Inspect keywords - Path of Exile 2
Fire Damage
Fire damage is one of the five Damage Types. It is reduced by Fire Resistance. Fire hits have a chance to Ignite based on how much Fire damage is dealt.
Cold Damage
Cold damage is one of the five Damage Types. It is reduced by Cold Resistance. Cold hits apply Chill and build up Freeze, but cannot build up Heavy Stun.
Test custom content
Low Energy Shield
You are on Low Energy Shield if you have 35% of your Maximum Energy Shield or less.
Low Life
A player or monster is on Low Life if it has 35% of its Maximum Life or less.
Low Mana
You are on Low Mana if you have 35% of your Maximum Mana or less.
Lucky
Lucky things are rolled twice and the better result used.
Chain
Effects that Chain are redirected to another target after hitting an enemy. Projectiles cannot Chain from enemies they Pierce or Fork from. Projectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres.
Pierce
Projectiles that Pierce can pass through a target while still damaging them.
Fork
Projectiles that Fork split into two the first time they hit an enemy and do not Pierce it.
Energy Shield Recharge Rate
Affects how quickly Energy Shield is recovered by Recharge once it starts Recharging.
Spells
Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
Traps
Traps are Two-Handed ranged weapons that require Dexterity and Intelligence to equip. Traps cannot be used to Attack directly. Throwing a Trap places it on the ground, where it can either be detonated manually or triggered by Close by enemies depending on the Trap type.
Withered
Withered applies 5% increased Chaos damage Taken, and can be inflicted up to 10 times.
Quivers
Quivers are off hand items that are only usable while you have a Bow equipped. Quivers provide a variety of bonuses to Bow Attacks.
Spirit
Spirit is a reserve of power used to activate and maintain skills with permanent effects. Spirit-powered skills are managed within the Skills Panel.
One-Handed
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.
Armour Break below 0
Enemies with Armour Broken below 0 have negative Armour. This means they take more Physical damage from Hits. Armour broken below 0 is capped by the enemy's base Armour.
Channelling
Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
Remote Skills
Remote Skills are Skills that are performed for you by a different entity, such as a Totem, Trap, or Clone. Minions are not Remote Skills.
Chaos Orb
Removes a random modifier and augments a Rare item with a new random modifier.
Giant's Blood
You can wield Two-Handed Axes, Maces and Swords in one hand Triple Attribute requirements of weapons
Vaal Pact
Life Leech is Instant Cannot use Life Flasks
Pain Attunement
30% less Critical Damage Bonus when on Full Life 30% more Critical Damage Bonus when on Low Life
Stagger
While your Shield is raised, Blocking Hits fills your Stagger bar based on the damage the Hit would have dealt. If the bar fills completely, you are Stunned and cannot take actions for a short time. Your Stagger bar empties while your Shield is lowered.
Hex Master
You can apply an additional Curse Double Activation Delay of Curses
Blood Magic
You have no Mana Skill Mana Costs Converted to Life Costs
Glancing Blows
Block Chance is doubled You take 60% of damage from Blocked Hits
Ancestral Bond
Unlimited number of Summoned Totems Totems reserve 100 Spirit each
Conduit
When you generate an Endurance, Frenzy or Power Charge, Allies in your Presence generate that Charge instead
Martial Weapons
Martial Weapons can be used to Attack. Axes, Bows, Claws, Crossbows, Daggers, Flails, Maces, Quarterstaves, Spears, and Swords are Martial Weapons.
Maximum Resistances
The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.
Sacrifice
Sacrificing is loss of a resource (commonly Life, Mana or 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.
Surrounded
You are surrounded if there are at least 5 Enemies within 3 metres of you.
Attack Weapons
Str
Slams
Slams are Melee Attacks that cause damaging areas of effect, rather than Striking enemies with your weapon directly. Damage from Slams is still Melee damage.
Travel Skills
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.
Eternal Youth
Life Recharges instead of Energy Shield Life Recovery from Flasks applies to Energy Shield instead
Knightly Tenets
Dexterity's inherent bonus is 1% increased Armour per 2 Dexterity instead.
Black Scythe Training
Intelligence's inherent bonus is 1% increased Evasion Rating per 2 Intelligence instead.
