Enchantments & roll ranges
Compare ordinary bonuses, build attributes and signature effects, including roll ranges and equipment requirements.
Foundations
How rarity and enchantments fit together
Find the base
Enchantments begin on eligible equipment found through hunting and approved reward sources. The shop does not sell combat enchantments or guaranteed rare drops.
Read the whole item
Source tier, compatible equipment slot, item grade, rarity, rank and exclusivity are checked together. A high-level owner cannot turn an early source into end-game loot.
Improve, never destroy
The Forge loop is Engrave an empty line, Reforge one unwanted family, or Refine an existing rank. Attempts may be unchanged or suffer bounded setbacks, but never destroy the item.
Signature percentages are conditional identity-roll chances after all eligibility gates. They are not per-monster drop chances. Rank floors and source restrictions still apply.
Attributes
Three attributes modify signature effects
Valor
Each point adds 0.10% physical damage and 2 maximum health. Signatures linked to Valor gain 0.4% strength per point.
Instinct
Each point gives +0.15% basic attack speed and +0.05 percentage points attack or spell critical chance.
Aether
Each point adds 0.10% spell damage and 3 maximum mana. Signatures linked to Aether gain 0.4% strength per point, even on melee weapons.
A labelled signature gains up to 24% magnitude from its one named attribute. Chance, duration, target count and cooldown do not all scale together.
Complete catalogue
All seventy enchant families
70 shown
How to read damage, healing and shield values
Recent base damage: your damage during the previous 8 seconds, before enchant bonuses and extra critical damage. Normal damage-over-time effects count. Area attacks count only their highest-damage target; overkill and idle time do not inflate the amount. Example: 800 counted damage with a 25% roll gives up to 200 extra damage across the entire effect. Resistances can reduce it; the linked attribute can increase it. The effect description explains how damage is split or delayed.
Base maximum health/mana: your maximum before enchant bonuses. A 10% shield with 1,000 base maximum health absorbs up to 100 damage. A 10% heal restores up to 100 health instead. Shields expire or run out when used; they do not refill your health bar.
Actual healing / excess healing: if a 200-point heal reaches someone missing 80 health, actual healing is 80 and excess healing is 120. Guardian's Bond uses the 80; Overflow uses the 120 after its combat-healing requirement is met. Potions, regeneration and enchant-generated healing do not qualify as spell heals.
Limits and activations: ranges show rank 1 through rank 10 before attribute bonuses. Ordinary bonuses combine up to the displayed equipment limit; repeated copies of a signature use the highest rank. A linked attribute can increase signature strength by up to 24%. Random activation rates are adjusted for action timing, not a guaranteed number per minute, and cooldowns can reduce them. Shared recipient limits can also reduce healing, shields and mana recovery.
MightAttack & spell damageRank 1 → 100.4–4 % extra attack/spell damage
Increases damage from your weapon hits and damaging spells. This bonus adds to other applicable damage bonuses; it does not multiply them.
- Earliest source
- Source tier 1 · Fine or higher · Equipment grade 1
- Compatible slots
- Melee weapon, Distance weapon, Wand or rod
- Combined equipment limit
- 10 % extra attack/spell damage
- Type · roll frequency
- Ordinary · common
BaneDamage against a creature typeRank 1 → 100.7–7 % extra damage to the matching creature type
Deals extra damage to one creature type: demons, undead or dragons. Your item specifies which type. Applies to direct hits and your normal damage-over-time effects.
- Earliest source
- Source tier 2 · Fine or higher · Equipment grade 1
- Compatible slots
- Melee weapon, Distance weapon, Wand or rod
- Combined equipment limit
- 14 % extra damage to the matching creature type
- Type · roll frequency
- Ordinary · uncommon
AspectExtra elemental damageRank 1 → 100.35–3.5 % added elemental damage
Adds fire, energy or earth damage based on your normal hit. Your item specifies the element. This added damage cannot critically hit, restore resources through leech, or activate another enchantment.
- Earliest source
- Source tier 2 · Fine or higher · Equipment grade 1
- Compatible slots
- Melee weapon, Distance weapon, Wand or rod
- Combined equipment limit
- 7 % added elemental damage
- Type · roll frequency
- Ordinary · uncommon
PrecisionCritical hit chanceRank 1 → 100.4–4 percentage points of critical chance
Adds percentage points to your critical chance for weapon attacks and eligible damaging spells. Precision and Instinct together can add at most 10 percentage points.
- Earliest source
- Source tier 1 · Fine or higher · Equipment grade 1
- Compatible slots
- Melee weapon, Distance weapon, Wand or rod, Helmet
- Combined equipment limit
- 10 percentage points of critical chance
- Type · roll frequency
- Ordinary · common
TempoBasic attack speedRank 1 → 101–10 % faster basic attacks
Makes automatic weapon attacks happen more often. A 10% bonus means 10% more attacks per second, not 10% shorter attack intervals. Does not shorten spell cooldowns. Permanent enchant attack speed is capped at 20%.
- Earliest source
- Source tier 2 · Fine or higher · Equipment grade 1
- Compatible slots
- Melee weapon, Distance weapon, Wand or rod, Helmet
- Combined equipment limit
- 20 % faster basic attacks
- Type · roll frequency
- Ordinary · uncommon
GuardPhysical damage reductionRank 1 → 100.3–3 % physical damage reduction
Reduces incoming physical damage, including eligible physical damage-over-time effects. Does not protect against other damage types.
- Earliest source
- Source tier 1 · Fine or higher · Equipment grade 1
- Compatible slots
- Helmet, Armor, Legs
- Combined equipment limit
- 9 % physical damage reduction
- Type · roll frequency
- Ordinary · common
WardElemental damage reductionRank 1 → 100.5–5 % matching-element damage reduction
Reduces damage from one element: fire, energy or earth. Your item specifies the element. Protects against both hits and damage-over-time effects of that element.
- Earliest source
- Source tier 1 · Fine or higher · Equipment grade 1
- Compatible slots
- Helmet, Armor, Legs
- Combined equipment limit
- 15 % matching-element damage reduction
- Type · roll frequency
- Ordinary · common
BulwarkDamage reduction against a creature typeRank 1 → 100.6–6 % damage reduction against the matching creature type
Reduces damage from demons, undead or dragons, as specified on your item. Adds to matching physical or elemental protection. All applicable enchant damage reduction is capped at 20%.
- Earliest source
- Source tier 2 · Fine or higher · Equipment grade 1
- Compatible slots
- Helmet, Armor, Legs
- Combined equipment limit
- 12 % damage reduction against the matching creature type
- Type · roll frequency
- Ordinary · uncommon
VitalityMaximum healthRank 1 → 103–30 health × equipment grade multiplier
Adds maximum health. Multiply the shown amount by your equipment grade multiplier: grade 1 gives ×1, grade 2 gives ×2, and grade 3 gives ×4. Enchant health bonuses also share a limit of 25% of your maximum health before enchants.
