Skip to content

Patch 6.0.0

What changed in the game data from 5.3.6 to 6.0.0, found by comparing the two versions. Struck text is gone, marked text is new. Only the data is compared: a change to how the code works doesn't show here.

Passive Tree

Changed (336)

Show all 128 rows
Name Type Change
Accustomed to Flame Notable −20% → +20% duration → resistance of → to ailments → ailment on you → build-up of base when ignited recently
Ailment Build-up Resistance ×6 Passive −4% → +4% duration → resistance of → to ailments → ailment on you → build-up of base for burning
Ailment Build-up Resistance ×10 Passive −4% → +4% duration → resistance of → to ailments → ailment on you → build-up of base for poison
Ailment Build-up Resistance ×3 Passive −8% → +8% duration → resistance of → to ailments → ailment on you → build-up of base for poison on dodge recently
Ailment resistance ×4 Passive −4% → +4% duration → resistance of → to ailments → ailment on you → build-up
Ailment Resistance and Cleansing ×4 Passive −6% → +6% duration → resistance of → to ailments → ailment on you → build-up of base with the shield up
Ailment Resistance and Cleansing ×10 Passive −4% → +4% duration → resistance of → to ailments → ailment on you → build-up of base
Ailment Resistance and Cleansing ×4 Passive −6% → +6% duration → resistance of → to ailments → ailment on you → build-up of base on drinking a mead recently
Airborne ×2 Passive 12% increased knockback while airborne
Airborne ×3 Passive 24% increased damage while airborne
12% reduced cost while airborne
Airborne ×4 Passive 48% increased stagger build-up while airborne
Airborne ×3 Passive 24% → 18% increased eitr regeneration while airborne
Airborne ×2 Passive 12% increased projectile speed while airborne
Airborne ×2, Area of effect ×2 Passive 12% increased area of effect while airborne
Airborne ×2 Passive −12% → +12% duration → resistance of → to ailments → ailment on you → build-up of base while airborne
Armour break ×2 Passive +10% → 10% ailment effect → increased armour break effect
Ash Tempering Notable −10% → +10% duration → resistance of → to ailments → ailment on you → build-up of base for burning
Ashen Wake Notable 30% → 22.5% increased eitr regeneration while on Burning Ground
Ashlands Flame Notable Molten Strike: Gain 6% of physical damage as extra fire damage
Axe Bite Notable 40% increased → +10% bleed build-up → chance with axes
Throw the Axe: The alternate attack throws the axe as a projectile. At the end of its flight it falls to the ground. Returning → Weapon is available → Return in the throwing → Rain weapons → of mastery → Points and Handful of Iron masteries brings it back.
Bloodied Charge: 150% increased → +30% bleed build-up → chance with axes with charged attacks
Axes ×5 Passive 16% increased → +4% bleed build-up → chance with axes against low life enemies
Barbed Arrows Keystone ×0.25 arrow and bolt projectile speed bolt
Battle Hunger, Draught of Another's Life Notable +0.5% life leech from physical attack damage
Bitter Antidote, Swamp Lessons, Salt of the Swamps, Swamp Dweller's Skin Notable −10% → +10% duration → resistance of → to ailments → ailment on you → build-up of base for poison
Bleeding ×11, Slash Damage ×5 Passive 16% increased → +4% bleed build-up → chance
Blood for Blood Notable +1.5% life leech from physical attack damage on parry recently
Blood Mead Notable +0.5% life leech from physical attack damage
+0.5% spell life leech from physical attack damage
Bones Under Oath Notable +25% → Your minions gain 25% of modifiers shared of base for minions → your maximum health bonuses
Bowstring Song Notable 0.5% increased bow draw and reload speed per 20 → 40 points of "Dexterity"
Breath of Embers Notable Gain 15% of physical damage as extra fire damage
Molten Strike: Gain 6% of physical damage as extra fire damage
Comfort ×5 Passive −1% → +1% duration → resistance of → to ailments → ailment on you → build-up of base per 10 points of comfort
Companion ×2 Passive Moved
12% → 8% increased damage for your companion while fed
Companion ×10 Passive Moved
Companion ×2 Passive Moved
8% → 12% increased damage for your companion while fed
Companion Passive Moved
8% → 3% increased damage → maximum health for your companion
Companion Passive Moved
3% → 8% increased maximum health → damage for your companion
Comrade's Life Notable Moved
+25% → Your companion gains 25% of modifiers shared of base for your companion maximum health bonuses
Converging Afflictions Notable 40% increased burning, chill and shock build-up chill shock
Crack in the King's Carapace, Shattered Mail, Unmended Breach, Strike Into the Breach Notable Cleaving Breach: Your final slashing damage can also build armour break alongside blunt damage. It keeps its bleeding build-up → chance; damage is neither converted nor duplicated.
Damp Feeds the Runes ×2 Passive 12% → 9% increased eitr regeneration while wet
Deep Eitr, Runeforged Aegis, Seidr Chant, Eitr Bulwark Notable 12.5% → 10% increased maximum eitr
Draught Against Sickness Notable −15% → +15% duration → resistance of → to ailments → ailment on you → build-up of base on drinking a mead recently
Echoing Blows, Fleeting Double Notable +10% Phantom → phantom strike chance
Eitr, Eitr and rune shield ×2 Passive 5% → 4% increased maximum eitr
Eitr, Raven's Vessel, Keeper's Vessel Notable +12.5 → +10 maximum eitr
Eitr flow ×2 Passive +5 → +4 maximum eitr
8% → 6% increased eitr regeneration
Eitr regeneration ×10, Spell Leech ×2, Eitr and rune shield ×2 Passive 8% → 6% increased eitr regeneration
Elemental Build-up ×4 Passive 16% increased burning, chill and shock build-up chill shock
Falling Stone's Weight Notable 120% increased stagger build-up while airborne
Feast Beneath Runes Notable 20% → 15% increased food nourishment eitr
Flow of Runes, Runewoven Cloak, Wellspring of Mimir, Hidden Wellspring Notable 20% → 15% increased eitr regeneration
Food Eitr ×2, Eitr from Food ×4 Passive 8% → 6% increased food nourishment eitr
Fray Above the Ground Notable 60% increased damage while airborne
30% reduced cost while airborne
Fresh Incision Notable 120% increased → +30% bleed build-up → chance on parry recently
Frost Passive Gain 6% of physical damage as extra frost damage
Gathered Essence, Drawing the Earth, Held in the Hands Notable 15% increased potency → infusion for infusion → effect
Green Tempering Notable −20% → +20% duration → resistance of → to ailments → ailment on you → build-up of base for poison on dodge recently
Health and Recovery ×3 Passive +0.2% life leech from physical attack damage against low life enemies
Hide by the Fire Notable −12.5% → +12.5% duration → resistance of → to ailments → ailment on you → build-up of base for burning while moving
Hungry Incantation Notable +1% spell life leech from physical attack damage at low eitr
+0.5% spell life leech from physical attack damage
Hunter's Instinct Notable Critical Charge: A critical hit charges your next attack (0.2 → 1.2 s cooldown); Your critical hit charges your next attack. The charge is consumed when that attack is performed, even if it misses; spells do not consume it. Cooldown: 0.2 s.
Ice Floe's Fracture Notable Gain 15% of physical damage as extra frost damage
Infusion ×7 Passive 6% increased potency → infusion for infusion → effect
Iron Constitution, Troll-Blooded Notable −10% → +10% duration → resistance of → to ailments → ailment on you → build-up
Jagged Wound Notable 40% increased → +10% bleed build-up → chance with swords