Stun Recovery
Increasing your Stun Recovery causes you to recover more quickly from being Stunned.
Support Gem Requirements
Every Support Gem you have socketed will incur a cumulative Attribute requirement, generally at a value of five of the relevant stat for each support gem used. This Attribute requirement is separate from that required by your Skill Gems and Equipment.
Life Loss
Life Loss is not damage, and can't be mitigated or absorbed by Energy Shield. Life Loss can still kill you.
Irradiated
Area has +1 to Monster Level.
Historic Jewels
You can only have one Historic Jewel socketed.
Test
This test case is designed to be overwitten by other content
Physical Damage
Physical damage is one of the five Damage Types. It is the most common and the only one reduced by Armour, rather than by a Resistance. Most physical damage comes from Weapon Attacks, but some Spells and other skills deal physical damage as well. Physical damage over time can be inflicted with Bleeding.
Chance to Block
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 Block Chance
Overcapped Block Chance is the amount by which your Chance to Block exceeds your maximum Chance to Block.
Faster Start of Energy Shield Recharge
Affects the delay before your Energy Shield starts Recharging after losing Energy Shield.
Buff/Debuff Magnitude
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. Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
Circular Teachings
Gain no inherent bonus from Dexterity 1% increased Armour per 2 Dexterity
Buff/Debuff Effect
Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff, which come from its creator.
Heartstopper
Take 50% less damage over time if you've started taking damage over time in the past second Take 50% more damage over time if you've haven't started taking damage over time in the past second
Elemental Equilibrium
Hits that deal Fire damage remove Fire Exposure and inflict Lightning Exposure Hits that deal Cold damage remove Cold Exposure and inflict Fire Exposure Hits that deal Lightning damage remove Lightning Exposure and inflict Cold Exposure
Oasis
Cannot use Charm 30% more Recovery from Flasks
Arcane Surge
Arcane Surge grants 10% more Cast Speed and 20% more Mana Regeneration Rate.
Arcane Surge
Arcane Surge grants 10% more Cast Speed and 20% more Mana Regeneration Rate. It lasts for 4 seconds by default.
Invoke
Invoked Skills are those Triggered by Invocation Skills.
Culling Strike
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 Hit is applied.
Decimating Strike
Hits against Full Life Enemies remove between 5% and 30% of Life, before the damage of the Hit is applied.
Damage Types
The damage types are Physical, Fire, Cold, Lightning and Chaos.
Damaging Ailments
Ailments that deal damage are Bleeding, Ignite, and Poison.
Lightning Damage
Lightning damage is one of the five Damage Types. It is reduced by Lightning Resistance. Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
Chaos Damage
Chaos damage is one of the five Damage Types. It is reduced by Chaos Resistance. Chaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.
Ailments
Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding, Ignite, Chill, Freeze, Shock, Electrocute, and Poison.
Attributes
Strength, Dexterity, and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
Strength
Strength is an Attribute required to equip most equipment that grants Armour, as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
Dexterity
Dexterity is an Attribute required to use most equipment that grants Evasion Rating, as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +5 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
Intelligence
Intelligence is an Attribute required to use most equipment that grants Energy Shield, as well as various spell-aligned Weapons and Skills. Intelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence Intelligence does not grant damage to Skills or any other benefits except where specifically stated.
Bleeding
Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated. Physical damage from Hits Contributes to Bleeding Magnitude. Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source
Blind
Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.
Chill
Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds by default. Cold damage from Hits Contributes to Chill Magnitude, up to a maximum Slow of 50%. All Hits that have any Contribution to Chill Magnitude can Chill, without requiring an explicit chance to inflict, provided the Magnitude meets a minimum threshold. So low damage Hits may still fail to Chill.
Chilled Ground
Chilled Ground Chills those standing in it, and lasts 6 seconds by default.
Consecrated Ground
You and Allies standing on your Consecrated Ground Regenerate 5% of their maximum Life per second, and Curses have 50% reduced effect on them.
Binding Chains
Binding Chains is a stacking Debuff that Slows character movement speed by 8% for each stack applied.
Defences
Armour, Evasion Rating and Energy Shield are the standard Defences. Other protective stats such as Resistances are not counted as Defences.