- Earliest source
- Source tier 1 · Fine or higher · Equipment grade 1
- Compatible slots
- Melee weapon, Distance weapon, Wand or rod, Helmet, Armor, Legs
- Combined equipment limit
- 360 health
- Type · roll frequency
- Ordinary · common
ReservoirMaximum manaRank 1 → 104–40 mana × equipment grade multiplier
Adds maximum mana. Equipment grades 1, 2 and 3 multiply the amount by ×1, ×2 and ×4. Enchant mana bonuses also share a limit of 25% of your maximum mana before enchants.
- Earliest source
- Source tier 1 · Fine or higher · Equipment grade 1
- Compatible slots
- Melee weapon, Distance weapon, Wand or rod, Helmet, Armor, Legs
- Combined equipment limit
- 480 mana
- Type · roll frequency
- Ordinary · common
MendingHealth regenerationRank 1 → 100.5–5 health / 10 seconds × grade multiplier
Restores health over time. The amount is per 10 seconds, multiplied by equipment grade (×1, ×2 or ×4). Small fractional amounts accumulate instead of being lost. This regeneration does not activate healing enchantments.
- Earliest source
- Source tier 1 · Fine or higher · Equipment grade 1
- Compatible slots
- Melee weapon, Distance weapon, Wand or rod, Helmet, Armor, Legs
- Combined equipment limit
- 40 health / 10 seconds
- Type · roll frequency
- Ordinary · common
FlowMana regenerationRank 1 → 100.5–5 mana / 10 seconds × grade multiplier
Restores mana over time. The amount is per 10 seconds, multiplied by equipment grade (×1, ×2 or ×4). Small fractional amounts accumulate. Restored mana is not counted as mana spent.
- Earliest source
- Source tier 1 · Fine or higher · Equipment grade 1
- Compatible slots
- Melee weapon, Distance weapon, Wand or rod, Helmet, Armor, Legs
- Combined equipment limit
- 40 mana / 10 seconds
- Type · roll frequency
- Ordinary · common
CapacityCarrying capacityRank 1 → 1010–100 oz capacity × grade multiplier
Adds carrying capacity in ounces. Equipment grades 1, 2 and 3 multiply the amount by ×1, ×2 and ×4.
- Earliest source
- Source tier 1 · Fine or higher · Equipment grade 1
- Compatible slots
- Melee weapon, Distance weapon, Wand or rod, Helmet, Armor, Legs
- Combined equipment limit
- 1200 oz capacity
- Type · roll frequency
- Ordinary · common
ValorPhysical damage & healthRank 1 → 102–20 attribute points
Each Valor point adds 0.10% physical damage, including distance attacks, and 2 maximum health. It also increases the strength of signatures linked to Valor by 0.4% per point, up to 24%.
- Earliest source
- Source tier 1 · Fine or higher · Equipment grade 1
- Compatible slots
- Melee weapon, Distance weapon, Wand or rod, Helmet, Armor, Legs
- Combined equipment limit
- 60 attribute points
- Type · roll frequency
- Build attribute · common
InstinctAttack speed & critical chanceRank 1 → 102–20 attribute points
Each Instinct point adds 0.15% basic attack speed and 0.05 percentage points of attack/spell critical chance. It also increases signatures linked to Instinct by 0.4% per point, up to 24%.
- Earliest source
- Source tier 1 · Fine or higher · Equipment grade 1
- Compatible slots
- Melee weapon, Distance weapon, Wand or rod, Helmet, Armor, Legs
- Combined equipment limit
- 60 attribute points
- Type · roll frequency
- Build attribute · common
AetherSpell damage & manaRank 1 → 102–20 attribute points
Each Aether point adds 0.10% damaging spell output and 3 maximum mana. It also increases signatures linked to Aether by 0.4% per point, up to 24%, including those found on melee weapons.
- Earliest source
- Source tier 1 · Fine or higher · Equipment grade 1
- Compatible slots
- Melee weapon, Distance weapon, Wand or rod, Helmet, Armor, Legs
- Combined equipment limit
- 60 attribute points
- Type · roll frequency
- Build attribute · common
Critical PotencyCritical bonus damageRank 1 → 103–30 percentage points of extra critical damage
Increases the extra damage of a critical hit. For example, +30 percentage points changes a critical hit's normal +50% damage bonus into +80%: a 100-damage hit becomes 180 rather than 150, before other modifiers.
- Earliest source
- Source tier 2 · Fine or higher · Equipment grade 1
- Compatible slots
- Melee weapon, Distance weapon, Wand or rod, Helmet
- Combined equipment limit
- 60 percentage points of extra critical damage
- Type · roll frequency
- Ordinary · uncommon
AfflictionDamage over timeRank 1 → 101–10 % extra damage over time
Increases your normal damage-over-time effects, such as spell-applied burning or poison. Does not increase bleeding, poison or other damage created by signature enchantments. Shares the 25% combined ordinary damage-bonus limit.
- Earliest source
- Source tier 2 · Fine or higher · Equipment grade 1
- Compatible slots
- Melee weapon, Distance weapon, Wand or rod, Helmet
- Combined equipment limit
- 20 % extra damage over time
- Type · roll frequency
- Ordinary · uncommon
RestorationHealing you castRank 1 → 100.5–5 % more spell healing cast
Increases eligible spell healing you cast. Does not improve potions, regeneration, life leech, shields or enchant-generated healing. Your bonus and the recipient's Recovery bonus together can increase the heal by at most 20%.
- Earliest source
- Source tier 2 · Fine or higher · Equipment grade 1
- Compatible slots
- Wand or rod, Helmet, Armor, Legs
- Combined equipment limit
- 12 % more spell healing cast
- Type · roll frequency
- Ordinary · uncommon
RecoverySpell healing receivedRank 1 → 100.5–5 % more spell healing received
Increases eligible spell healing received from yourself or another player. Does not improve potions, regeneration, life leech or healing created by enchantments. Combines with the caster's Restoration, up to 20% more healing in total.
- Earliest source
- Source tier 1 · Fine or higher · Equipment grade 1
- Compatible slots
- Melee weapon, Distance weapon, Wand or rod, Helmet, Armor, Legs
- Combined equipment limit
- 12 % more spell healing received
- Type · roll frequency
- Ordinary · common
TenacityShorter harmful effectsRank 1 → 101–10 % shorter harmful-effect duration
Shortens eligible slows and harmful conditions. Changes how long the condition remains, not the strength of each damage tick. Special encounter, quest and PvP restrictions still apply.
