Unique enemy
Enemies Hit can be Electrocuted by all Lightning damage for a short duration.Enemies Hit receive Electrocution buildup from Lightning damage for 4 second duration
Does not Hit, but Ignites enemies as though Hitting them
Enemies Hit by the tendrils take Physical damage and are inflicted with Bleeding.Inflicts Bleeding on Hit
Fire a single Eye Projectile which does not Hit enemies.Damage Gained from Elemental Ground Effects or Orbs 100%More damage done with first Hit 900%
Target re-Hit interval 0.15s
Marked enemy becomes Frozen when Hit while Primed for Freeze
Projectiles that Hit a Chilled or Frozen target create chunks of ice that deal additional damage on impacting the ground.
Hits enemies every 0.5 seconds until affected Ignite expires
Foresight prevents Dodge Roll from Avoiding Hits and lasts until immediately before you are Hit while Dodge Rolling Sight Beyond Sight makes you unable to die and lasts for a 4 second duration Fully recover Life when you gain Sight Beyond Sight
Load your Crossbow with charged bolts that fragment in flight, releasing Chaining Lightning beams when they Hit enemies.
Does not Hit, but Poisons enemies as though Hitting them
(0-30)% chance for Lightning Damage with Hits to be Lucky
When you Hit with Unarmed Melee Attacks, projects icy wind which deal Unarmed Attack damage to all surrounding enemies and destroy Ice Crystals.
If you are Hit while you have a Ghost Shroud, it is immediately consumed to recover Energy Shield based on your Evasion.When Hit, lose a Ghost Shroud Regenerate Energy Shield equal to 2% of your Evasion Rating per second if you have lost a Ghost Shroud Recently
Target re-Hit interval 0.20s
Draws out the latent fears of enemies you kill and Rare or Unique enemies you Hit, turning them into unstable apparitions which charge towards enemies and then explode.Draws out an Unstable Apparition from enemies you kill with Melee Hits, no more than once every 0.05 secondsDraws out an Unstable Apparition from Rare or Unique enemies you Hit
While active, Shattering an enemy with a non-Herald Attack Hit will cause an icy explosion that deals Attack damage to surrounding enemies.
While active, Shattering an enemy with a non-Herald Attack Hit will cause an icy explosion that deals Attack damage to surrounding enemies.
While active, killing Shocked enemies with a non-Herald Attack Hit will cause subsequent Attack Hits to release lightning bolts which dealAttack damage to all surrounding enemies.
While active, killing Shocked enemies with a non-Herald Attack Hit will cause subsequent Attack Hits to release lightning bolts which dealAttack damage to all surrounding enemies.
Load your Crossbow with Piercing bolts that apply Riven Armour to enemies with Fully Broken Armour, causing any Hits against those enemies to deal extra damage.
Does not Hit, but Chills enemies as though Hitting them
Your Hits immediately destroy the bells, creating a shockwave that damages nearby enemies and causes a Heavy Stun on enemies that are Primed for Stun.The bells are themselves always Primed for Stun, they can be Culled, and Hits against them are always Critical Hits.Tempest Bells are destroyed after an additional 1 Hits
Ready your active Bow or Spear, Empowering your next Repeatable Bow or Projectile Spear Attacks to Convert Physical Damage to Cold Damage and Trigger Ice Fragments on Hit.
Target re-Hit interval 0.15s
Debuff all targets in an area, causing a portion of Damage they take from Hits to be tracked by the Debuff.Debuffed targets lose life equal to 25% of Hit Damage dealt to them while Debuffed when Debuff expires Culls enemies if Debuff reaches Culling Strike Threshold
Kelari delivers swift Hits with massive Critical Hit potential.Inflicts Critical Weakness on HitMore Hit damage per stage 125%Inflicts 4 additional Critical Weakness on Hit
(0-20)% more Damage with Hits against Enemies with Fully Broken Armour
While active, enemies you kill have a chance to spawn a Life Remnant, and Hitting a target spawns a Life Remnant every few seconds.Remnant spawn on Hit interval 3s
(0-30)% chance for Lightning Damage with Hits to be Lucky
Hit damage per 5% enemy Shock 10%
While the Buff is active, your Werewolf Melee Attacks call down Moonbeams on Hit.
Hitting a mirror with a Spell Projectile causes it to shatter, copying the projectiles in a nova around the destroyed mirror.
Chance to inflict Exposure on Hit (0-30)%
Hitting enemies that are Primed for Stun, Electrocution, or Freeze causes a visage of them to appear, lasting as long as the original target would have been affected by the form of Immobilisation used to create the visage.
Projectiles are fired in sequence, allowing multiple Projectiles to Hit the same target.Once Ignited, Oil Ground adds 100% of this Attack's Fire Damage as unscalable Damage to the Ignite
Damage and Oil spray radius is 2.2 metresOnce Ignited, Oil Ground adds 150% of this Attack's Fire Damage as unscalable Damage to the Ignite
Ready your Buckler to parry the next Hit you would take, Blocking the Hit and retaliating with a quick sweep that leaves enemies off balance, causing them to take massively increased Attack damage for a short duration.You cannot Evade a Hit you could parry, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.Can Block Damage from enemies within 1 metreCan Block Projectile Damage from enemies within 1.5 metres
Always Poisons on Hit
Does not Hit, but Poisons enemies as though Hitting them
Enemies within Culling range will be highlighted and instantly killed on Hit, granting a Power Charge.
You take damage and gain Heavy Stun buildup if this Hits any targets, but damage you take from other sources while sprinting will not apply Heavy Stun or interrupt your sprinting.Modifiers to Cooldown Recovery Rate apply to Hit frequencyMore Damage per Swarm's Advance 2%Swarm Hits all targets in area every 0.5 seconds
Target re-Hit interval 0.12s
For the duration of the Buff, these blades fall on enemies Hit by your Projectile Attacks.
Empowered Zombies deal 122% more damage with Hits
Inflicts Bleeding on Hit
Spends all your Runic Ward to gain a short-duration Buff that causes you to Block all Blockable Hits and apply Parried to enemies from which you've Blocked a Hit.