Desecrated Ground
You take Chaos damage over time while standing in Desecrated Ground.
Elemental Ailments
Elemental Ailments are Ignite, Chill, Freeze, Shock, and Electrocute.
Freeze
Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default. Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen.
Hinder
Hinder is a Debuff that Slows movement speed by 30% unless otherwise specified.
Ignite
Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. Fire damage from Hits Contributes to both the chance to Ignite and the Magnitude of Ignite, so Hits dealing more Fire damage Ignite more often, and inflict stronger Ignites. By default a Hit has 1% chance to Ignite for every 4% of the target's Ailment Threshold dealt. The base Magnitude of Ignite is Fire d
Ignoring Resistances
Ignoring Resistances means your damage cannot be modified in any way by the target's Resistance stats.
Knockback
Knockback pushes Enemies away when Hit.
Life Leech
When you deal damage from a Hit, Leech causes you to recover an amount of the stated resource equal to a percentage of the damage you dealt. Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech. Leeched Life is recovered over one second. Multiple Leeches can occur simultaneously.
Maim
Maimed enemies suffer from 30% Slower Movement Speed and 15% reduced Evasion Rating.
Mana Leech
When you deal damage from a Hit, Leech causes you to recover an amount of the stated resource equal to a percentage of the damage you dealt. Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech. Leeched Mana is recovered over one second. Multiple Leeches can occur simultaneously.
Map Owner
The Map Owner is the player who created the Map area.
Non-Damaging Ailments
Ailments that do not deal damage are Chill, Freeze, Shock, and Electrocute.
Overkill
Overkill damage is any damage from a Hit in excess of the enemy's remaining Life when it is killed.
Poison
Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield. Physical and Chaos damage from Hits Contribute to Poison Magnitude. Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance. The base Magnitude of Poison is Chaos damage per second equal to 20% of the [Premi
Rage
Rage grants 1% more Attack damage per 1 Rage gained, to a maximum of 30. You lose 1 Rage every 0.1 seconds if you have not taken damage or gained Rage in the last 2 seconds. Only one Hit every 0.5 seconds can cause you to gain Rage.
Recently
Recently refers to the past 4 seconds.
Shapeshifting
Shapeshifting changes you into a non-human form. While you are shapeshifted, your weapon slots are disabled and your Passive Skill Tree uses the Shapeshift configuration if you have created one. Using a skill that is not compatible with your shapeshifted form will automatically revert you to human form.
Shock
Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds by default. Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
Smoke Clouds
Enemies standing in Smoke Clouds are Blinded. Smoke Clouds have a radius of 2 metres unless otherwise specified.
Player Stun Threshold
Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits. A Stun chance of less than 10% is treated as 0%.
Enemy Stun Threshold
The lower an enemy's Stun Threshold, the less Stun buildup is needed to Stun or Heavy Stun them.
Freeze Threshold
Freeze Threshold determines how much Freeze buildup is needed to Freeze a target.
Unaffected
Debuffs you are Unaffected by can still be placed on you, but will not actually apply their effect.
Uncapped Resistance
Uncapped Resistance is the value a Resistance would have if ignoring Maximum Resistance. These values are shown in parentheses at the top of the Character Panel.
Overcapped Resistance
Overcapped Resistance is the amount of a Resistance you have in excess of your Maximum Resistance for that damage type.
Unlucky
Unlucky things are rolled twice and the worse result used.
Immobilised
A target is immobilised if it cannot move, for example due to being Frozen, Pinned, Heavy Stunned, or Electrocuted.
Stun
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: Light Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the t
Quarterstaves
Quarterstaves are Two-Handed Melee weapons that require Dexterity and Intelligence to equip. Quarterstaff Attacks often focus on high mobility in combat.
Light Stun
Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 10% are treated as 0%. Physical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with
Heavy Stun
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. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned, but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield, Parrying with a Buckler, or riding a mount). W
Player Heavy Stun
Players and their Minions usually cannot be Heavily Stunned, but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield, Parrying with a Buckler, or riding a mount). A player's stun bar only empties when they are not taking these actions or Heavily Stunned. While Heavily Stunned players cannot Block or Evade Hits.
Electrocution
Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default. Only Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted. Other sources of Lightning damage will not build up towards Electrocution.