- Earliest source
- Source tier 2 · Fine or higher · Equipment grade 1
- Compatible slots
- Helmet, Armor, Legs
- Combined equipment limit
- 25 % shorter harmful-effect duration
- Type · roll frequency
- Ordinary · uncommon
SiphoningDamage restores manaRank 1 → 100.2–2 % of damage restored as mana
Restores mana based on the damage you actually deal, ignoring damage beyond an enemy's remaining health. For area attacks, the counted total is limited to twice the highest single-target damage. Restores at most 0.5% of your base maximum mana per second; enchant-generated damage cannot feed it.
- Earliest source
- Source tier 3 · Exalted or higher · Equipment grade 1
- Compatible slots
- Melee weapon, Distance weapon, Wand or rod
- Combined equipment limit
- 3 % of damage restored as mana
- Type · roll frequency
- Ordinary · rare
Grave PactSpectral companion damageRank 1 → 107.5–22.5 % of your recent base damage
A hit can summon a spectral skeleton that deals its total damage over 8 seconds. It cannot block movement, tank attacks or pull new enemies. The shown amount is the whole effect's damage, not damage per attack.
The percentage uses your base damage from the last 8 seconds and covers the whole effect. It is not damage per tick or per target.
- Earliest source
- Source tier 3 · Exalted or higher · Equipment grade 2
- Compatible slots
- Melee weapon, Distance weapon, Wand or rod
- Maximum with attribute bonus
- 27.9 % of your recent base damage
- Type · roll frequency
- Signature · rare
- When it activates
- On a successful hit (chance to activate)
- Cooldown
- 24 seconds
- Duration or use window
- 8 seconds — see effect description
- Attribute bonus
- Valor: +0.4% strength per point, up to +24%
Storm FamiliarShared lightning damageRank 1 → 1010–35 % of your recent base damage
A hit can summon a lightning wisp for 8 seconds. Its total damage is shared among up to three enemies already in combat with you, not awarded separately to each enemy.
The percentage uses your base damage from the last 8 seconds and covers the whole effect. It is not damage per tick or per target.
- Earliest source
- Source tier 4 · Masterwork or higher · Equipment grade 2
- Compatible slots
- Melee weapon, Distance weapon, Wand or rod
- Maximum with attribute bonus
- 43.4 % of your recent base damage
- Type · roll frequency
- Signature · very rare
- When it activates
- On a successful hit (chance to activate)
- Cooldown
- 35 seconds
- Duration or use window
- 8 seconds — see effect description
- Attribute bonus
- Aether: +0.4% strength per point, up to +24%
Iron SentinelPartial damage absorptionRank 1 → 103–10 % of base max health as absorption capacity
After a qualifying incoming hit, a guardian can absorb 30% of subsequent eligible damage for up to 8 seconds. The shown percentage of your base maximum health is its total absorption capacity. It cannot taunt or block movement.
Base maximum health means maximum health before enchant bonuses.
- Earliest source
- Source tier 5 · Relic or higher · Equipment grade 3
- Compatible slots
- Armor
- Maximum with attribute bonus
- 12.4 % of base max health as absorption capacity
- Type · roll frequency
- Signature · ultra rare
- When it activates
- After a hit worth at least 2% of base max health (chance to activate)
- Cooldown
- 75 seconds
- Duration or use window
- 8 seconds — see effect description
- Attribute bonus
- Valor: +0.4% strength per point, up to +24%
BloodhoundSingle-target companion damageRank 1 → 108.75–26.25 % of your recent base damage
A hit can create a spectral hound that damages the same enemy over 10 seconds. The total shown damage is spread over that time. The effect ends if the enemy dies and does not move to a new target.
The percentage uses your base damage from the last 8 seconds and covers the whole effect. It is not damage per tick or per target.
- Earliest source
- Source tier 3 · Exalted or higher · Equipment grade 2
- Compatible slots
- Melee weapon, Distance weapon, Wand or rod
- Maximum with attribute bonus
- 32.55 % of your recent base damage
- Type · roll frequency
- Signature · rare
- When it activates
- On a successful hit (chance to activate)
- Cooldown
- 25 seconds
- Duration or use window
- 10 seconds — see effect description
- Attribute bonus
- Valor: +0.4% strength per point, up to +24%
Carrion SwarmDeath damage over timeRank 1 → 108.75–27.5 % of your recent base damage
A hit can apply a swarm that deals its total death damage over 8 seconds. Reapplying the visual does not stack extra damage or extend the total damage allowance.
The percentage uses your base damage from the last 8 seconds and covers the whole effect. It is not damage per tick or per target.
- Earliest source
- Source tier 3 · Exalted or higher · Equipment grade 2
- Compatible slots
- Melee weapon, Distance weapon, Wand or rod
- Maximum with attribute bonus
- 34.1 % of your recent base damage
- Type · roll frequency
- Signature · rare
- When it activates
- On a successful hit (chance to activate)
- Cooldown
- 25 seconds
- Duration or use window
- 8 seconds — see effect description
- Attribute bonus
- Aether: +0.4% strength per point, up to +24%
Ancestor's GraceHealing over timeRank 1 → 102–8 % of recipient's base max health restored
After a qualifying incoming hit, a spirit can heal you or one injured nearby party member over 8 seconds. The shown percentage is the total healing based on the recipient's base maximum health. This healing cannot activate other enchantments.
Base maximum health means maximum health before enchant bonuses.
- Earliest source
- Source tier 5 · Relic or higher · Equipment grade 3
- Compatible slots
- Armor
- Maximum with attribute bonus
- 9.92 % of recipient's base max health restored
- Type · roll frequency
- Signature · ultra rare
- When it activates
- After a hit worth at least 2% of base max health (chance to activate)
- Cooldown
- 60 seconds
- Duration or use window
- 8 seconds — see effect description
- Attribute bonus
- Aether: +0.4% strength per point, up to +24%
BerserkBrief attack speed boostRank 1 → 104–12 % faster basic attacks while active
A hit can increase basic attack speed for 5 seconds. Permanent and temporary enchant speed bonuses together are capped at 30%. Does not shorten spell cooldowns or make random enchant activation checks happen faster.
- Earliest source
- Source tier 2 · Rare or higher · Equipment grade 2
- Compatible slots
- Melee weapon, Distance weapon
- Maximum with attribute bonus
- 14.88 % faster basic attacks while active
- Type · roll frequency
- Signature · common
- When it activates
- On a successful hit (chance to activate)
- Cooldown
- 20 seconds
- Duration or use window
- 5 seconds — see effect description
- Attribute bonus
- Instinct: +0.4% strength per point, up to +24%
Battle RhythmBuild-up damage bonusRank 1 → 102–6 % extra damage at full stacks
Builds one fifth of the shown damage bonus with each valid damaging action, up to five stacks and at most one stack per second. After 3 seconds without an action, one stack is lost each second. Hitting several targets at once does not add extra stacks.