While mounted you can use Bow, thrown Spear, and Mark Skills, and are much less slowed while using Skills, but being Hit will cause Heavy Stun buildup.
Channel to create a protective bubble all around you, Blocking Hits against you.While Channelling this Skill, you cannot be Light Stunned by Hits you Block, and damage you take from Hits is also removed from Runic Ward.Blocking Hits this way causes you to accumulate Heavy Stun buildup.Lose Runic Ward on Block equal to the damage you took from that HitYou take (-2-0)% of damage from Blocked Hits
When you are Hit while you have these plates, some of the damage you would take will be prevented, and this skill will cause backlash, dealing your Thorns damage in an area around your attacker.Damage taken from Hits while you have Runic Plates 10% less
More Damage with Hits against Burning Enemies 50%Chance to inflict Exposure on Hit 100%
Gain 1 Fury on Attack Hit, no more than once per Skill use
If an enemy is Heavy Stunned or a currently Heavy Stunned enemy is Hit, this Skill Empowers subsequent Slams to perform an additional Aftershock.
Inflicts Exposure on Hit
Load your Crossbow with a clip of charged bolts which release damaging pulses upon Hitting an enemy affected by a Lightning Ailment.
Hitting such an enemy will cause your arrow to release a damaging shockwave and Chain towards nearby targets, with those Chaining Hits also releasing a shockwave.Consumes Shock from enemies it Hits, but not Electrocution.Projectile Chains 3 additional times on first hitting a Shocked or Electrocuted enemy, releasing a Shockwave on each Hit
Triggers Ice Fragments on Hit against Frozen enemies, no more than once per use
(0-50)% chance to Daze on Hit
Ice Armour grants 40% reduced damage taken from Hits
Gain 2 Rage on Hit
Releasing with Perfect Timing causes the arrow to explode on impact and Consume Freeze on directly Hitting.(31-50)% more damage with Hits for explosions originating from a Unique enemy
Passively manifests a protective barrier which takes Elemental Damage from Hits for you until depleted.Elemental Damage from Hits is taken from the Barrier before your Life, Mana or Energy Shield Barrier can take Elemental Damage equal to 30% of your Armour and Evasion Rating, up to a maximum of 32,000
Target re-Hit interval 0.66s
Target re-Hit interval 0.66s
Each target can only be Hit once.
More Hit damage per stage 40%
The Bell damages enemies on impact and can be Hit by your skills, creating a damaging shockwave.Elemental Ailments applied to the Bell cause its shockwaves to deal extra damage of the corresponding type, and Hits which would have caused Knockback increase the area of effect of the shockwaves.Bell is destroyed after 10 HitsMore Damage per Hit taken by Bell (0-3)%Bell is destroyed after +(0-10) Hits
(0-30)% chance to Impale Enemies on Hit
Target re-Hit interval 0.5s
Projectile Hits attach a PustuleAlways Poisons on Hit
Always Poisons on Hit
Become attuned to all Elements building up Fire, Cold and Lightning Affinity based off the highest Elemental Damage type dealt by your Hits.On dealing Elemental Damage with a Hit, gain 10 Affinity of the highest Elemental Damage type and lose 3 Affinity of the other types
Gain Unbound Fury by inflicting Elemental Ailments with Hits on enemies.Gain Unbound Fury when you inflict an Elemental Ailment with a Hit on an Enemy Maximum 100 Unbound Fury Cannot gain Unbound Fury while Unbound
The shockwave applies Broken Stance to Dazed enemies, causing any Hits against those enemies to deal extra damage.
While active, Hitting with an Attack will spend Runic Ward to summon a Verisium Manifestation, a short-lived Temporary Minion that rapidly Attacks nearby enemies, ignoring commands.Trigger Manifest Rune on Hitting with an Attack
While active, conjures a glittering barrier that accumulates protective gemstone Motes of each Attribute type over time, but loses a random Mote when you are Hit.
Projectiles you fire through the wall become energised, and discharge that energy on Hit as Chaining Lightning beams.Wall Hit interval 0.25s
Fire a bouncing Grenade that discharges an Electrocuting Lightning blast when its fuse expires, causing all Lightning Hits against enemies to contribute to Electrocution buildup for a duration.210% more Electrocution buildup from Hits with this skill
Marked enemy becomes Electrocuted when Hit while Primed for ElectrocutionHits against Marked enemy cause +(0-20)% increased Electrocute buildup
Curse all targets in an area after a short delay, making Hits against them ignore a portion of their Armour.
Generates 100% of Monster Power as Glory for this Skill on Hitting with an Attack
Dazes on Hit
Being Hit by an Enemy while you have this buff consumes all stages to damage and Knock Back enemies around you.
Supports Plant Skills, causing them to Trigger an explosion after they have been Overgrown, Blinding enemies Hit.
Supports Skills you use yourself which damage enemies with Hits.
Supports Skills you use yourself which damage enemies with Hits.
Supports any skill that Hits enemies, making it more likely to Critically Hit enemies on full life.
Supported Skills cannot be used until you have Blocked a certain number of Hits, but will be Ancestrally Boosted when used.Supported Skills cannot be used until you have Blocked 3 Hits
Supports any Skill that Hits Enemies, causing it to deal increasingly higher damage the more Poisons are on the target.Supported Skills deal 8% more Damage with Hits for each Poison on the Enemy, up to 40%
Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt.
Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt.
Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt.
Supports Skills which Hit Enemies, causing Knockback from those Hits to be significantly more effective.
DNT-UNUSED Supports Spells you use yourself which Hit enemies.
After you Retaliate with Thorns Damage, you also deal your Thorns damage to enemies you Hit with Supported Skills.Deal your Thorns damage to the next 4 enemies Hit by Supported Skills after you Retaliate with Thorns
After you Retaliate with Thorns Damage, you also deal your Thorns damage to enemies you Hit with Supported Skills.Deal your Thorns damage to the next 6 enemies Hit by Supported Skills after you Retaliate with Thorns
After you Retaliate with Thorns Damage, you also deal your Thorns damage twice to enemies you Hit with Supported Skills.Deal your Thorns damage twice to the next enemy Hit by Supported Skills after you Retaliate with Thorns
Supports any skill that Hits enemies, causing them to deal more damage to Frozen enemies but consume their Freeze.