Last Notch Notable 40% increased → +10% bleed build-up → chance with axes
Last Strength ×2 Passive 1% increased damage per 10 points of % → 10% of missing health
Leech Passive +0.4% life leech from physical attack damage at low life
Lesson of the Blow Notable −30% → +30% duration → resistance of → to ailments → ailment on you → build-up of base when staggered recently
Levitation Keystone ×0.7 movement speed while airborne
Life Leech ×2, Health Leech ×2 Passive +0.2% life leech from physical attack damage
Life Leech ×4 Passive Life leech → Life Leech
+0.2% life leech from physical attack damage
Life on the Edge Notable 2.5% increased damage per 10 points of % → 10% of missing health
Lifesteal ×2 Passive +0.2% life leech from physical attack damage
+0.2% spell life leech from physical attack damage
Lightning Passive Gain 6% of physical damage as extra lightning damage
Lingering Afflictions Notable 40% increased burning, chill and shock build-up chill shock
15% increased burning duration → , chill and shock duration
Minion Defence ×2 Passive −4% → +4% duration → resistance of → to ailments → ailment on you → build-up of base for minions
Mire's Bite, Thicket's Sting Notable 20% increased → +25% poison build-up → chance
Movement and Stamina ×2 Passive 6% increased movement speed while airborne
Open Sky Notable −30% → +30% duration → resistance of → to ailments → ailment on you → build-up of base while airborne
Open wound Notable 40% increased → +10% bleed build-up → chance against bleeding enemies
Patient Toxin, Slow Withering Notable +2 poison limit
Phantom Strikes ×2 Passive 12% increased Phantom → phantom strike crit chance
+8% Phantom → phantom strike crit damage
Phantom Strikes ×15 Passive +4% Phantom → phantom strike chance
Phantom Strikes ×4 Passive 10% increased Phantom → phantom strike stagger build-up
Poison ×2 Passive 8% increased → +10% poison build-up → chance
Poisoning ×5 Passive Gain 6% of physical damage as extra poison damage
Poll's Song, Bone Beneath Iron Notable Ember of the Maul: Gain 27% of blunt damage as extra fire damage on your next hit after parrying; ×0.55 stagger build-up on your next hit after parrying
Purity of Home Notable −2.5% → +2.5% duration → resistance of → to ailments → ailment on you → build-up of base per 10 points of comfort
Ragged Edge Notable 40% increased → +10% bleed build-up → chance against moving targets
Raider's Axe Notable Bloodied Charge: 150% increased → +30% bleed build-up → chance with axes with charged attacks
Raider's Thunder, Powder Underfoot, Fuse Spark, Double Peal, Demolisher's Hand, Shrapnel Wound Notable Planted Charge: Thrown bombs become mines that last 45 s; A thrown bomb settles as a mine: and → it waits → arms for → in 1 s, then an enemy within its trigger radius sets it off after 0.35 s. An exploding mine sets off the other armed mines of its owner in its blast, one after another - a detonation chain. Up to come → 8 close → mines, each lasts 45 s
Parting Gift: On Dodge, throw a random carried bomb at a nearby enemy within 12 m; Inventory bomb throw cooldown: 1.8 s; Throw → On dodge: throw one random carried bomb at a random enemy within 12 m. Cooldown: 1.8 seconds. Requires a real bomb in the inventory. on dodge
Rain of Points, Handful of Iron Notable ×0.75 projectile → throwing damage
Rending Apparition Notable +10% Phantom → phantom strike chance
30% increased Phantom → phantom strike crit chance
Root and Ruin, Rootwarden Notable Choking Roots: 200% increased → +50% poison build-up → chance against immobilized enemies
Rune of Hunger Notable +0.5% spell life leech from physical attack damage
20% → 15% increased eitr regeneration
Runecarver's Feast Notable 20% → 15% increased food nourishment eitr
25% → 18.75% increased eitr regeneration while fed
Runekeeper's Brew Notable 25% → 18.75% increased eitr regeneration while a mead effect is active
Runes in the Rain Notable 30% → 22.5% increased eitr regeneration while wet
Runes on the Wind Notable 60% → 45% increased eitr regeneration while airborne
+1 projectiles per shot or throw while airborne
Runic Focus, Eitr ×4, Eitr and rune shield ×6, Maximum eitr ×3 Passive +5 → +4 maximum eitr
Scarlet Stream, Crimson Thread's Trace Notable 40% increased → +10% bleed build-up → chance
Second Shadow Notable +10% Phantom → phantom strike chance
+20% Phantom → phantom strike crit damage
Serpent's Admixture Notable Gain 15% of physical damage as extra poison damage
Serpent's Cut Notable 40% increased → +25% poison build-up → chance with knives
Shared Fray Notable Moved
+25% → Your companion gains 25% of modifiers shared of base for your companion damage bonuses
Shining Point Notable 30% increased magical → spell critical strike chance
Shock ×3 Passive +10% → 10% ailment → increased shock effect shock
Shoulder-to-Shoulder Victory, One Road, Well-Fed Comrade, Faithful Companion, Comrade's Cuirass Notable Moved
Sip of Life Notable +0.5% life leech from physical attack damage against low life enemies
Sky's Sting, Charged Vulnerability Notable +25% → 25% ailment → increased shock effect shock
Skyward Press Notable 30% increased knockback while airborne
Spell Leech ×2 Passive +0.2% spell life leech from physical attack damage
Spell Precision ×2 Passive Magic Weapons → Spell Precision
12% increased magical → spell critical strike chance
Spirit Within Steel Notable Gain 15% of physical damage as extra spirit damage
Split Carapace Notable +25% → 25% ailment effect → increased armour break effect
Cleaving Breach: Your final slashing damage can also build armour break alongside blunt damage. It keeps its bleeding build-up → chance; damage is neither converted nor duplicated.
Steel's Tooth Notable Piercing Wounds: Piercing damage can also inflict bleeding; the wound counts 50% of it
Stubborn flesh, Stout Blood, Flesh of the North Notable −10% → +10% duration → resistance of → to ailments → ailment on you → build-up of base
Summoner's Will Notable +25% → Your minions gain 25% of modifiers shared of base for minions → your damage bonuses
Tempering of the Summoned Notable −10% → +10% duration → resistance of → to ailments → ailment on you → build-up of base for minions
Thirst to Survive Notable +1% life leech from physical attack damage at low life
Thread of Life, Shared Wound, Lasting Oath, Loyalty to the Bond Notable Share the Pace: +25% → Linked allies gain 25% of modifiers shared of base → your attack speed bonuses; ×0.5 attack speed for linked allies
Troll's Fist, Fenring's Claw, Stout Fist Notable Phantom Fist: +100% Phantom → phantom strike chance with fists with charged attacks
Unseen Executioner Notable 30% increased Phantom → phantom strike crit chance
+20% Phantom → phantom strike crit damage
Ward Bearer Keystone +1 equipment → trinket slots for trinkets → slot
Weightless Hammer Notable 25% increased Phantom → phantom strike stagger build-up
Whisper of Stars Notable 40% → 30% increased eitr regeneration at night
Wide Circle of Battle, Reach of Living Strength Notable Corridor: Circular → Melee areas → area become → attacks: the circle becomes a 90° cone with twice the original radius; Your → The circular areas → area become → of your melee area attacks becomes a cone of the same size in front of you.
Twin Edges: Split your → Melee area attacks: the area splits into 2 zones, each with 50% of its area; Your → The areas → area split → of your melee area attacks splits into two smaller zones. An enemy caught in both is hit only once.