- Earliest source
- Source tier 2 · Rare or higher · Equipment grade 2
- Compatible slots
- Melee weapon, Distance weapon, Wand or rod
- Maximum with attribute bonus
- 7.44 % extra damage at full stacks
- Type · roll frequency
- Signature · common
- When it activates
- Successive damaging actions
- Cooldown
- No separate cooldown; effect conditions apply
- Duration or use window
- 5 seconds — see effect description
- Attribute bonus
- Valor: +0.4% strength per point, up to +24%
Blood FrenzyAttack speed after a killRank 1 → 105–15 % faster basic attacks while active
A qualifying monster kill grants basic attack speed for 4 seconds. Later kills can refresh the duration after the cooldown, but cannot stack the strength. All enchant attack speed together is capped at 30%.
- Earliest source
- Source tier 2 · Rare or higher · Equipment grade 2
- Compatible slots
- Melee weapon, Distance weapon
- Maximum with attribute bonus
- 18.6 % faster basic attacks while active
- Type · roll frequency
- Signature · uncommon
- When it activates
- After a qualifying monster kill
- Cooldown
- 12 seconds
- Duration or use window
- 4 seconds — see effect description
- Attribute bonus
- Instinct: +0.4% strength per point, up to +24%
RelentlessSame-target damage build-upRank 1 → 103–9 % extra damage at full stacks
Damage the same enemy for eight consecutive seconds to reach the full bonus, gaining one eighth per second. Switching targets or stopping for 3 seconds resets the bonus.
- Earliest source
- Source tier 3 · Exalted or higher · Equipment grade 2
- Compatible slots
- Melee weapon, Distance weapon, Wand or rod
- Maximum with attribute bonus
- 11.16 % extra damage at full stacks
- Type · roll frequency
- Signature · uncommon
- When it activates
- Repeated damage to the same enemy
- Cooldown
- No separate cooldown; effect conditions apply
- Duration or use window
- 8 seconds — see effect description
- Attribute bonus
- Valor: +0.4% strength per point, up to +24%
War CryBrief damage & defence boostRank 1 → 103–8 % extra damage while active
A hit can grant the shown extra direct damage plus a fixed 3% incoming damage reduction for 5 seconds. Applies only to you. Attribute bonuses increase the damage portion, not the 3% defence portion.
- Earliest source
- Source tier 3 · Exalted or higher · Equipment grade 2
- Compatible slots
- Melee weapon, Distance weapon, Armor
- Maximum with attribute bonus
- 9.92 % extra damage while active
- Type · roll frequency
- Signature · rare
- When it activates
- On a successful hit (chance to activate)
- Cooldown
- 30 seconds
- Duration or use window
- 5 seconds — see effect description
- Attribute bonus
- Valor: +0.4% strength per point, up to +24%
Titan's ReachThree-swing area damageRank 1 → 1012.5–40 % of your recent base damage
A hit can empower your next three swings within 6 seconds. The shown extra damage is shared across those swings and up to three adjacent enemies already engaged in combat. Unused damage expires.
The percentage uses your base damage from the last 8 seconds and covers the whole effect. It is not damage per tick or per target.
- Earliest source
- Source tier 4 · Masterwork or higher · Equipment grade 2
- Compatible slots
- Melee weapon
- Maximum with attribute bonus
- 49.6 % of your recent base damage
- Type · roll frequency
- Signature · very rare
- When it activates
- On a successful hit (chance to activate)
- Cooldown
- 35 seconds
- Duration or use window
- 6 seconds — see effect description
- Attribute bonus
- Valor: +0.4% strength per point, up to +24%
AftershockDelayed physical area damageRank 1 → 107.5–30 % of your recent base damage
A hit can cause one physical pulse after 1 second. The total extra damage is shared among up to three already-engaged enemies, not dealt in full to each.
The percentage uses your base damage from the last 8 seconds and covers the whole effect. It is not damage per tick or per target.
- Earliest source
- Source tier 3 · Exalted or higher · Equipment grade 2
- Compatible slots
- Melee weapon
- Maximum with attribute bonus
- 37.2 % of your recent base damage
- Type · roll frequency
- Signature · rare
- When it activates
- On a successful hit (chance to activate)
- Cooldown
- 25 seconds
- Duration or use window
- 1 seconds — see effect description
- Attribute bonus
- Valor: +0.4% strength per point, up to +24%
Echo StrikeDelayed extra hitRank 1 → 106.25–22.5 % of your recent base damage
A hit can cause a second, weaker physical hit on the same enemy after 0.3 seconds. The extra hit cannot critically hit, leech resources or activate other enchantments.
The percentage uses your base damage from the last 8 seconds and covers the whole effect. It is not damage per tick or per target.
- Earliest source
- Source tier 3 · Exalted or higher · Equipment grade 2
- Compatible slots
- Melee weapon, Distance weapon
- Maximum with attribute bonus
- 27.9 % of your recent base damage
- Type · roll frequency
- Signature · rare
- When it activates
- On a successful hit (chance to activate)
- Cooldown
- 20 seconds
- Duration or use window
- 0.3 seconds — see effect description
- Attribute bonus
- Instinct: +0.4% strength per point, up to +24%
Deep WoundsBleeding after a critical hitRank 1 → 103.75–18.75 % of your recent base damage
A critical hit can apply bleeding for 6 seconds. The shown amount is total bleed damage. Up to three visual stacks share one damage allowance and expiry; repeated applications cannot bank extra ticks.
The percentage uses your base damage from the last 8 seconds and covers the whole effect. It is not damage per tick or per target.
- Earliest source
- Source tier 2 · Rare or higher · Equipment grade 2
- Compatible slots
- Melee weapon, Distance weapon
- Maximum with attribute bonus
- 23.25 % of your recent base damage
- Type · roll frequency
- Signature · common
- When it activates
- On a critical hit (chance to activate)
- Cooldown
- 8 seconds
- Duration or use window
- 6 seconds — see effect description
- Attribute bonus
- Valor: +0.4% strength per point, up to +24%
ShatterpointExtra damage on your next hitRank 1 → 107.5–27.5 % of your recent base damage
A hit can expose a weakness for 5 seconds. Your next direct hit consumes it and deals the shown extra damage. Party members do not receive the bonus.
The percentage uses your base damage from the last 8 seconds and covers the whole effect. It is not damage per tick or per target.