Supports any skill that Hits enemies, causing them to deal more damage to Frozen enemies but consume their Freeze, leaving them Chilled.
Supports Skills you use yourself which Hit enemies.
Supports Skills which can cause Damaging Hits.Supported Skills have 15% more Critical Damage Bonus with Hits against Blinded Enemies
Supports Skills which Hit Enemies.
Supports any Skill that Hits Enemies, causing Enemies it kills to grant more Flask and Charm charges.Enemies killed by Hits from Supported Skills grant 50% more Mana Flask ChargesEnemies killed by Hits from Supported Skills grant 50% more Life Flask ChargesEnemies killed by Hits from Supported Skills grant 50% more Charm charges
Supports any Skill that Hits Enemies, causing Enemies it kills to grant more Flask and Charm charges.Enemies killed by Hits from Supported Skills grant 100% more Mana Flask ChargesEnemies killed by Hits from Supported Skills grant 100% more Life Flask ChargesEnemies killed by Hits from Supported Skills grant 100% more Charm charges
Supports any skill that Hits enemies, causing it to Break Armour of enemies it Freezes or Electrocutes.Fully Broken Armour inflicted with Supported Skills also increases Cold and Lightning Damage Taken from Hits
Supports any skill that Hits enemies, giving it a chance to gain an Endurance Charge when it Fully Breaks an enemy's Armour.
Supports Skills which can Hit enemies.Hits with Supported Skills which Freeze enemies cause Physical damage against them to Break their Armour while they remain Frozen.Hits against targets Frozen by Supported Skills Break Armour equal to 100% of Physical damage dealt
Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types, as well as giving Hits from that skill a chance to ignore Physical Damage reduction.Hits with Supported Skills have 20% chance to ignore Enemy Physical Damage reduction
Supported Skills deal 30% less Damage with Hits
Supported Skills deal 50% less Damage with Hits
Supported Skills deal 40% less Damage with Hits
Enemies taking damage over time from Debuffs caused by supported skills will suffer Freeze build up from Chaos damage Hits from any source.Chaos damage Contributes to Freeze buildup for Hits against targets taking damage over time from Supported Skills
Supports any Skill that Hits Enemies, causing Enemies it kills to grant more Charm charges.Enemies killed by Hits from Supported Skills grant 100% more Charm charges
Supports any skill that Hits enemies, causing it to inflict Exposure when it inflicts Freeze.
Supports any skill that Hits enemies, making those Hits Penetrate enemy Cold resistance.
Supports Skills you use or Trigger yourself, which can cause Damaging Hits.
Supports Skills you use yourself which Damage enemies with Hits.
Supports Skills you use yourself which Damage enemies with Hits.
Supports Spells which Hit enemies.
Supports Spell Skills that Hit Enemies and you cast yourself, boosting Damage at the cost of Cast Speed.
Supports Spells that Hit enemies, boosting their damage but preventing them from dealing Critical Hits.Supported Spells deal 25% more Hit Damage
Supports Skills which Hit enemies.Trigger Coursing Current when a Hit from Supported Skills Shocks
Supports Attack Skills, causing them to Cull Rare and Unique Enemies on Hit.
Supports Attack Skills, causing them to Cull Rare and Unique Enemies on Hit, and increasing the threshold at which they will Cull Enemies.
Supports Skills you use yourself which can cause Damaging Hits.Supported Skills deal 3% more Damage with Hits for each quarter second you have been stationary, up to 45% This Damage bonus resets when you move
Supports any skill that Hits enemies, causing it to deal less damage but inflict more potent Poison.Supported Skills deal 25% less Damage with Hits
Supports any skill that Hits enemies, causing it to deal less damage but inflict more potent Poison.Supported Skills deal 30% less Damage with Hits
Expend a stage of Deadly Resolve when an enemy Hits you to Trigger a deadly slash towards that enemy, dealing more damage based on your Armour.
Supports any skill that Hits enemies, causing it to deal less damage but inflict more potent Bleeding.Supported Skills deal 25% less Damage with Hits
Supports any skill that Hits enemies, causing it to deal less damage but inflict more potent Bleeding.Supported Skills deal 30% less Damage with Hits
Supports any skill that Hits enemies, causing Freeze it inflicts to last longer.
Hit Damage from Supported Skills is Lucky if you are Surrounded.Attack Damage with Hits with Supported Skills is Lucky while you are Surrounded
Hit Damage from Supported Skills is Lucky and Insufficient Mana doesn't prevent Supported Skills from being used if you are Surrounded.Attack Damage with Hits with Supported Skills is Lucky while you are Surrounded
Supports any skill that Hits enemies, causing them to apply Broken Armour to enemies when causing a Heavy Stun to enemies.
Supports Skills which create objects that are destroyed after being Hit a number of times, allowing for them to last for additional Hits.Objects created by Supported Skills can be Hit +2 times
Supports Skills that Hit enemies.
Supported Skills deal 12% more Attack Damage for each Elemental Ailment on Enemies they Hit
Supports any Spell that Hits enemies, causing it to Consume Elemental Ailments on hit to trigger an Elemental Discharge.
Supports any skill that Hits enemies, causing it to deal more Elemental Damage but be unable to inflict Elemental Ailments.
Supports Skills which can Damage Enemies with Hits, causing all sources of Damage Gained to instead be treated as Damage Gained as extra Cold for Supported Skills.If Supported Skills would gain extra Damage of any Type other than Cold, they gain extra Cold Damage instead
Supports any skill that Hits enemies, giving it a chance to gain an Endurance Charge when causing a Heavy Stun.
Supports any skill that Hits enemies, giving it a chance to gain an Endurance Charge when causing a Heavy Stun.
Supports any skill that Hits enemies, causing you to regenerate mana on shocking an enemy.
Supports any skill that Hits enemies, allowing it to inflict an extra Poison on enemies but shortening the duration of those Poisons.
Supports Lightning Skills that Hit, granting them an additional level and causing them to only roll the minimum or maximum value for Lightning damage.