New (84)

Show all 36 rows
Name Type Change
Ballista damage ×7 Passive 10% increased ballista damage
Ballista durability ×7 Passive 10% increased ballista durability
Ballista fire rate ×5 Passive 3% increased ballista fire rate
Ballista Projectiles Notable Ballistas inherit +50% of your crossbow projectile bonuses
Ballista range ×4 Passive 5% increased ballista range
Ballista reload ×5 Passive 5% increased ballista reload speed
Barbed Fittings Notable +5% construct ailment chance
Bolt Salvage Notable +8% chance for ballista bolts to be saved
+2 bolts in the ballista magazine
Bolt saving ×4 Passive +3% chance for ballista bolts to be saved
Bound with Iron Notable 15% reduced construct decay
25% increased construct durability
Construct ailment build-up Passive 16% increased construct ailment build-up
Construct ailment chance Passive +2% construct ailment chance
Construct damage ×4 Passive 10% increased construct damage
Construct durability ×7 Passive 10% increased construct durability
Construct lifetime ×6 Passive 8% increased construct lifetime
Consuming Blaze Notable 10% increased burning damage speed
20% increased burning damage
Cruel Devices Notable 40% increased construct ailment build-up
Curse Duration ×3 Passive 8% increased curse effect duration
Double Malice Notable +2 curse limit
Fierce Embers Passive 4% increased burning damage speed
+2% fire damage over time multiplier
Flash Fire Notable 10% increased burning damage speed
+5% fire damage over time multiplier
Heavy Bolts Notable 25% increased ballista damage
Ballistas inherit +25% of your crossbow damage bonuses
Hexcraft Notable Broken Seals: Your staves' alternative attack is replaced by Broken Seals
Rotten blood: Your staves' alternative attack is replaced by Rotten Blood
Bared Soul: Your staves' alternative attack is replaced by Bared Soul
Broken Will: Your staves' alternative attack is replaced by Broken Will
Norns' Fetters: Your staves' alternative attack is replaced by Norns' Fetters
Bared Steel: Your staves' alternative attack is replaced by Bared Steel
Trembling Bones: Your staves' alternative attack is replaced by Trembling Bones
Shattered Mail: Your staves' alternative attack is replaced by Shattered Mail
Hungry Blaze Passive 4% increased burning damage speed
8% increased burning damage
Lingering Malice ×3 Passive 10% increased curse effect
8% increased curse effect duration
Long Sight Notable 12% increased ballista range
Malediction, Curse Effect ×3 Passive 10% increased curse effect
Quick Reload Notable 12% increased ballista reload speed
Ballistas inherit +25% of your crossbow reload speed bonuses
Quickening Flames ×2 Passive 4% increased burning damage speed
Rapid Winch Notable 7% increased ballista fire rate
Ballistas inherit +25% of your crossbow fire rate bonuses
Seasoned Frames Notable 25% increased construct durability
20% increased construct lifetime
Siege Line Notable +1 ballista limit
25% increased ballista durability
Slow Rot Notable 15% reduced construct decay
20% increased construct lifetime
War Engines Notable 25% increased construct damage
40% increased construct ailment build-up
Weight of Words Notable 25% increased curse effect
20% increased curse effect duration
Wildfire Notable 10% increased burning damage speed

Removed (25)

Name Type Change
Companion Passive 8% increased damage for your companion
Endless Apparition Keystone Phantom strikes can trigger phantom strikes
×0.75 trigger chance per successive proc with phantom strikes
×0.75 Phantom strike chance
One More Ring ×4 Notable +1 equipment slots for rings
Polished Bands ×4 Notable 8% increased ring affix values
Ring prefixes ×8 Passive 3% increased ring prefix values
Ring suffixes ×7 Passive 3% increased ring suffix values