- Earliest source
- Source tier 3 · Exalted or higher · Equipment grade 2
- Compatible slots
- Melee weapon, Distance weapon, Wand or rod
- Maximum with attribute bonus
- 34.1 % of your recent base damage
- Type · roll frequency
- Signature · rare
- When it activates
- On a successful hit (chance to activate)
- Cooldown
- 25 seconds
- Duration or use window
- 5 seconds — see effect description
- Attribute bonus
- Instinct: +0.4% strength per point, up to +24%
RicochetExtra hit on a nearby enemyRank 1 → 103.75–17.5 % of your recent base damage
A hit can bounce to one other enemy already engaged in combat within three tiles. It cannot bounce back. If no valid second enemy exists, your original target does not receive extra damage instead.
The percentage uses your base damage from the last 8 seconds and covers the whole effect. It is not damage per tick or per target.
- Earliest source
- Source tier 2 · Rare or higher · Equipment grade 2
- Compatible slots
- Distance weapon
- Maximum with attribute bonus
- 21.7 % of your recent base damage
- Type · roll frequency
- Signature · uncommon
- When it activates
- On a successful hit (chance to activate)
- Cooldown
- 15 seconds
- Duration or use window
- Immediate when ready
- Attribute bonus
- Instinct: +0.4% strength per point, up to +24%
Piercing ShotExtra hit behind your targetRank 1 → 106.25–22.5 % of your recent base damage
A distance hit can damage one already-engaged enemy directly behind the first, with a clear line of sight. If there is no valid second enemy, there is no additional damage.
The percentage uses your base damage from the last 8 seconds and covers the whole effect. It is not damage per tick or per target.
- Earliest source
- Source tier 3 · Exalted or higher · Equipment grade 2
- Compatible slots
- Distance weapon
- Maximum with attribute bonus
- 27.9 % of your recent base damage
- Type · roll frequency
- Signature · rare
- When it activates
- On a successful hit (chance to activate)
- Cooldown
- 20 seconds
- Duration or use window
- Immediate when ready
- Attribute bonus
- Instinct: +0.4% strength per point, up to +24%
WildfireBurning that can spreadRank 1 → 106.25–25 % of your recent base damage
A hit can apply 8 seconds of burning. If that enemy dies, only the remaining damage is shared among up to three already-engaged enemies. Spreading does not restart the duration or create more damage.
The percentage uses your base damage from the last 8 seconds and covers the whole effect. It is not damage per tick or per target.
- Earliest source
- Source tier 3 · Exalted or higher · Equipment grade 2
- Compatible slots
- Melee weapon, Distance weapon, Wand or rod
- Maximum with attribute bonus
- 31 % of your recent base damage
- Type · roll frequency
- Signature · rare
- When it activates
- On a successful hit (chance to activate)
- Cooldown
- 25 seconds
- Duration or use window
- 8 seconds — see effect description
- Attribute bonus
- Aether: +0.4% strength per point, up to +24%
StormbrandFive-action lightning dischargeRank 1 → 103.75–15 % of your recent base damage
Five damaging actions build a lightning discharge, at most one charge per second. After discharge, there is a 15-second cooldown. Charges expire after 5 seconds out of combat.
The percentage uses your base damage from the last 8 seconds and covers the whole effect. It is not damage per tick or per target.
- Earliest source
- Source tier 3 · Exalted or higher · Equipment grade 2
- Compatible slots
- Melee weapon, Distance weapon, Wand or rod
- Maximum with attribute bonus
- 18.6 % of your recent base damage
- Type · roll frequency
- Signature · rare
- When it activates
- After building charges
- Cooldown
- 15 seconds
- Duration or use window
- Immediate when ready
- Attribute bonus
- Aether: +0.4% strength per point, up to +24%
RimebiteSlow followed by ice damageRank 1 → 105–18.75 % of your recent base damage
A hit can apply a fixed 10% slow for up to 4 seconds. Your next hit consumes the effect for extra ice damage. Bosses ignore the slow but can still receive the extra damage.
The percentage uses your base damage from the last 8 seconds and covers the whole effect. It is not damage per tick or per target.
- Earliest source
- Source tier 2 · Rare or higher · Equipment grade 2
- Compatible slots
- Melee weapon, Distance weapon, Wand or rod
- Maximum with attribute bonus
- 23.25 % of your recent base damage
- Type · roll frequency
- Signature · uncommon
- When it activates
- On a successful hit (chance to activate)
- Cooldown
- 20 seconds
- Duration or use window
- 4 seconds — see effect description
- Attribute bonus
- Aether: +0.4% strength per point, up to +24%
Venom BloomGrowing poison damageRank 1 → 108.75–27.5 % of your recent base damage
A hit can apply poison over 9 seconds. Its three stages deal 20%, 30% and 50% of the total shown damage. Repeated applications cannot create unlimited poison stacks.
The percentage uses your base damage from the last 8 seconds and covers the whole effect. It is not damage per tick or per target.
- Earliest source
- Source tier 3 · Exalted or higher · Equipment grade 2
- Compatible slots
- Melee weapon, Distance weapon, Wand or rod
- Maximum with attribute bonus
- 34.1 % of your recent base damage
- Type · roll frequency
- Signature · rare
- When it activates
- On a successful hit (chance to activate)
- Cooldown
- 25 seconds
- Duration or use window
- 9 seconds — see effect description
- Attribute bonus
- Aether: +0.4% strength per point, up to +24%
Solar BrandDelayed holy damageRank 1 → 1012.5–37.5 % of your recent base damage
A hit can mark an enemy, dealing the shown holy damage after 3 seconds. The enemy's death does not start a chain of further explosions.
The percentage uses your base damage from the last 8 seconds and covers the whole effect. It is not damage per tick or per target.
- Earliest source
- Source tier 4 · Masterwork or higher · Equipment grade 2
- Compatible slots
- Melee weapon, Distance weapon, Wand or rod
- Maximum with attribute bonus
- 46.5 % of your recent base damage
- Type · roll frequency
- Signature · very rare
- When it activates
- On a successful hit (chance to activate)
- Cooldown
- 35 seconds
- Duration or use window
- 3 seconds — see effect description
- Attribute bonus
- Aether: +0.4% strength per point, up to +24%
Soul RotDeath damage & mana on killRank 1 → 106.25–20 % of your recent base damage
A hit can apply death damage over 8 seconds. A qualifying death of the marked enemy also restores a fixed 0.5% of your base maximum mana, at most once per 25 seconds. The mana amount does not increase with the damage roll.
The percentage uses your base damage from the last 8 seconds and covers the whole effect. It is not damage per tick or per target.