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Shock.Chaos Damage from Hits with Supported Skills also Contributes to Shock Chance
Supports any skill that Hits enemies, causing its Ignites to be inflicted less often but last longer.
Supports any skill that Hits enemies, causing its Ignites to last longer.
Supports any skill that Hits enemies, causing it to refresh Ignites on Critical Hit.
Supported Skills deal 10% more Melee Damage for each Elemental Ailment on Enemies they Hit
Supports any skill that Hits enemies, causing it to deal more damage against enemies on Low Life.Supported Skills deal 50% more Damage with Hits against Enemies that are on Low Life
Supports any skill that Hits enemies, causing it to deal more damage against enemies on Low Life, as well as dealing more damage while you are on Low Life.Supported Skills deal 30% more Damage with Hits against Enemies that are on Low LifeSupported Skills deal 30% more Damage with Hits while you are on Low Life
Supports any skill that Hits enemies, causing them to deal more Damage against enemies with Broken Armour but preventing them from Breaking Armour themselves.
Supported Skills apply Exposure on Hitting enemies.Supported Skills apply Exposure on Hit for 5 seconds
Supports Spell Skills which cause Damaging Hits.
Supports Wind Skills which Hit enemies.Hits with Supported Skills against Ignited enemies Trigger a fiery explosion, dealing damage to that enemy and enemies in a cone behind them.Trigger Fan the Flames when Hitting an Ignited enemy with Supported Skills
Supports Wind Skills which Hit enemies.Hits with Supported Skills against Ignited enemies Trigger a fiery explosion, dealing damage to that enemy and enemies in a cone behind them.The explosion Spreads the initial enemy's Ignite to other enemies Hit.Trigger Fan the Flames when Hitting an Ignited enemy with Supported Skills
Supports any skill that Hits enemies, causing enemies it Ignites to have a chance to explode on death.
Supports any skill that Hits enemies, causing it to inflict Exposure when Igniting.
Supports any skill that Hits enemies, making those Hits Penetrate enemy Fire resistance.
Supports any skill that Hits enemies, making those Hits ignore enemy Fire resistance.Hits from Supported Skills ignore enemy Fire Resistance
Supported Skills are far more likely to inflict Bleeding on Hitting full Life Enemies.
Supports skills that create walls in a line, causing them to be created in a circle instead but deal less Hit damage.Supported Skills deal 40% less damage with Hits
Supports skills that create walls in a line, causing them to be created in a circle instead but deal less Hit damage and have lowered Area of Effect.Supported Skills deal 30% less damage with Hits
Projectiles from Supported Skills always Fork when the initial Projectile Hits Frozen Enemies, but Supported Skills cannot build up Freeze themselves.
Supports Attacks you use or Trigger yourself, causing them to Consume the Parried Debuff on Hit to grant you a Frenzy Charge.Supported Skills Consume Parried Debuff on Hit to grant a Frenzy Charge
Supports any skill that Hits enemies, causing it to create patches of Chilled Ground around Frozen enemies.
Supports Skills that Hit enemies, causing them to create Ice Fragments on killing Frozen Enemies.
Supports any skill that Hits enemies, causing it to create an icy vortex on Shattering an enemy.
Supports Skills which deal Damage, increasing the maximum Physical Damage of their Hits.Supported Skills deal 30% more Maximum Physical Hit Damage
Supports Skills that Hit Enemies, causing those Hits to Hobble Bleeding Enemies based on a portion of Physical Damage dealt.
Supports any skill that Hits enemies, making it more likely to Ignite and causing inflicted Ignites to deal their damage more quickly.
Supports any skill you use yourself that Hits enemies, causing it to accumulate Critical Hit chance over time.
Supports any skill you use yourself that Hits enemies, causing it to accumulate Critical Hit chance over time, but also reduce your Critical Damage Bonus.
Supports any skill that Hits enemies, causing it to Knock Back enemies.Supported Skills Knock Enemies Back on Hit
Supports any skill that Hits enemies or inflicts Shock, causing its Shocks to be inflicted less often but last longer.
Supports Skills which Hit Enemies.
Supports any skill that Hits enemies, causing enemies it kills to grant more Life Flask charges.Enemies killed by Hits from Supported Skills grant 100% more Life Flask Charges
Supports any skill that Hits enemies, causing you to recover Life when it Culls an enemy.
Supports any skill that Hits enemies, causing it to inflict Exposure when inflicting Shock.
Supports any skill that Hits enemies, making those Hits Penetrate enemy Lightning resistance.
Supports Skills which cause Damaging Hits.
Supports Skills which cause Damaging Hits.
Supports any skill that Hits enemies, causing enemies it kills to grant more Mana Flask charges.Enemies killed by Hits from Supported Skills grant 100% more Mana Flask Charges
Supports any Spell that Hits enemies, causing it to trigger a Mana Flare on Critical Hit.
Hits against targets Marked by Supported Skills Break Armour equal to 10% of Physical damage dealt
Hits against targets Marked by Supported Skills Break Armour equal to 15% of Physical damage dealt
Supports Mark Skills, causing enemies they Mark to Leech Mana to you when you Hit them with Attacks.Enemies Marked by Supported Skills cause you to Leech Mana equal to 8% of Physical Attack Damage they take from your Hits
Supports Mark Skills, causing enemies they Mark to Leech Life and Mana to you when you Hit them with Attacks.Enemies Marked by Supported Skills cause you to Leech Mana equal to 8% of Physical Attack Damage they take from your HitsEnemies Marked by Supported Skills cause you to Leech Life equal to 8% of Physical Attack Damage they take from your Hits
Supports any skill that Hits enemies, causing them to deal more damage and trigger Nature's Exchange when consuming Freeze on enemies.
Supports any skill that Hits enemies.Supported Skills Electrocute Primed enemies on Hit
Supports Skills which Hit enemies, causing their Mana Leech to recover based on Elemental damage instead of Physical damage.
Physical Damage from Hits also Contributes to Freeze Buildup
Supports Travel Skills which Hit enemies.Hits with Supported Skills against enemies on full life will Daze.Supported Skills Daze when Hitting enemies that are on full life
Supports Skills you use yourself which can cause Damaging Hits.