Pinned
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 Evading for 4 seconds. They are also Light Stunned when they become Pinned. Pinned targets count as Immobilised.
Overwhelm
Overwhelm negates a certain amount of the target's Physical damage reduction, but never more than the total Physical damage reduction the target has.
Melee
Melee 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. Any Projectiles these attacks create do not count as Melee damage.
Split
Projectiles that Split fire at a number of targets within 6 metres by splitting into multiple Projectiles the first time they Hit an enemy. Some non-Projectile beam Skills can also Split.
Deflect
50% of damage from Deflected Hits and Ailments they inflict is prevented.
Suppress
50% of damage from Suppressed Hits and Ailments they inflict is prevented.
Block
Blocking completely prevents the damage of an incoming Strike or Projectile. You will still take any Stun, Freeze and other debuffs from the Blocked hit. You can't Block while Stunned or Frozen. Some skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the skill.
Strike
A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
Projectile
A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When 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
Resistances reduce damage taken of the corresponding damage type — Fire, Cold, Lightning or Chaos — up to a Maximum. Fire, Cold and Lightning Resistances are Elemental Resistances. Player resistances are lowered as you progress through the game, and can be improved with Equipment, Passives & Quest items.
Critical Hits
Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Criti
Critical Damage Bonus
Multiplies the damage dealt by Critical Hits. Default value is +100% (i.e. twice as much damage).
Jagged Ground
Jagged Ground Slows the movement speed of enemies in its area by 20%.
Totems
Totems are allied constructs which use skills for you. Totems are not Minions and their skills benefit from your stats, though they have their own defensive stats and can be damaged or killed. Totem Limit is shared between different types of Totem by default.
Taunt
Enemies you Taunt can only target you, and deal 10% less damage with hits to anyone else. If not otherwise specified, Taunt lasts for 3 seconds.
Empowered Skills
Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
Monster Power
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: Normal: 1 Magic: 2 Rare: 5 Unique monsters always have 20 Power.
Armour
Armour reduces Physical damage from hits. Damage reduction is proportional to the size of the hit, and is more effective at reducing smaller hits.
Burning
Burning damage is any Fire damage dealt over time, including things like Ignite.
Frozen
A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.
Evasion
Evasion grants a chance to avoid enemy Strikes or Projectiles. Exact chance of success also depends on the attacker's Accuracy.
Irradiated
Irradiated Areas have +1 to Monster Level
Accuracy
Accuracy is used to hit a target with an Attack, and is checked against the targets Evasion to determine that chance. Player and Minion 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 12 metres away.
Energy Shield
Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
Primed for Electrocution
Normal enemies are Primed for Electrocution when they have at least 40% Electrocution buildup. Magic enemies are instead Primed at 50% buildup, Rare at 60%, and Unique at 70%.
Primed for Stun
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%.
Iron Reflexes
Converts all Evasion Rating to Armour.
Slow
Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other. Higher Rarity enemies are less affected by Slows: 15% less Slow effect on Magic monsters 30% less Slow effect on Rare monsters 50% less Slow effect on Unique monsters Additionally, Slows have 10% les
Rarity
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.
Hit Damage
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.
Attacks
Attacks are skills that directly use your equipped weapon to damage enemies. Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your weapon's stats unless a skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
Crushed
Crushed lowers Physical damage Reduction by 15%.
Crushing Blows
Crushing Blows cause a Heavy Stun on enemies that are Primed for Stun.
Brittle
Hits have up to +6% Critical Hit Chance against Brittle enemies, based on the Cold damage of the Hit which inflicted Brittle, for 4 seconds.
Quest Item
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
Swords are Melee weapons that can be One-Handed or Two-Handed. Swords require Strength and Dexterity to equip. Sword Attacks are commonly related to elemental damage.
Maces
Maces are Melee weapons that can be One-Handed or Two-Handed. Maces require Strength to equip. Mace Attacks are often Slams or slow Strikes that deal Physical or Fire damage.
Sceptres
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 Dual Wield two Sceptres. Sceptres cannot be used to Attack and do not grant bonuses to Spellcasting. Instead, they grant additional Spirit and can provide bonuses to your Allies.