- Earliest source
- Source tier 3 · Exalted or higher · Equipment grade 2
- Compatible slots
- Melee weapon, Distance weapon, Wand or rod
- Maximum with attribute bonus
- 24.8 % of your recent base damage
- Type · roll frequency
- Signature · rare
- When it activates
- On a successful hit (chance to activate)
- Cooldown
- 25 seconds
- Duration or use window
- 8 seconds — see effect description
- Attribute bonus
- Aether: +0.4% strength per point, up to +24%
Arcane EchoExtra spell hitRank 1 → 1015–52.5 % of your recent base damage
A damaging spell can create an energy echo on its primary target after 0.5 seconds. It does not repeat the whole area spell, spend more mana, critically hit, leech, or activate another enchantment.
The percentage uses your base damage from the last 8 seconds and covers the whole effect. It is not damage per tick or per target.
- Earliest source
- Source tier 5 · Relic or higher · Equipment grade 3
- Compatible slots
- Wand or rod
- Maximum with attribute bonus
- 65.1 % of your recent base damage
- Type · roll frequency
- Signature · ultra rare
- When it activates
- On a damaging spell (chance to activate)
- Cooldown
- 50 seconds
- Duration or use window
- 0.5 seconds — see effect description
- Attribute bonus
- Aether: +0.4% strength per point, up to +24%
SpellweaverDamage from alternating spellsRank 1 → 103–9 % extra spell damage at full stacks
Alternating between different eligible spells builds one third of the shown spell damage bonus per cast, up to three stacks. Repeating a spell loses one stack; 6 seconds of inactivity clears them. Does not shorten cooldowns.
- Earliest source
- Source tier 3 · Exalted or higher · Equipment grade 2
- Compatible slots
- Wand or rod
- Maximum with attribute bonus
- 11.16 % extra spell damage at full stacks
- Type · roll frequency
- Signature · rare
- When it activates
- When alternating spells
- Cooldown
- No separate cooldown; effect conditions apply
- Duration or use window
- 6 seconds — see effect description
- Attribute bonus
- Aether: +0.4% strength per point, up to +24%
Mana BloomCombat spell mana refundRank 1 → 102–6 % of combat spell mana spent refunded
Tracks mana actually deducted for eligible combat spells during a 20-second window. It then returns the shown percentage over 8 seconds, up to 2% of your base maximum mana per payout. Free casts and refunded mana do not count. Example: spending 200 mana with a 6% roll returns 12 mana, subject to that limit and shared mana-restoration limits.
- Earliest source
- Source tier 3 · Exalted or higher · Equipment grade 2
- Compatible slots
- Wand or rod, Armor
- Maximum with attribute bonus
- 7.44 % of combat spell mana spent refunded
- Type · roll frequency
- Signature · uncommon
- When it activates
- When spending mana on combat spells
- Cooldown
- 20 seconds
- Duration or use window
- 8 seconds — see effect description
- Attribute bonus
- Aether: +0.4% strength per point, up to +24%
ClearcastingCheaper next combat spellRank 1 → 1010–30 % lower mana cost for the next spell
A damaging spell can reduce the mana cost of your next eligible spoken combat spell within 8 seconds. Does not refund rune charges, potions or other items. Mana Bloom counts only the discounted mana you actually spend.
- Earliest source
- Source tier 2 · Rare or higher · Equipment grade 2
- Compatible slots
- Wand or rod
- Maximum with attribute bonus
- 37.2 % lower mana cost for the next spell
- Type · roll frequency
- Signature · uncommon
- When it activates
- On a damaging spell (chance to activate)
- Cooldown
- 30 seconds
- Duration or use window
- 8 seconds — see effect description
- Attribute bonus
- Aether: +0.4% strength per point, up to +24%
Runic ResonanceRune empowers your next spellRank 1 → 106.25–22.5 % of your recent base damage
A damaging rune can empower your next spoken damaging spell within 6 seconds. It adds one energy hit to the primary target. The rune still consumes its normal charge.
The percentage uses your base damage from the last 8 seconds and covers the whole effect. It is not damage per tick or per target.
- Earliest source
- Source tier 3 · Exalted or higher · Equipment grade 2
- Compatible slots
- Wand or rod
- Maximum with attribute bonus
- 27.9 % of your recent base damage
- Type · roll frequency
- Signature · rare
- When it activates
- On a damaging rune (chance to activate)
- Cooldown
- 25 seconds
- Duration or use window
- 6 seconds — see effect description
- Attribute bonus
- Aether: +0.4% strength per point, up to +24%
OverflowExcess healing becomes a shieldRank 1 → 105–15 % of excess healing converted to a shield
Converts the unused portion of a combat heal into an absorbing shield for 5 seconds, up to 3% of the recipient's base maximum health. The recipient must first have had at least 10% of that health genuinely restored during the previous 8 seconds. Healing an already-full target alone cannot satisfy this requirement.
- Earliest source
- Source tier 4 · Masterwork or higher · Equipment grade 2
- Compatible slots
- Wand or rod, Armor
- Maximum with attribute bonus
- 18.6 % of excess healing converted to a shield
- Type · roll frequency
- Signature · very rare
- When it activates
- On eligible spell healing
- Cooldown
- 15 seconds
- Duration or use window
- 5 seconds — see effect description
- Attribute bonus
- Aether: +0.4% strength per point, up to +24%
StoneguardDamage reduction for three hitsRank 1 → 103–8 % less incoming damage while active
After a qualifying incoming hit, you can take less damage from the next three eligible hits within 5 seconds. The shown percentage reduces incoming damage; it is not armour or extra health. Does not reduce the hit that activated it. All applicable enchant damage reduction together is capped at 20%.
- Earliest source
- Source tier 2 · Rare or higher · Equipment grade 2
- Compatible slots
- Armor
- Maximum with attribute bonus
- 9.92 % less incoming damage while active
- Type · roll frequency
- Signature · common
- When it activates
- After a hit worth at least 2% of base max health (chance to activate)
- Cooldown
- 20 seconds
- Duration or use window
- 5 seconds — see effect description
- Attribute bonus
- Valor: +0.4% strength per point, up to +24%
ReprisalExtra damage after being hitRank 1 → 106.25–22.5 % of your recent base damage
A qualifying incoming hit can empower your next direct hit within 5 seconds. The extra physical damage is based on your own recent damage output, not the size of the hit you received.
The percentage uses your base damage from the last 8 seconds and covers the whole effect. It is not damage per tick or per target.
- Earliest source
- Source tier 3 · Exalted or higher · Equipment grade 2
- Compatible slots
- Armor
- Maximum with attribute bonus
- 27.9 % of your recent base damage
- Type · roll frequency
- Signature · uncommon
- When it activates
- After a hit worth at least 2% of base max health (chance to activate)
- Cooldown
- 20 seconds
- Duration or use window
- 5 seconds — see effect description
- Attribute bonus
- Valor: +0.4% strength per point, up to +24%
Runic CarapaceRetaliatory energy pulseRank 1 → 108.75–31.25 % of your recent base damage
Three qualifying incoming hits charge an energy pulse, at most one charge per second. When it activates, its total damage is shared among up to three engaged enemies. Self-inflicted damage cannot charge it.