Supports any skill that Hits enemies, making its Shocks more effective but reflecting them back to you as well.
Supported Skills grant at least one Endurance Charge when Hitting an enemy with Perfect Timing.
Supports any skill that Hits enemies, allowing its Physical damage to Pin enemies but making it unable to Stun.
Supports any skill that Hits enemies, allowing its Physical damage to Pin enemies but making it unable to Stun, as well as granting Critial Hit Chance against Immobilised enemies.
Supports any skill that Hits enemies, allowing its Physical damage to Pin enemies but making it unable to Stun.Hits with Supported Skills cause 60% less Pin buildup
Supports any skill that Hits Enemies, causing it to Critically Hit more often but deal less damage with Critical Hits.
Supports any skill that Hits enemies, giving it a chance to Poison enemies and causing it to inflict more powerful Poisons against Bleeding Enemies.Supported Skills have 60% chance to Poison on Hit
Supports Plant Skills which Hit enemies.Supported Skills Trigger Toxic Pustule on Hitting an enemy.Supported Skills Trigger Toxic Pustule on Hitting an enemy
Supports Skills which Hit enemies.
Supports Skills which Hit enemies.
Supported Skills have a chance to build additional Combo on Hit.Supported Strike Skills have a 40% chance to build an additional Combo on Hit
Supports non-Channelling skill you use yourself that Hits enemies, causing it to gain Critical Hit chance based on Rage, but also remove all Rage upon Critically Hitting.
Supported Skills apply Easy Target when Knocking Back Enemies, causing the next Projectile Attack Hit they take to deal increased Damage.
Supported Skills deal more Melee damage if you have struck with a Projectile Attack Hit in the last eight seconds, but cannot themselves deal Projectile Damage.Supported Skills deal 20% more Melee Damage if you have Damaged an Enemy with a Projectile Attack Hit in the last eight seconds
Supported Skills deal more Melee damage if you have struck with a Projectile Attack Hit in the last eight seconds, but cannot themselves deal Projectile Damage.Supported Skills deal 25% more Melee Damage if you have Damaged an Enemy with a Projectile Attack Hit in the last eight seconds
Supported Skills deal more Melee damage if you have struck with a Projectile Attack Hit in the last two seconds, but cannot themselves deal Projectile Damage.Supported Skills deal 30% more Melee Damage if you have Damaged an Enemy with a Projectile Attack Hit in the last two seconds
Quill Burst can only be triggered on Hit after you've Retaliated with Thorns Damage.Supported Skills trigger Quill Burst on their next 3 Hits after you Retaliate with Thorns
Supports Skills that can cause Damaging Hits, causing those Hits to treat Enemy Elemental Resistances as inverted.Hits with Supported Skills treat Enemy Monster Elemental Resistance values as inverted
Hits from Supported Skills Stun Enemies as though dealing more Damage equivalent to the current percentage of your Stun Bar
Supported Skills deal more damage with Projectiles if you have struck with a Melee Hit in the last eight seconds, but cannot themselves deal Melee Damage.Supported Skills deal 20% more Projectile Damage if you have Damaged an Enemy with a Melee Hit in the last 8 seconds
Supported Skills deal more damage with Projectiles if you have struck with a Melee Hit in the last eight seconds, but cannot themselves deal Melee Damage.Supported Skills deal 25% more Projectile Damage if you have Damaged an Enemy with a Melee Hit in the last 8 seconds
Supported Skills deal more damage with Projectiles if you have struck with a Melee Hit in the last two seconds, but cannot themselves deal Melee Damage.Supported Skills deal 30% more Projectile Damage if you have Damaged an Enemy with a Melee Hit in the last 2 seconds
Hits against Enemies in Chilled Ground created by Supported Skills build up Freeze as though dealing 20% more Damage
Minions created by Supported Skills take a portion of Hit Damage you would otherwise have taken, but have lowered maximum Life.10% of Damage from Hits is taken from Supported Companion's Life before you
The Projectiles cannot Hit the enemy from which they originated.
Supports skills that Hit Enemies.Supported skills Aggravate Bleeding on Hitting Heavily Stunned Enemies.Supported Skills Aggravate Bleeding on Hitting Heavy Stunned Enemies
Supports Skills which deal Damage with Hits.
Supports any skill that Hits enemies, causing inflicted Ignites to deal more damage but the skill to gain a Runic Ward cost.
Supports any skill that Hits enemies, causing inflicted Ignites to deal more damage but its Hits to deal less damage.Supported Skills deal 25% less Damage with Hits
Supports any skill that Hits enemies, causing inflicted Ignites to deal more damage but its Hits to deal less damage.Supported Skills deal 30% less Damage with Hits
Supports Persistent Buff Skills, providing a chance for enemies to calculate their Hits as though your Resistances were 90% while the skill is active.Enemy Hits have 20% chance to treat all your Resistances as being 90% while a Supported Skill is active
Supports any skill that Hits enemies, giving it a chance to also Shock nearby enemies when you Shock an enemy.Shocking Hits from supported Skills have a 50% chance to also Shock enemies in a 2.5 metre radius
Supports any skill that Hits enemies, causing you to recover Energy Shield when it kills a Shocked enemy.
Supports any skill that Hits enemies, causing you to recover Mana when it Culls an enemy.
Supports Skills which can Hit enemies.Shocking an enemy with Hits from Supported Skills Triggers Static Shocks, causing that enemy to become a source of Lightning damage sending pulses towards nearby enemies.
Supported Skills always Chain when initially Hitting a Shocked Enemy, but cannot themselves inflict Shock.
Supports any skill that Hits enemies.
Supports Shield Skills that Hit, causing those Hits to Crush their targets, and Physical Hits against those targets while Crushed to Break their Armour.Supported Skills Crush targets they Hit for 8 secondsHits against targets Crushed by Supported Skills Break Armour equal to 10% of Physical damage dealt
Supports any skill that Hits enemies, causing it to deal more damage with Critical Hits but have less Critical Hit chance.
Hits from Supported Skills are considered Crushing Blows against Enemies which are both Ignited and Fully Armour Broken.Hits with Supported Skills that Heavily Stun Ignited and Fully Armour Broken Enemies will Intimidate them.Hits are Crushing Blows against Ignited and Fully Armour Broken Enemies
Supports Skills which can cause Damaging Hits.