Crafting

Changed (30)

Name Type Change
Enemy item quantity Craft notable own1253 → Enemy item quantity
Unnamed → 5% mastery: → increased Reserved: → enemy this → drop profession → item is not designed yet. → quantity
Rare Sight: Rare and unique creatures within your view radius are marked on the map and minimap; the marks clear as soon as they leave that radius
Enemy item quantity Craft notable own461 → Enemy item quantity
Unnamed → 5% mastery: → increased Reserved: → enemy this → drop profession → item is not designed yet. → quantity
Rare Sight: Rare and unique creatures within your view radius are marked on the map and minimap; the marks clear as soon as they leave that radius
Enemy item rarity Craft notable own276 → Enemy item rarity
Unnamed → 10% mastery: → increased Reserved: → enemy this → drop profession → item is not designed yet. → rarity
Rare Sight: Rare and unique creatures within your view radius are marked on the map and minimap; the marks clear as soon as they leave that radius
Enemy item rarity Craft notable own856 → Enemy item rarity
Unnamed → 10% mastery: → increased Reserved: → enemy this → drop profession → item is not designed yet. → rarity
Rare Sight: Rare and unique creatures within your view radius are marked on the map and minimap; the marks clear as soon as they leave that radius
Enemy item rarity Craft notable own857 → Enemy item rarity
Unnamed → 10% mastery: → increased Reserved: → enemy this → drop profession → item is not designed yet. → rarity
Rare Sight: Rare and unique creatures within your view radius are marked on the map and minimap; the marks clear as soon as they leave that radius
Extra ammo on craft ×2, Fletching speed, Chance to Save materials on Fletching, Extra game on kill ×2, Game capacity, Game materials weight, Noise ×2 Craft notable Rare Sight: Rare and unique creatures within your view radius are marked on the map and minimap; the marks clear as soon as they leave that radius
Extra boss fragment Craft notable own892 → Extra boss fragment
Unnamed → +5% mastery: → chance Reserved: → for this → extra profession → boss is not designed yet. → fragment
Rare Sight: Rare and unique creatures within your view radius are marked on the map and minimap; the marks clear as soon as they leave that radius
Extra boss fragment Craft notable own893 → Extra boss fragment
Unnamed → +5% mastery: → chance Reserved: → for this → extra profession → boss is not designed yet. → fragment
Rare Sight: Rare and unique creatures within your view radius are marked on the map and minimap; the marks clear as soon as they leave that radius
Extra boss fragment Craft notable own894 → Extra boss fragment
Unnamed → +5% mastery: → chance Reserved: → for this → extra profession → boss is not designed yet. → fragment
Rare Sight: Rare and unique creatures within your view radius are marked on the map and minimap; the marks clear as soon as they leave that radius
Extra socket, Thrifty carving, Higher affix tiers, Azurite hauling, Divine socket, Carry weight, Extra azurite, Extra rune, Rich dust, Rare affixes Craft notable Last Touch: Runic crafting can overspend an item's potential while any potential remains; the rest drops to zero.
Runic Vise: +1 capacity when crafting with runes; One more alloy or glyph slot at the Runic Anvil, on top of the anvil's own slots.
Spared offering Craft notable own471 → Spared offering
Unnamed → +5% mastery: → chance Reserved: → to this → spend profession → nothing is → boss not designed yet. → fragment
Rare Sight: Rare and unique creatures within your view radius are marked on the map and minimap; the marks clear as soon as they leave that radius
Spared offering Craft notable own871 → Spared offering
Unnamed → +5% mastery: → chance Reserved: → to this → spend profession → nothing is → boss not designed yet. → fragment
Rare Sight: Rare and unique creatures within your view radius are marked on the map and minimap; the marks clear as soon as they leave that radius

New (48)

Name Type Change
Bounty Maps Craft notable +5% chance of an extra treasure map from kills
Cache Reader Craft notable +5% chance of an extra treasure map from chests
Enemy item quantity ×10 Craft node 2% increased enemy drop item quantity
Enemy item rarity ×10 Craft node 4% increased enemy drop item rarity
Extra boss fragment ×6 Craft node +2% chance for extra boss fragment
Runic forging ×3 Craft node +2% chance for a runic action to cost half the potential
2% reduced potential cost of runic actions
Runic forging Craft notable +5% chance for a runic action to cost half the potential
5% reduced potential cost of runic actions
Inscription Gate: You can build the Inscription Gate, a Runecarver portal with pink-violet runes. Shift + use on it opens the map of every portal in the world: pick one and inscribe the link, and everyone who enters the gate steps out there.
Azurite Sight: Azurite veins within your view radius are marked on the map and minimap: plain, corrupted and divine each with its own icon. A vein mined out by more than three quarters is no longer marked.
Divine Touch: +2% chance for divine azurite; Each chisel hit on a plain azurite vein outside the mist has a chance to turn it divine, with the same lightning as a heavenly strike. Any chisel works, in any biome.
Ascendant Rune: +10% chance that a property added by a rune rises one tier; When a rune adds or raises a property, it has a chance to rise one tier more as a separate step, beyond the item's level limit. You see a second flash, hear a chime and read "+1 affix tier".
Perfect Inscription: +10% chance that a property rolled by a rune takes the highest value of its tier; A property rolled by a rune (Fate included) has a chance to take the highest value of its tier.
Portal Crate: Away from a workbench, dismantling a portal packs it into a crate that keeps its tag, author, durability and Inscription Gate link. Place it back from the crate anywhere. A crate cannot pass through a portal.
Relic Passage: Dragon eggs for summoning, Hildir's chests and dvergr parts (charred cogwheels, dvergr needles, mechanical springs) go through portals, with no portal toll. Ore and metal are not included.
Vacuum Chest: Unlocks the Vacuum Chest at the Rune Carver Table. It takes finished goods from smelters, kilns, spinning wheels and windmills around it and feeds them from its contents. Shift + mouse wheel sets the radius, Shift + E the kind of goods it collects.
Chisel Quarrying: Rune chisels also mine stone and ore deposits, like a pickaxe of the same metal: bronze, iron or black metal (flametal hits as hard as black metal). A deposit too hard for that pickaxe is too hard for the chisel. Chisel hits do not train the Pickaxes skill. Azurite veins are mined as before.
Last Touch: Runic crafting can overspend an item's potential while any potential remains; the rest drops to zero.
Runic Vise: +1 capacity when crafting with runes; One more alloy or glyph slot at the Runic Anvil, on top of the anvil's own slots.
Spared offering ×6 Craft node +2% chance to spend nothing boss fragment
Treasure maps from chests ×3 Craft node +2% chance of an extra treasure map from chests
Treasure maps from kills ×3 Craft node +2% chance of an extra treasure map from kills
Unusual ore ×3 Craft node +2% chance for extra unusual ore
Unusual ore Craft notable +5% chance for extra unusual ore
Clean Split: A seam your pickaxe beats by two tiers shatters in one blow
Ore Portals: Ore and metal bars pass through portals once the boss of their biome is dead; the portal keeps a share of what passes (25%).; • Copper, tin, bronze — The Elder; • Iron — Bonemass; • Silver — Moder; • Black metal — Yagluth; • Flametal — Fader
Ore Sight: Ore deposits within your view radius are marked on the map and minimap; the marks clear as soon as they leave that radius
Hidden Vein: 5% chance that a hit on stone knocks out a random ore of a biome whose boss has been defeated on the server; 5% chance that Mining stone knocks out a random ore from a biome whose boss you have defeated
Cascade: A shattered deposit has a 5% chance to shatter a random deposit nearby; each such shatter rolls again; Shattering a deposit has a 5% chance to Shatter a random deposit nearby. The chance cascades: each deposit it Shatters rolls again, so with enough luck a whole mine bursts in a chain
Smelted Lode: 5% chance that ore drops already smelted, as its bar; 5% chance that ore drops already smelted, as its bar
Precise Strike: Every hit into a weak spot also yields an extra share of the deposit’s ore.
Focused Seam: Weak spots of the mining mini-game appear only on the deposit being mined