Wands
Wands are One-Handed Spellcasting weapons that require Intelligence to equip. Wands cannot be Dual Wielded and cannot be used to Attack directly. However, they grant inbuilt Spells based on the wand type and powerful bonuses to spells.
Axes
Axes are Melee weapons that can be One-Handed or Two-Handed. Axes require Strength and Dexterity to equip. Axe Attacks commonly involve throwing your axe and/or inflicting Bleeding.
Bows
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. Bows 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
Daggers are One-Handed Melee weapons that require Dexterity and Intelligence to equip. Dagger Attacks are commonly related to ambushing or debilitating enemies. Some blade-related Spells also require a Dagger.
Staves
Staves are Two-Handed Spellcasting weapons that require Intelligence to equip. Staves cannot be used to Attack. However, they grant inbuilt Spells based on the staff type and powerful bonuses to spells.
Claws
Claws are One-Handed Melee weapons that require Dexterity to equip. Claws can be Dual Wielded with another Claw, but cannot be combined with other equipped items in the off hand. Claw Attacks are commonly fast and cause Bleeding.
Shields
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 Strikes and Projectiles from the front. 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 Shields
Armoured Shields are any Shields that grant the player Armour — that is, any type of Shield other than Bucklers.
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
Foci are armour items that are equipped in your off hand and require Intelligence to equip. Foci can grant significant amounts of Energy Shield and powerful bonuses to your Spells.
Close Range
Close Range is anywhere within 2 metres of your character. Normally, Melee Attacks you make are in Close Range.
Spears
Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and Melee, as many spear skills enable you to throw your spear.
Crossbows
Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills. Multiple Projectiles fired from a single Crossbow skill can all hit the same target, and single-Projectile skills fire additional Projectiles in sequence rather than in a spread.
Flails
Flails are One-Handed Melee weapons that require Strength and Intelligence to equip. Flails cannot be Dual Wielded. Flail Attacks tend to reward careful placement and long wind-up times with devastating effects.
Flasks
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. Normal enemies grant Flask charges equal to half their Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Fl
Utility Flasks
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. Flasks refill at Checkpoints, Wells or by killing Monsters. More powerful Monsters will grant more charges.
Two-Handed
Two-handed weapons take up both weapon slots when equipped.
Allies
Your allies include other players, Minions, and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
Dual Wielding
Dual Wielding refers to using two Martial Weapons, one in each hand.
Minions
Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active.
Warcries
Warcries are skills which count enemy Power within their area and Empower your subsequent Melee Attacks, sometimes depending on the total Power of enemies counted.
Curses
Curses significantly Debuff affected targets. By default a target can have one Curse on them at a time.
Aftershocks
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.
Elusive
The Elusive buff grants increased Movement Speed, and additional chance to avoid damage. The effects of Elusive are reduced over time.
Shocked Ground
Shocked Ground Shocks those standing in it, and lasts 6 seconds by default.
Energy Shield Leech
When you deal damage from a Hit, Leech causes you to recover an amount of the stated resource equal to a percentage of the damage you dealt. Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech. Leeched 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
Unarmed Attacks do not benefit from your equipped Weapon.
Orb Skills
Orb Skills create lasting effects at a location which damage enemies in an area around them.
Exposure
Exposure is a type of Debuff that lowers the affected enemy's Resistance to the corresponding damage type. By default it inflicts -20% to the specified Resistance and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of Resistance reduction, this can cause the enemy's Resistance to become negative. Multiple sources of the same type of Exposure cannot stack with one another unless stated otherwise, an
Energy
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. Energy cannot be gained from direct effects of Triggered Skills.
Ice Crystals
Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal Cold damage in an area.
Returning
Projectiles which Return will Return to the entity which originated them after reaching the end of their travel, or on hitting a final target.
Phasing
While Phasing, you can pass through enemies without being blocked by them.
Corpses
Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain Allies do not leave usable Corpses.
Charges
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. There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
Elemental Damage Types
The three Elemental damage types are Fire, Cold, and Lightning.
Wells
Wells are present in every Town, and will refill your Flasks as well as restoring your Life and Mana when used.
Presence
Your Presence is an area around your character within which certain effects (such as many Auras) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
Light Radius
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.