Supports Skills you use yourself which Hit enemies.
Supports Skills you use yourself which Hit enemies.
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Freeze Buildup.Chaos Damage from Hits with Supported Skills also Contributes to Freeze Buildup
Supports Skills you use yourself which can cause Damaging Hits.
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Break Armour.
Supports Skills you use yourself which can Hit Enemies.
Supports Skills you use yourself which can cause Damaging Hits.
Supported Skills trigger Volcanic Eruption on Hit against Ignited Enemies.Supported Strikes trigger Volcanic Eruption on Hitting Ignited Enemies
Supports skills which Hit targets and have an area of effect, increasing the affected area and causing it to Hit Isolated targets harder.Supported Skills deal 20% more Damage with Hits against Isolated targets
Supports any skill that Hits enemies, giving it a chance to Wither enemies on Hit.Chance to inflict Withered on Hit with Supported Skills can Surpass 100%Supported Skills have 1% chance to inflict Withered on Hit for every 0.57% of enemy Ailment Threshold dealt as Chaos damage
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Ignites.Chaos Damage from Hits with Supported Skills also Contributes to Flammability and Ignite Magnitudes
Inflict Abyssal Wasting on Hit
Used when you take Chaos damage from a Hit
Enemies which are on Full Life cannot Evade your HitsPrevent +5% of Damage from Deflected Hits if you'veDeflected no Hits Recently
Companions gain Onslaught for 4 seconds on Hitting your Marked targets
Enemies you Critically Hit get 100% reduced Life Regeneration Rate for 4 seconds
40% chance to Daze on Hit
(15-25)% chance to Maim on Hit
Prevent +(3-7)% of Damage from Deflected Hits
Targets that are Blinded, Maimed, and Bleeding cannot Evade your Hits
15% of Chaos Damage from Hits taken as Damage of a random Element
Hits against you have no Critical Damage Bonus while on Consecrated Ground
Prevent +3% of Damage from Deflected Hits
40% chance to Daze on Hit
Prevent +(3-7)% of Damage from Deflected Hits
Gain Armour equal to 35% of Life Lost from Hits in the past 8 seconds
(20-50)% chance to Daze on Hit
(15-25)% chance to Maim on Hit
(15-25)% chance to cause Bleeding on Hit
Off-hand Hits inflict Runefather's Challenge
Gain 5 Rage when Hit by an Enemy
50% chance to inflict Bleeding on Hit
Take 20% less Damage from Hits
On Hitting an enemy, gains maximum added Lightning damage equal to
5% of Damage from Hits is taken from your Damageable Companion's Life before you
Chance to Block Damage is LuckyYou take 20% of damage from Blocked Hits
Causes Bleeding on Hit
25% of Damage taken from Hits bypasses Energy Shield if Energy Shield is below half
Deal 4% increased Damage with Hits to Rare or Unique Enemies for each second they've ever been in your Presence, up to a maximum of 200%
(20-25)% chance to gain Onslaught on Killing Hits with this Weapon
Hits against you have (40-50)% reduced Critical Damage Bonus
Used when you take Fire damage from a Hit
On Hitting an enemy, gains maximum added Cold damage equal to the enemy's Power for 20 seconds, up to a total of 32
Hits against you have 25% reduced Critical Damage Bonus
50% chance to build an additional Combo on Hit
(15-25)% chance to Maim on Hit
Hits against you have (15-25)% reduced Critical Damage Bonus
Used when you take Cold damage from a Hit
(20-50)% chance to Daze on Hit
Hits against you have 50% reduced Critical Damage Bonus
(15-25)% chance to Maim on Hit
40% chance to Daze on Hit
Hits against you have (15-25)% reduced Critical Damage Bonus
Lightning Damage from Hits also Contributes to Flammability and Ignite MagnitudesTempest Bells are destroyed after an additional (4-5) Hits
Used when you take Lightning damage from a Hit
Prevent +3% of Damage from Deflected Hits
Damage of Enemies Hitting you is Unlucky if
Prevent +1% of Damage from Deflected Hits
1% more Runic Ward Regeneration rate per 2% of maximum Runic Ward lost from Hits Recently, up to 100% more
Grants 8 Life per Enemy Hit
Projectiles have 25% chance to Fork if you've dealt a Melee Hit in the past eight seconds+0.4 metres to Melee Strike Range if you've dealt a Projectile Attack Hit in the past eight seconds
+1% to Maximum Resistances of each Elemental Damage Type you have been Hit with Recently
10% chance to Aggravate Bleeding on targets you Hit with Attacks
-5% to amount of Damage Prevented by Deflection
40% increased Armour if you haven't been Hit Recently40% increased Evasion Rating if you have been Hit Recently
Hits against you have 20% reduced Critical Damage Bonus
10% chance to inflict Bleeding on Hit
Companions have a 40% chance to Poison on Hit
5% of Damage from Hits is taken from your Damageable Companion's Life before you
30% reduced Evasion Rating if you have been Hit Recently100% increased Evasion Rating if you haven't been Hit Recently
5% of Physical Damage from Hits taken as Damage of a Random Element
20% chance to Knock Enemies Back with Hits at Close Range
5% chance to Daze on Hit
Hits have 25% reduced Critical Hit Chance against you
Successfully Parrying a Melee Hit grants 40% increased Damage to your next Ranged AttackSuccessfully Parrying a Projectile Hit grants 40% increased Damage to your next Melee Attack
25% chance for Attacks to Maim on Hit against Poisoned Enemies
100% chance to Daze Enemies whose Hits you Block with a raised Shield
Attack Hits Aggravate any Bleeding on targets which is older than 4 seconds
Hits against you have 25% reduced Critical Damage Bonus
Hits have 15% chance to treat Enemy Monster Elemental Resistance values as inverted
25% increased Damage with Hits against Blinded Enemies
10% chance to Daze on Hit
5% chance to Daze on Hit
Your Hits cannot be Evaded by Heavy Stunned Enemies
5% chance to Daze on Hit
Prevent +3% of Damage from Deflected Hits
100% increased Evasion Rating if you have been Hit Recently30% reduced Evasion Rating if you haven't been Hit Recently