Mods

Changed (1334)

Show all 971 rows
Name Change
#% chance on any hit to release chain lightning T1 → T4 (item level 1–∞, weight 100): 12% chance on any hit to release chain lightning
#% chance to save arrow or bolt on shot T3 → T6 (item level 1–96, weight 1000): (6.5–8)% chance to save arrow or bolt on shot
T2 → T5 (item level 43–∞, weight 600): (8–10.5)% chance to save arrow or bolt on shot
T1 → T4 (item level 97–∞, weight 250): (10.5–13)% chance to save arrow or bolt on shot
#% chance to save arrow or bolt on shot T5 → T8 (item level 1–42, weight 1000): (7–9)% chance to save arrow or bolt on shot
T4 → T7 (item level 19–76, weight 700): (11–15)% chance to save arrow or bolt on shot
T3 → T6 (item level 43–129, weight 400): (15–20)% chance to save arrow or bolt on shot
T2 → T5 (item level 77–∞, weight 180): (19–26)% chance to save arrow or bolt on shot
T1 → T4 (item level 130–∞, weight 60): (24–32)% chance to save arrow or bolt on shot
#% experience lost on death T3 → T6 (item level 1–96, weight 1000): (−4–−3.2)% experience lost on death
T2 → T5 (item level 43–∞, weight 600): (−5.2–−4)% experience lost on death
T1 → T4 (item level 97–∞, weight 250): (−6.4–−5.2)% experience lost on death
#% experience lost on death ×2 T5 → T8 (item level 1–42, weight 1000): (−4.5–−3.5)% experience lost on death
T4 → T7 (item level 19–76, weight 700): (−7.5–−5.5)% experience lost on death
T3 → T6 (item level 43–129, weight 400): (−10–−7.5)% experience lost on death
T2 → T5 (item level 77–∞, weight 180): (−13–−9.5)% experience lost on death
T1 → T4 (item level 130–∞, weight 60): (−16–−12)% experience lost on death
#% increased aftershock area of effect T3 → T6 (item level 1–96, weight 1000): (3.2–4)% increased aftershock area of effect
T2 → T5 (item level 43–∞, weight 600): (4–5.2)% increased aftershock area of effect
T1 → T4 (item level 97–∞, weight 250): (5.2–6.4)% increased aftershock area of effect
#% increased aftershock area of effect on stagger recently T3 → T6 (item level 1–96, weight 1000): (5–6)% increased aftershock area of effect on stagger recently
T2 → T5 (item level 43–∞, weight 600): (6–8)% increased aftershock area of effect on stagger recently
T1 → T4 (item level 97–∞, weight 250): (8–9.5)% increased aftershock area of effect on stagger recently
#% increased aggression for minions +#% aggression for minions → #% increased aggression for minions
T5 → T8 (item level 1–42, weight 1000): +(15–25)% increased aggression for minions
T4 → T7 (item level 19–76, weight 700): +(26–40)% increased aggression for minions
T3 → T6 (item level 43–129, weight 400): +(41–60)% increased aggression for minions
T2 → T5 (item level 77–∞, weight 180): +(61–80)% increased aggression for minions
T1 → T4 (item level 130–∞, weight 60): +(81–100)% increased aggression for minions
#% increased ailment and buff duration T3 → T6 (item level 1–96, weight 1000): (6.5–8)% increased ailment and buff duration
T2 → T5 (item level 43–∞, weight 600): (8–10.5)% increased ailment and buff duration
T1 → T4 (item level 97–∞, weight 250): (10.5–13)% increased ailment and buff duration
#% increased ailment and buff duration ×4 T5 → T8 (item level 1–42, weight 1000): (7–9)% increased ailment and buff duration
T4 → T7 (item level 19–76, weight 700): (11–15)% increased ailment and buff duration
T3 → T6 (item level 43–129, weight 400): (15–20)% increased ailment and buff duration
T2 → T5 (item level 77–∞, weight 180): (19–26)% increased ailment and buff duration
T1 → T4 (item level 130–∞, weight 60): (24–32)% increased ailment and buff duration
#% increased ailment and buff duration for ice crystals T3 → T6 (item level 1–96, weight 1000): (6.5–8)% increased ailment and buff duration for ice crystals
T2 → T5 (item level 43–∞, weight 600): (8–10.5)% increased ailment and buff duration for ice crystals
T1 → T4 (item level 97–∞, weight 250): (10.5–13)% increased ailment and buff duration for ice crystals
#% increased ailment and buff duration for spores T3 → T6 (item level 1–96, weight 1000): (6.5–8)% increased ailment and buff duration for spores
T2 → T5 (item level 43–∞, weight 600): (8–10.5)% increased ailment and buff duration for spores
T1 → T4 (item level 97–∞, weight 250): (10.5–13)% increased ailment and buff duration for spores
#% increased ailment and buff duration while rested ×2 T5 → T8 (item level 1–42, weight 1000): (12–16)% increased ailment and buff duration while rested
T4 → T7 (item level 19–76, weight 700): (19–26)% increased ailment and buff duration while rested
T3 → T6 (item level 43–129, weight 400): (26–35)% increased ailment and buff duration while rested
T2 → T5 (item level 77–∞, weight 180): (33–45)% increased ailment and buff duration while rested
T1 → T4 (item level 130–∞, weight 60): (42–56)% increased ailment and buff duration while rested
#% increased ailment build-up T3 → T6 (item level 1–96, weight 1000): (8 → 13–10 → 16)% increased ailment build-up
T2 → T5 (item level 43–∞, weight 600): (10 → 16–13 → 21)% increased ailment build-up
T1 → T4 (item level 97–∞, weight 250): (13 → 21–16 → 26)% increased ailment build-up
T0 (item level 1–∞, weight 0): (18 → 29–20 → 32)% increased ailment build-up