The percentage uses your base damage from the last 8 seconds and covers the whole effect. It is not damage per tick or per target.
- Earliest source
- Source tier 4 · Masterwork or higher · Equipment grade 2
- Compatible slots
- Armor
- Maximum with attribute bonus
- 38.75 % of your recent base damage
- Type · roll frequency
- Signature · very rare
- When it activates
- After a hit worth at least 2% of base max health (chance to activate)
- Cooldown
- 30 seconds
- Duration or use window
- Immediate when ready
- Attribute bonus
- Aether: +0.4% strength per point, up to +24%
Adaptive WardBuild-up elemental resistanceRank 1 → 103–9 % less matching-element damage while active
Three qualifying hits of the same element build the shown damage reduction in thirds, at most one stack per second. A different element clears the previous stacks. Protection lasts 6 seconds and shares the overall enchant damage-reduction limit.
- Earliest source
- Source tier 3 · Exalted or higher · Equipment grade 2
- Compatible slots
- Armor
- Maximum with attribute bonus
- 11.16 % less matching-element damage while active
- Type · roll frequency
- Signature · rare
- When it activates
- Repeated incoming hits of the same element
- Cooldown
- No separate cooldown; effect conditions apply
- Duration or use window
- 6 seconds — see effect description
- Attribute bonus
- Aether: +0.4% strength per point, up to +24%
Last BastionEmergency damage shieldRank 1 → 104–12 % of base max health as a damage shield
If incoming damage drops you below 25% health and you survive, you gain a shield for subsequent hits for up to 6 seconds. Its capacity is the shown percentage of your base maximum health. It cannot save you from the activating hit or revive you. You must recover above 60% health before it can arm again.
Base maximum health means maximum health before enchant bonuses.
- Earliest source
- Source tier 5 · Relic or higher · Equipment grade 3
- Compatible slots
- Armor
- Maximum with attribute bonus
- 14.88 % of base max health as a damage shield
- Type · roll frequency
- Signature · ultra rare
- When it activates
- When damage drops you below the health threshold
- Cooldown
- 120 seconds
- Duration or use window
- 6 seconds — see effect description
- Attribute bonus
- Valor: +0.4% strength per point, up to +24%
Second WindEmergency healing over timeRank 1 → 102–7 % of base max health restored
If damage drops you below 30% health and you survive for another 3 seconds, you recover the shown percentage of your base maximum health over 6 seconds. This restores health rather than creating a shield. You must recover above 60% health before it can arm again.
Base maximum health means maximum health before enchant bonuses.
- Earliest source
- Source tier 3 · Exalted or higher · Equipment grade 2
- Compatible slots
- Armor
- Maximum with attribute bonus
- 8.68 % of base max health restored
- Type · roll frequency
- Signature · rare
- When it activates
- When damage drops you below the health threshold
- Cooldown
- 60 seconds
- Duration or use window
- 6 seconds — see effect description
- Attribute bonus
- Valor: +0.4% strength per point, up to +24%
Guardian's BondHealing also grants a shieldRank 1 → 105–15 % of actual healing added as a shield
Eligible spell healing can grant a 5-second shield based on the health actually restored, up to 4% of the recipient's base maximum health per activation. Self-healing works. Example: a 15% roll on a heal that restores 100 health gives a 15-point shield before the limit.
- Earliest source
- Source tier 3 · Exalted or higher · Equipment grade 2
- Compatible slots
- Wand or rod, Armor
- Maximum with attribute bonus
- 18.6 % of actual healing added as a shield
- Type · roll frequency
- Signature · rare
- When it activates
- On eligible spell healing (chance to activate)
- Cooldown
- 25 seconds
- Duration or use window
- 5 seconds — see effect description
- Attribute bonus
- Aether: +0.4% strength per point, up to +24%
Rallying LightSmall party healRank 1 → 100.5–2 % of recipient's base max health restored
A hit can heal you and up to two injured nearby party members in combat. Each receives the shown percentage of their own base maximum health, subject to shared healing limits. Party members must be within four tiles with a clear line of sight.
Base maximum health means maximum health before enchant bonuses.
- Earliest source
- Source tier 3 · Exalted or higher · Equipment grade 2
- Compatible slots
- Melee weapon, Distance weapon, Wand or rod
- Maximum with attribute bonus
- 2.48 % of recipient's base max health restored
- Type · roll frequency
- Signature · rare
- When it activates
- On a successful hit (chance to activate)
- Cooldown
- 30 seconds
- Duration or use window
- Immediate when ready
- Attribute bonus
- Aether: +0.4% strength per point, up to +24%
Exposing MarkShared party bonus damageRank 1 → 1010–35 % of your recent base damage
A hit can mark an enemy for 6 seconds. The next three eligible hits by you or your party each use one third of the total extra damage, calculated from your recent damage. Only one mark can be active; stronger marks replace rather than add to it.
The percentage uses your base damage from the last 8 seconds and covers the whole effect. It is not damage per tick or per target.
- Earliest source
- Source tier 4 · Masterwork or higher · Equipment grade 2
- Compatible slots
- Melee weapon, Distance weapon, Wand or rod
- Maximum with attribute bonus
- 43.4 % of your recent base damage
- Type · roll frequency
- Signature · very rare
- When it activates
- On a successful hit (chance to activate)
- Cooldown
- 35 seconds
- Duration or use window
- 6 seconds — see effect description
- Attribute bonus
- Instinct: +0.4% strength per point, up to +24%
Purifying LightShorter harmful condition after healingRank 1 → 1010–30 % shorter remaining harmful-effect duration
An eligible heal can shorten one harmful condition by the shown percentage of its remaining duration. It does not remove the condition instantly. A recipient can benefit at most once per 30 seconds, even with multiple healers. Special encounter, quest and PvP exclusions apply.
- Earliest source
- Source tier 3 · Exalted or higher · Equipment grade 2
- Compatible slots
- Wand or rod, Armor
- Maximum with attribute bonus
- 37.2 % shorter remaining harmful-effect duration
- Type · roll frequency
- Signature · uncommon
- When it activates
- On eligible spell healing (chance to activate)
- Cooldown
- 30 seconds
- Duration or use window
- Immediate when ready
- Attribute bonus
- Aether: +0.4% strength per point, up to +24%
Shared ResolveShield earned during combatRank 1 → 101–3 % of base max health as a damage shield
After 15 seconds of actual combat near your party, or 30 seconds solo, you gain a shield lasting up to 8 seconds. Capacity is the shown percentage of your base maximum health. After receiving it, a 30-second cooldown and a new combat charge are required. Waiting idle does not charge it.