25% increased Damage with Hits against Enemies affected by Elemental Ailments
24% increased Damage with Hits against Enemies affected by Elemental Ailments
60% increased Damage with Hits against Enemies that are on Low Life
80% increased Damage with Hits against Enemies that are on Full Life
40% increased Damage with Hits against Ignited Enemies
25% increased Damage with Hits against Rare and Unique Enemies
Hits ignore non-negative Elemental Resistances of Frozen Enemies
30% increased Damage with Hits against Hindered Enemies
25% increased Armour if you've Hit an Enemy with a Melee Attack Recently
Gain 3 Rage when Hit by an Enemy
Defend with 150% of Armour against Hits from Enemies that are further than 6m away
40% increased Melee Damage with Hits at Close Range
30% increased Damage with Hits against Burning Enemies
35% increased Damage with Hits against Burning Enemies
20% chance to Aggravate Bleeding on targets you Hit with Empowered Attacks
30% chance for Lightning Damage with Hits to be Lucky
10% chance to Daze on Hit
Damage with Hits is Lucky against Heavy Stunned Enemies
Area Skills have 20% chance to Knock Enemies Back on Hit
20% increased Parry Hit Area of Effect
10% chance to Daze on Hit
40% increased Evasion Rating if you have been Hit Recently
5% chance to Daze on Hit
20% increased Evasion Rating if you haven't been Hit Recently
30% increased Damage with Hits against Ignited Enemies
Shocking Hits have a 50% chance to also Shock enemies in a 1.5 metre radius
10% chance to Daze on Hit
50% chance to Knock Back Bleeding Enemies with Hits
Damage with Hits is Lucky against Enemies that are on Low Life
Deflected Hits cannot inflict Bleeding on youDeflected Hits cannot inflict Maim on you
Fully Broken Armour you inflict also increases Cold and Lightning Damage Taken from Hits
4% chance that if you would gain Rage on Hit, you instead gain up to your maximum Rage
Fully Broken Armour you inflict also increases Fire Damage Taken from Hits
Hits against you have 30% reduced Critical Damage Bonus
20% chance for Damage of Enemies Hitting you to be Unlucky
Leeching Life from your Hits causes your Companion to also Leech the same amount of Life
25% increased Damage with Hits against Ignited Enemies
Prevent +6% of Damage from Deflected Hits
10% increased Stun Threshold for each time you've been Hit by an Enemy Recently, up to 100%
Gain 5 Rage when Hit by an Enemy
33% increased Damage with Hits against Enemies affected by Ailments
Cannot be Light Stunned if you haven't been Hit Recently
25% increased Damage with Hits against Hindered Enemies
Break Armour equal to 10% of Hit Damage dealt
Sorcery Ward's Barrier can also take Physical and Chaos Damage from Hits
Hits against you have 12% reduced Critical Damage Bonus
Chance to Hit with Attacks can exceed 100% Gain additional Critical Hit Chance equal to 25% of excess chance to Hit with Attacks
Your Hits are Crushing Blows
35% increased Damage with Hits against Enemies that are on Low Life
Projectiles deal 0% more Hit damage to targets in the first 3.5 metres of their movement, scaling up with distance travelled to reach 20% after 7 metres
Lose all Tailwind when Hit
25% of Life Loss from Hits is prevented, then that much Life is lost over 4 seconds instead
Hit damage is taken from Mana before Life if your current Mana is higher than your current Life
Fully Broken Armour you inflict increases all Damage Taken from Hits instead
Body Armour grants Hits against you have 100% reduced Critical Damage Bonus
Body Armour grants 25% of Physical Damage from Hits taken as Fire Damage
4 seconds after being Damaged by an Enemy Hit, take Damage equal to 30% of that Hit's Damage
Projectiles deal 20% more Hit damage to targets in the first 3.5 metres of their movement, scaling down with distance travelled to reach 0% after 7 metres
Adapt to the highest Elemental Damage Type of each Hit you take
All Damage from Hits Contributes to Shock Chance
All Damage from Hits Contributes to Chill Magnitude
Damage of Enemies Hitting you is Unlucky
You take 20% of damage from Blocked Hits
Break enemy Concentration on Hit equal to 100% of Damage Dealt
20% of Damage from Hits is taken from your nearest Totem's Life before you
Knocks Enemies Back on Hit
Monsters' Hits are always Critical Hits
You deal more Physical and Chaos Damage, Wither enemies on Hit and periodically create Chaos Tornados.#% chance to inflict Withered for 4 seconds on Hit
When you are Hit by a Melee Attack, you retaliate with Cold Damage but lose a stage.
Hits have #% increased Critical Hit Chance against you
Gain # Rage when Hit by an Enemy
Hits have #% additional Critical Hit Chance against you
Each Attack Hit taken has added Physical damage.
Knocks Enemies Back on Hit
Monsters have #% chance to Avoid All Damage from Hits
All Damage from Hits Contributes to Chill Magnitude
Hits have #% increased Critical Hit Chance against you
#% chance to Poison on Hit
Hits have #% additional Critical Hit Chance against you
Getting Hit by an enemy will Trigger Deadly Resolve, dealing Physical damage in an area towards that enemy.
#% Global chance to Blind Enemies on Hit
Virtuous Barrier grants increased Evasion, Armour and Energy Shield for each Dexterity Mote. You lose a random Mote when you are Hit.
Monsters' Hits are always Critical Hits
Each Druidic Prowess grants 10% increased Skill Speed and causes Hits with Spell Damage to grant 3 Rage. Maximum 3 Druidic Prowess.
Monsters have #% chance to Avoid All Damage from Hits
Lightning Damage of Enemies Hitting you is Lucky
Monsters have #% chance to Avoid All Damage from Hits
DNT Hits against enemies affected by Faerie Fire gain Extra Damage as a random Element
Poison on Hit
Debuff negates all Armour, and causes increased Physical damage taken from Hits except on players.
#% chance to Avoid Chaos Damage from Hits
All damage from Hits is taken from this buff before your Life or Energy Shield.