#% increased ailment build-up T5 → T8 (item level 1–42, weight 1000): (8–12)% increased ailment build-up
T4 → T7 (item level 19–76, weight 700): (14–18)% increased ailment build-up
T3 → T6 (item level 43–129, weight 400): (19–25)% increased ailment build-up
T2 → T5 (item level 77–∞, weight 180): (24–32)% increased ailment build-up
T1 → T4 (item level 130–∞, weight 60): (30–40)% increased ailment build-up
#% increased ailment build-up against full life enemies T3 → T6 (item level 1–96, weight 1000): (4 → 13–5 → 16)% increased ailment build-up against full life enemies
T2 → T5 (item level 43–∞, weight 600): (5 → 16–6.5 → 21)% increased ailment build-up against full life enemies
T1 → T4 (item level 97–∞, weight 250): (6.5 → 21–8 → 26)% increased ailment build-up against full life enemies
T0 (item level 1–∞, weight 0): (9 → 29–10 → 32)% increased ailment build-up against full life enemies
#% increased ailment build-up against low life enemies T3 → T6 (item level 1–96, weight 1000): (4 → 13–5 → 16)% increased ailment build-up against low life enemies
T2 → T5 (item level 43–∞, weight 600): (5 → 16–6.5 → 21)% increased ailment build-up against low life enemies
T1 → T4 (item level 97–∞, weight 250): (6.5 → 21–8 → 26)% increased ailment build-up against low life enemies
T0 (item level 1–∞, weight 0): (9 → 29–10 → 32)% increased ailment build-up against low life enemies
#% increased ailment build-up at low eitr T3 → T6 (item level 1–96, weight 1000): (16 → 26–20 → 32)% increased ailment build-up at low eitr
T2 → T5 (item level 43–∞, weight 600): (20 → 32–26 → 42)% increased ailment build-up at low eitr
T1 → T4 (item level 97–∞, weight 250): (26 → 42–32 → 51)% increased ailment build-up at low eitr
T0 (item level 1–∞, weight 0): (36 → 58–40 → 64)% increased ailment build-up at low eitr
#% increased ailment build-up at night T5 → T8 (item level 1–42, weight 1000): (17–23)% increased ailment build-up at night
T4 → T7 (item level 19–76, weight 700): (27–37)% increased ailment build-up at night
T3 → T6 (item level 43–129, weight 400): (37–51)% increased ailment build-up at night
T2 → T5 (item level 77–∞, weight 180): (48–64)% increased ailment build-up at night
T1 → T4 (item level 130–∞, weight 60): (60–80)% increased ailment build-up at night
#% increased ailment build-up on an unaware target T3 → T6 (item level 1–96, weight 1000): (4 → 13–5 → 16)% increased ailment build-up on an unaware target
T2 → T5 (item level 43–∞, weight 600): (5 → 16–6.5 → 21)% increased ailment build-up on an unaware target
T1 → T4 (item level 97–∞, weight 250): (6.5 → 21–8 → 26)% increased ailment build-up on an unaware target
T0 (item level 1–∞, weight 0): (9 → 29–10 → 32)% increased ailment build-up on an unaware target
#% increased ailment build-up on an unaware target T5 → T8 (item level 1–42, weight 1000): (4–6)% increased ailment build-up on an unaware target
T4 → T7 (item level 19–76, weight 700): (7–9)% increased ailment build-up on an unaware target
T3 → T6 (item level 43–129, weight 400): (9.5–12.5)% increased ailment build-up on an unaware target
T2 → T5 (item level 77–∞, weight 180): (12–16)% increased ailment build-up on an unaware target
T1 → T4 (item level 130–∞, weight 60): (15–20)% increased ailment build-up on an unaware target
#% increased ailment build-up on crit recently T5 → T8 (item level 1–42, weight 1000): (21–29)% increased ailment build-up on crit recently
T4 → T7 (item level 19–76, weight 700): (34–46)% increased ailment build-up on crit recently
T3 → T6 (item level 43–129, weight 400): (47–64)% increased ailment build-up on crit recently
T2 → T5 (item level 77–∞, weight 180): (60–81)% increased ailment build-up on crit recently
T1 → T4 (item level 130–∞, weight 60): (75–101)% increased ailment build-up on crit recently
#% increased ailment build-up on sprint recently T5 → T8 (item level 1–42, weight 1000): (17–23)% increased ailment build-up on sprint recently
T4 → T7 (item level 19–76, weight 700): (27–37)% increased ailment build-up on sprint recently
T3 → T6 (item level 43–129, weight 400): (37–51)% increased ailment build-up on sprint recently
T2 → T5 (item level 77–∞, weight 180): (48–64)% increased ailment build-up on sprint recently
T1 → T4 (item level 130–∞, weight 60): (60–80)% increased ailment build-up on sprint recently
#% increased ailment build-up with axes T3 → T6 (item level 1–96, weight 1000): (8 → 13–10 → 16)% increased ailment build-up with axes
T2 → T5 (item level 43–∞, weight 600): (10 → 16–13 → 21)% increased ailment build-up with axes
T1 → T4 (item level 97–∞, weight 250): (13 → 21–16 → 26)% increased ailment build-up with axes
T0 (item level 1–∞, weight 0): (18 → 29–20 → 32)% increased ailment build-up with axes
#% increased ailment build-up with bombs T3 → T6 (item level 1–96, weight 1000): (8 → 13–10 → 16)% increased ailment build-up with bombs
T2 → T5 (item level 43–∞, weight 600): (10 → 16–13 → 21)% increased ailment build-up with bombs
T1 → T4 (item level 97–∞, weight 250): (13 → 21–16 → 26)% increased ailment build-up with bombs
T0 (item level 1–∞, weight 0): (18 → 29–20 → 32)% increased ailment build-up with bombs
#% increased ailment build-up with bows T3 → T6 (item level 1–96, weight 1000): (8 → 13–10 → 16)% increased ailment build-up with bows