Base maximum health means maximum health before enchant bonuses.
- Earliest source
- Source tier 3 · Exalted or higher · Equipment grade 2
- Compatible slots
- Armor
- Maximum with attribute bonus
- 3.72 % of base max health as a damage shield
- Type · roll frequency
- Signature · uncommon
- When it activates
- Time spent fighting
- Cooldown
- 30 seconds
- Duration or use window
- 8 seconds — see effect description
- Attribute bonus
- Valor: +0.4% strength per point, up to +24%
LifelineStronger emergency healRank 1 → 1010–30 % extra healing based on health restored
When you cast an eligible heal on someone below 25% health, it adds the shown percentage of the health actually restored, capped at 8% of their base maximum health. Each recipient can benefit once per 60 seconds across all healers. The bonus cannot activate another healing enchantment.
- Earliest source
- Source tier 5 · Relic or higher · Equipment grade 3
- Compatible slots
- Wand or rod, Armor
- Maximum with attribute bonus
- 37.2 % extra healing based on health restored
- Type · roll frequency
- Signature · ultra rare
- When it activates
- Healing someone below 25% health
- Cooldown
- 60 seconds
- Duration or use window
- Immediate when ready
- Attribute bonus
- Aether: +0.4% strength per point, up to +24%
AmbushOpening-hit bonus damageRank 1 → 105–18.75 % of your recent base damage
Adds physical damage to your first hit against an enemy still at or above 90% health that you have not previously hit. Has a shared 25-second cooldown and only one primary target per action. Relogging does not reset eligibility.
The percentage uses your base damage from the last 8 seconds and covers the whole effect. It is not damage per tick or per target.
- Earliest source
- Source tier 2 · Rare or higher · Equipment grade 2
- Compatible slots
- Melee weapon, Distance weapon, Wand or rod
- Maximum with attribute bonus
- 23.25 % of your recent base damage
- Type · roll frequency
- Signature · uncommon
- When it activates
- First hit on a fresh enemy
- Cooldown
- 25 seconds
- Duration or use window
- Immediate when ready
- Attribute bonus
- Instinct: +0.4% strength per point, up to +24%
Patient HunterBonus shot after standing stillRank 1 → 103.75–13.75 % of your recent base damage
Stay still for 2 seconds during combat to empower your next distance hit. Moving before firing cancels it. Fire within the 5-second ready window; after use there is a 20-second cooldown.
The percentage uses your base damage from the last 8 seconds and covers the whole effect. It is not damage per tick or per target.
- Earliest source
- Source tier 2 · Rare or higher · Equipment grade 2
- Compatible slots
- Distance weapon
- Maximum with attribute bonus
- 17.05 % of your recent base damage
- Type · roll frequency
- Signature · common
- When it activates
- Distance hit after standing still
- Cooldown
- 20 seconds
- Duration or use window
- 5 seconds — see effect description
- Attribute bonus
- Instinct: +0.4% strength per point, up to +24%
SkirmisherBonus hit after repositioningRank 1 → 103.75–13.75 % of your recent base damage
During combat, move through three different walkable tiles within 4 seconds, ending at least two tiles from where you started. Hit within the following 5 seconds for extra physical damage. Teleports, forced movement and pacing back and forth do not count.
The percentage uses your base damage from the last 8 seconds and covers the whole effect. It is not damage per tick or per target.
- Earliest source
- Source tier 3 · Exalted or higher · Equipment grade 2
- Compatible slots
- Melee weapon, Distance weapon, Wand or rod
- Maximum with attribute bonus
- 17.05 % of your recent base damage
- Type · roll frequency
- Signature · uncommon
- When it activates
- Hit after repositioning
- Cooldown
- 20 seconds
- Duration or use window
- 5 seconds — see effect description
- Attribute bonus
- Instinct: +0.4% strength per point, up to +24%
Unyielding MarchReduced slow strengthRank 1 → 1010–30 % weaker movement slow
A qualifying incoming hit can weaken eligible movement slows for 5 seconds. Reduces how strongly you are slowed, not how long it lasts. It cannot make you faster than your normal movement speed or bypass roots and encounter restrictions.
- Earliest source
- Source tier 2 · Rare or higher · Equipment grade 2
- Compatible slots
- Armor
- Maximum with attribute bonus
- 37.2 % weaker movement slow
- Type · roll frequency
- Signature · uncommon
- When it activates
- After a hit worth at least 2% of base max health (chance to activate)
- Cooldown
- 25 seconds
- Duration or use window
- 5 seconds — see effect description
- Attribute bonus
- Valor: +0.4% strength per point, up to +24%
Scavenger's FeastHealth or mana after a killRank 1 → 100.5–2 % of base max health or mana restored
A qualifying monster kill restores the resource with the lower current percentage: health or mana. The shown amount is a percentage of that resource's base maximum. Only the kill owner benefits; summons, encounter adds, training and test targets do not qualify.
- Earliest source
- Source tier 2 · Rare or higher · Equipment grade 2
- Compatible slots
- Melee weapon, Distance weapon, Wand or rod
- Maximum with attribute bonus
- 2.48 % of base max health or mana restored
- Type · roll frequency
- Signature · common
- When it activates
- After a qualifying monster kill
- Cooldown
- 20 seconds
- Duration or use window
- Immediate when ready
- Attribute bonus
- Valor: +0.4% strength per point, up to +24%
GiantkillerDamage against designated elitesRank 1 → 102–8 % extra damage to designated elites/bosses
Increases direct damage against enemies specifically marked by the server as elites or bosses. A creature having lots of health alone does not qualify.
- Earliest source
- Source tier 4 · Masterwork or higher · Equipment grade 2
- Compatible slots
- Melee weapon, Distance weapon, Wand or rod
- Maximum with attribute bonus
- 9.92 % extra damage to designated elites/bosses
- Type · roll frequency
- Signature · very rare
- When it activates
- Hitting a designated elite or boss
- Cooldown
- No separate cooldown; effect conditions apply
- Duration or use window
- Immediate when ready
- Attribute bonus
- Valor: +0.4% strength per point, up to +24%
Equipment grades: grade 1 gives ×1, grade 2 gives ×2, and grade 3 gives ×4 for amounts labelled with a grade multiplier. Combined equipment limits already include grade scaling.
Qualifying incoming hit: enemy damage worth at least 2% of your base maximum health. Self-inflicted and enchant-generated damage cannot be used to chain activations.
Roll frequency: how often a family is selected relative to other eligible families. “Rare” here does not mean a monster has that percentage chance to drop it.