#% chance to Poison on Hit
Hits have #% increased Critical Hit Chance against you
Ice Armour grants #% increased damage taken from Hits
All Damage from Hits Contributes to Flammability and Ignite Magnitudes
Impaled, subsequent Hits inflict additional hit damage.
Debuff tracks Damage taken. When it expires, a portion of that damage will be taken again.
Virtuous Barrier grants additional Life and Mana Regeneration rate for each Intelligence Mote. You lose a random Mote when you are Hit.
Your Attacks deal more damage, you take less damage from small Hits, and you have more Stun Threshold.
Hits have #% increased Critical Hit Chance against you
Hits have #% increased Critical Hit Chance against you
Hitting this enemy will Trigger a Repulsion Wave.
Each Attack Hit taken has added Physical damage.
Runic Plates protect you, preventing damage from and backlashing against a number of Hits you take.
Block Hits against you. Damage is taken from Runic Ward before Life while this is active.You take #% of damage from Blocked Hits
You create Hateful Remnants when you Hit or kill Bleeding enemies. Walking over a Hateful Remnant consumes it to grant you Rage and causes you to recover Life based on your current Rage.
Monsters have #% chance to Avoid All Damage from Hits
Monsters' Hits are always Critical Hits
All Damage from Hits Contributes to Shock Chance
Monsters have #% chance to Avoid All Damage from Hits
Monsters' Hits are always Critical Hits
Elemental Damage from Hits is taken from this Buff before your Life or Energy Shield.
Monsters' Hits are always Critical Hits
Debuff negates all Armour, and causes increased Physical damage taken from Hits except on players.
Grants 1% increased movement speed, 2% increased Skill Speed, 10% increased Evasion Rating and prevent 1% of Damage from Deflected Hits per stack. Maximum 10 stacks.Prevent #% of Damage from Deflected Hits
Your Skill costs are increased, you are regenerating Life, and your Projectile Attacks are creating Toxic Pustules on enemies Hit.
All Damage from Hits Contributes to Chill MagnitudeAll Damage from Hits Contributes to Shock ChanceAll Damage from Hits Contributes to Flammability and Ignite MagnitudesAll Damage from Hits Contributes to Freeze Buildup
#% chance to Intimidate Enemies for 4 seconds on Hit
Gain # Rage on Hit
| Tier | Level | |
|---|---|---|
| T1 | 1 | (15-25)% chance for Attack Hits to apply Incision |
| T1 | 1 | (3-5)% chance for Attack Hits to apply Incision |
| Tier | Level | |
|---|---|---|
| T1 | 1 | (3-7)% chance to inflict Bleeding on Hit |
| T1 | 1 | 1% chance to inflict Bleeding on Hit |
| Tier | Level | |
|---|---|---|
| T1 | 1 | (10-20)% increased Damage with Hits against Rare and Unique Enemies |
| T1 | 1 | (2-3)% increased Damage with Hits against Rare and Unique Enemies |
| Tier | Level | |
|---|---|---|
| T1 | 1 | (10-20)% increased Melee Damage if you've dealt a Projectile Attack Hit in the past eight seconds |
| T1 | 1 | (2-3)% increased Melee Damage if you've dealt a Projectile Attack Hit in the past eight seconds |
| Tier | Level | |
|---|---|---|
| T1 | 1 | (10-20)% increased Projectile Damage if you've dealt a Melee Hit in the past eight seconds |
| T1 | 1 | (2-3)% increased Projectile Damage if you've dealt a Melee Hit in the past eight seconds |
| Tier | Level | |
|---|---|---|
| T1 | 65 | Minions deal (15-25)% increased Damage if you've Hit Recently |
| T1 | 65 | Minions deal (60-79)% increased Damage if you've Hit Recently |
| Tier | Level | |
|---|---|---|
| T1 | 1 | (3-7)% chance to Blind Enemies on Hit with Attacks |
| T1 | 1 | 1% chance to Blind Enemies on Hit with Attacks |
| Tier | Level | |
|---|---|---|
| T1 | 1 | (5-10)% chance to Daze on Hit |
| T1 | 1 | 1% chance to Daze on Hit |
| Tier | Level | |
|---|---|---|
| T1 | 1 | (5-10)% chance to Poison on Hit |
| T1 | 1 | 1% chance to Poison on Hit |
| Tier | Level | |
|---|---|---|
| T1 | 1 | Gain (1-3) Rage when Hit by an Enemy |
| T1 | 1 | Notable Passive Skills in Radius also grant Gain (1-2) Rage when Hit by an Enemy |
| T2 | 45 | Gain (4-5) Rage when Hit by an Enemy |
| T1 | 75 | Gain (6-10) Rage when Hit by an Enemy |
| Tier | Level | |
|---|---|---|
| T1 | 1 | Gain 1 Rage on Melee Hit |
| T1 | 1 | Notable Passive Skills in Radius also grant Gain 1 Rage on Melee Hit |
| Tier | Level | |
|---|---|---|
| T4 | 8 | Grants 2 Life per Enemy Hit |
| T3 | 20 | Grants 3 Life per Enemy Hit |
| T2 | 30 | Grants 4 Life per Enemy Hit |
| T1 | 40 | Grants 5 Life per Enemy Hit |
| Tier | Level | |
|---|---|---|
| T5 | 33 | Hits against you have (21-27)% reduced Critical Damage Bonus |
| T4 | 45 | Hits against you have (28-34)% reduced Critical Damage Bonus |
| T3 | 58 | Hits against you have (35-41)% reduced Critical Damage Bonus |
| T2 | 69 | Hits against you have (42-47)% reduced Critical Damage Bonus |
| T1 | 81 | Hits against you have (48-54)% reduced Critical Damage Bonus |
| Tier | Level | |
|---|---|---|
| T2 | 45 | (20-39)% chance to build an additional Combo on Hit |
| T1 | 75 | (40-60)% chance to build an additional Combo on Hit |
| Gain 1 Rage on Melee Hit Liquid Despair |
| Notable Passive Skills in Radius also grant Gain 1 Rage on Melee Hit Ancient Liquid Despair |