T2 → T5 (item level 43–∞, weight 600): (10 → 16–13 → 21)% increased ailment build-up with bows
T1 → T4 (item level 97–∞, weight 250): (13 → 21–16 → 26)% increased ailment build-up with bows
T0 (item level 1–∞, weight 0): (18 → 29–20 → 32)% increased ailment build-up with bows
#% increased ailment build-up with crossbows T3 → T6 (item level 1–96, weight 1000): (8 → 13–10 → 16)% increased ailment build-up with crossbows
T2 → T5 (item level 43–∞, weight 600): (10 → 16–13 → 21)% increased ailment build-up with crossbows
T1 → T4 (item level 97–∞, weight 250): (13 → 21–16 → 26)% increased ailment build-up with crossbows
T0 (item level 1–∞, weight 0): (18 → 29–20 → 32)% increased ailment build-up with crossbows
#% increased ailment build-up with knives T3 → T6 (item level 1–96, weight 1000): (8 → 13–10 → 16)% increased ailment build-up with knives
T2 → T5 (item level 43–∞, weight 600): (10 → 16–13 → 21)% increased ailment build-up with knives
T1 → T4 (item level 97–∞, weight 250): (13 → 21–16 → 26)% increased ailment build-up with knives
T0 (item level 1–∞, weight 0): (18 → 29–20 → 32)% increased ailment build-up with knives
#% increased ailment build-up with scepters ×2 T3 → T6 (item level 1–96, weight 1000): (8 → 13–10 → 16)% increased ailment build-up with scepters
T2 → T5 (item level 43–∞, weight 600): (10 → 16–13 → 21)% increased ailment build-up with scepters
T1 → T4 (item level 97–∞, weight 250): (13 → 21–16 → 26)% increased ailment build-up with scepters
T0 (item level 1–∞, weight 0): (18 → 29–20 → 32)% increased ailment build-up with scepters
#% increased ailment build-up with spears T3 → T6 (item level 1–96, weight 1000): (8 → 13–10 → 16)% increased ailment build-up with spears
T2 → T5 (item level 43–∞, weight 600): (10 → 16–13 → 21)% increased ailment build-up with spears
T1 → T4 (item level 97–∞, weight 250): (13 → 21–16 → 26)% increased ailment build-up with spears
T0 (item level 1–∞, weight 0): (18 → 29–20 → 32)% increased ailment build-up with spears
#% increased ailment build-up with staves T3 → T6 (item level 1–96, weight 1000): (8 → 13–10 → 16)% increased ailment build-up with staves
T2 → T5 (item level 43–∞, weight 600): (10 → 16–13 → 21)% increased ailment build-up with staves
T1 → T4 (item level 97–∞, weight 250): (13 → 21–16 → 26)% increased ailment build-up with staves
T0 (item level 1–∞, weight 0): (18 → 29–20 → 32)% increased ailment build-up with staves
#% increased ailment build-up with swords T3 → T6 (item level 1–96, weight 1000): (8 → 13–10 → 16)% increased ailment build-up with swords
T2 → T5 (item level 43–∞, weight 600): (10 → 16–13 → 21)% increased ailment build-up with swords
T1 → T4 (item level 97–∞, weight 250): (13 → 21–16 → 26)% increased ailment build-up with swords
T0 (item level 1–∞, weight 0): (18 → 29–20 → 32)% increased ailment build-up with swords
#% increased ailment buildup while wielding this item T5 → T8 (item level 1–42, weight 1000): (6–10)% increased ailment buildup while wielding this item
T4 → T7 (item level 19–76, weight 700): (11–16)% increased ailment buildup while wielding this item
T3 → T6 (item level 43–129, weight 400): (17–23)% increased ailment buildup while wielding this item
T2 → T5 (item level 77–∞, weight 180): (24–30)% increased ailment buildup while wielding this item
T1 → T4 (item level 130–∞, weight 60): (31–40)% increased ailment buildup while wielding this item
#% increased ailment damage T3 → T6 (item level 1–96, weight 1000): (3.2–4)% increased ailment damage
T2 → T5 (item level 43–∞, weight 600): (4–5.2)% increased ailment damage
T1 → T4 (item level 97–∞, weight 250): (5.2–6.4)% increased ailment damage
#% increased ailment damage T5 → T8 (item level 1–42, weight 1000): (3.5–4.5)% increased ailment damage
T4 → T7 (item level 19–76, weight 700): (5.5–7.5)% increased ailment damage
T3 → T6 (item level 43–129, weight 400): (7.5–10)% increased ailment damage
T2 → T5 (item level 77–∞, weight 180): (9.5–13)% increased ailment damage
T1 → T4 (item level 130–∞, weight 60): (12–16)% increased ailment damage
#% increased ailment duration T3 → T6 (item level 1–96, weight 1000): (5–6)% increased ailment duration
T2 → T5 (item level 43–∞, weight 600): (6–8)% increased ailment duration
T1 → T4 (item level 97–∞, weight 250): (8–9.5)% increased ailment duration
#% increased ailment duration T5 → T8 (item level 1–42, weight 1000): (5–7)% increased ailment duration
T4 → T7 (item level 19–76, weight 700): (8–11)% increased ailment duration
T3 → T6 (item level 43–129, weight 400): (11–15)% increased ailment duration
T2 → T5 (item level 77–∞, weight 180): (14.5–19.5)% increased ailment duration
T1 → T4 (item level 130–∞, weight 60): (18–24)% increased ailment duration
#% increased alternative attack area of effect T3 → T6 (item level 1–96, weight 1000): (3.2–4)% increased alternative attack area of effect
T2 → T5 (item level 43–∞, weight 600): (4–5.2)% increased alternative attack area of effect
T1 → T4 (item level 97–∞, weight 250): (5.2–6.4)% increased alternative attack area of effect
#% increased alternative attack area of effect T5 → T8 (item level 1–42, weight 1000): (3.5–4.5)% increased alternative attack area of effect