Item Rarity
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. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
Shatter
Frozen enemies Shatter when killed, destroying their corpse.
Resistance Penetration
Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits. Resistances can only be Penetrated down to a minimum of 0% by default. Since Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments.
Armour Break
Some Skills, Items, Support Gems and other effects can Break Armour, which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour, non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits. Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic
Ancestral Boost
An Ancestrally Boosted Slam has 30% more damage and 20% more area of effect, and an Ancestrally Boosted Strike will target 2 additional Enemies.
Buffs
Buffs are effects that boost a player or monster's stats for a duration or while a condition is met. Unless otherwise stated, Buffs of the same type do not stack — only the copy with the strongest effect applies.
Debuffs
Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met. Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
Persistent Skills
Persistent Skills are toggled in the Skills Panel instead of being used normally and often need to Reserve Spirit in order to be activated.
Effect Consumption
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. Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
Orb of Alteration
Reforges a Magic item with new random modifiers.
Orb of Transmutation
Upgrades a Normal item to a Magic item with 1 modifier.
Orb of Alchemy
Upgrades a Normal item to a Rare item with 4 modifiers.
Orb of Chance
Unpredictably either upgrades a Normal item to Unique rarity or destroys it.
Regal Orb
Upgrades a Magic item to a Rare item
Artificer's Orb
Adds a Rune Socket to a Martial Weapon or Armour
Auras
Auras apply Buffs to Allies within a radius, or Debuffs to enemies within a radius of the source of the Aura.
Stormsurge
Each Stormsurge on this Weapon grants 3% of damage Gained as Extra Lightning damage for 5 seconds. Maximum 10 Stormsurge.
Reviving Minions
Reviving 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
Quality grants small bonuses to an item depending on the type of item. Martial Weapons gain 1% more Physical damage per Quality. Armours gain 1% more Defences per Quality. Rings and Amulets have a number of possible quality types that provide bonuses to specific modifiers on the item. Flasks gain 1% more Life and Mana recovery per Quality. Charms gain 1% increased duration per Quality. Skill Gems or equipment that grant Skills grant a specific bonus to their Skill
Support Gems
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. You cannot use multiple copies of the same Support Gem at the same time, even on different Skill Gems.
Area of Effect Skills
This Skill has an effect that applies to every target in its area, rather than picking specific targets. Areas of Effect that originate from a target hit by a Skill will add that target's size to their radius.
Duration Skills
This Skill has a Duration that can be modified.
Detonator Skills
Detonator Skills can cause flammable gas, Oil, explosives, and similar effects to explode on contact.
Nova Skills
Nova Skills take effect in a circular area around their user.
Triggered Skills
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. If multiple methods of Triggering a skill attempt to apply to the same skill, that skill will be disabled.
Herald Skills
Herald Skills are a type of Persistent Buff that grant powerful effects on killing enemies.
Recoup
When you take damage from a Hit, Recoup causes you to recover an amount of the stated resource equal to a percentage of the damage you took over 8 seconds.
Thorns
Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those. If you have Thorns damage, you inherently Retaliate against Melee Attack Hits, dealing your Thorns damage to the enemy that Hit you. Some skills and other effects may also deal your thorns damage to enemies at other times.
Ignited Ground
Ignited Ground Ignites enemies as long as they are standing on it. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
Unleash
Unleash is an effect that allows Spells to accumulate Seals that allows the Spell to reoccur when being cast. There is a limit of 2 Seals per Spell.
Critical Weakness
Critical Weakness causes hits against affected targets to have +0.5% to Critical Hit Chance, and can stack up to 20 times. If not otherwise specified, each stack lasts for 4 seconds.
Elemental Ground Surfaces
Elemental Ground Surface include Shocked Ground, Chilled Ground, and Ignited Ground.
Crossbow Ammunition Skills
Using a Crossbow Ammunition Skill replaces your Crossbow's basic Attack with the skill indicated. The Ammunition Skill itself does not fire the Ammunition, only load it into your Crossbow.
Monster Modifiers
Magic and Rare Monsters can have Modifiers which will augment them in many dangerous ways, making them more powerful and deadly foes. Magic Monsters will only ever have a single Monster Modifier, whereas Rare Monsters can have multiple.