T4 → T7 (item level 19–76, weight 700): (5.5–7.5)% increased alternative attack area of effect
T3 → T6 (item level 43–129, weight 400): (7.5–10)% increased alternative attack area of effect
T2 → T5 (item level 77–∞, weight 180): (9.5–13)% increased alternative attack area of effect
T1 → T4 (item level 130–∞, weight 60): (12–16)% increased alternative attack area of effect
#% increased alternative attack critical strike chance T5 → T8 (item level 1–42, weight 1000): (10–14)% increased alternative attack critical strike chance
T4 → T7 (item level 19–76, weight 700): (16–22)% increased alternative attack critical strike chance
T3 → T6 (item level 43–129, weight 400): (22–30)% increased alternative attack critical strike chance
T2 → T5 (item level 77–∞, weight 180): (29–39)% increased alternative attack critical strike chance
T1 → T4 (item level 130–∞, weight 60): (36–48)% increased alternative attack critical strike chance
#% increased alternative attack damage T3 → T6 (item level 1–96, weight 1000): (2.4 → 5–3 → 6)% increased alternative attack damage
T2 → T5 (item level 43–∞, weight 600): (3 → 6–3.9 → 8)% increased alternative attack damage
T1 → T4 (item level 97–∞, weight 250): (3.9 → 8–4.8 → 9.5)% increased alternative attack damage
T0 (item level 1–∞, weight 0): (5.4 → 11–6 → 12)% increased alternative attack damage
#% increased alternative attack damage T5 → T8 (item level 1–42, weight 1000): (2.5–3.4)% increased alternative attack damage
T4 → T7 (item level 19–76, weight 700): (4.1–5.5)% increased alternative attack damage
T3 → T6 (item level 43–129, weight 400): (5.6–7.6)% increased alternative attack damage
T2 → T5 (item level 77–∞, weight 180): (7.1–9.7)% increased alternative attack damage
T1 → T4 (item level 130–∞, weight 60): (8.9–12.1)% increased alternative attack damage
#% increased alternative attack knockback T5 → T8 (item level 1–42, weight 1000): (3.5–4.5)% increased alternative attack knockback
T4 → T7 (item level 19–76, weight 700): (5.5–7.5)% increased alternative attack knockback
T3 → T6 (item level 43–129, weight 400): (7.5–10)% increased alternative attack knockback
T2 → T5 (item level 77–∞, weight 180): (9.5–13)% increased alternative attack knockback
T1 → T4 (item level 130–∞, weight 60): (12–16)% increased alternative attack knockback
#% increased alternative attack speed ×2 T3 → T6 (item level 1–96, weight 1000): (2.4–3)% increased alternative attack speed
T2 → T5 (item level 43–∞, weight 600): (3–3.9)% increased alternative attack speed
T1 → T4 (item level 97–∞, weight 250): (3.9–4.8)% increased alternative attack speed
#% increased alternative attack speed on this item T5 → T8 (item level 1–42, weight 1000): (2.5–3.4)% increased alternative attack speed on this item
T4 → T7 (item level 19–76, weight 700): (4.1–5.5)% increased alternative attack speed on this item
T3 → T6 (item level 43–129, weight 400): (5.6–7.6)% increased alternative attack speed on this item
T2 → T5 (item level 77–∞, weight 180): (7.1–9.7)% increased alternative attack speed on this item
T1 → T4 (item level 130–∞, weight 60): (8.9–12.1)% increased alternative attack speed on this item
#% increased area damage T3 → T6 (item level 1–96, weight 1000): (5–6)% increased area damage
T2 → T5 (item level 43–∞, weight 600): (6–8)% increased area damage
T1 → T4 (item level 97–∞, weight 250): (8–9.5)% increased area damage
#% increased area damage T5 → T8 (item level 1–42, weight 1000): (5–7)% increased area damage
T4 → T7 (item level 19–76, weight 700): (8–11)% increased area damage
T3 → T6 (item level 43–129, weight 400): (11–15)% increased area damage
T2 → T5 (item level 77–∞, weight 180): (14.5–19.5)% increased area damage
T1 → T4 (item level 130–∞, weight 60): (18–24)% increased area damage
#% increased area duration of your own buffs T3 → T6 (item level 1–96, weight 1000): (5–6)% increased area duration of your own buffs
T2 → T5 (item level 43–∞, weight 600): (6–8)% increased area duration of your own buffs
T1 → T4 (item level 97–∞, weight 250): (8–9.5)% increased area duration of your own buffs
#% increased area of effect T3 → T6 (item level 1–96, weight 1000): (3.2–4)% increased area of effect
T2 → T5 (item level 43–∞, weight 600): (4–5.2)% increased area of effect
T1 → T4 (item level 97–∞, weight 250): (5.2–6.4)% increased area of effect
#% increased area of effect T5 → T8 (item level 1–42, weight 1000): (3.5–4.5)% increased area of effect
T4 → T7 (item level 19–76, weight 700): (5.5–7.5)% increased area of effect
T3 → T6 (item level 43–129, weight 400): (7.5–10)% increased area of effect
T2 → T5 (item level 77–∞, weight 180): (9.5–13)% increased area of effect
T1 → T4 (item level 130–∞, weight 60): (12–16)% increased area of effect
#% increased area of effect for ice crystals T3 → T6 (item level 1–96, weight 1000): (3.2–4)% increased area of effect for ice crystals
T2 → T5 (item level 43–∞, weight 600): (4–5.2)% increased area of effect for ice crystals
T1 → T4 (item level 97–∞, weight 250): (5.2–6.4)% increased area of effect for ice crystals
#% increased area of effect for spores T3 → T6 (item level 1–96, weight 1000): (3.2–4)% increased area of effect for spores
T2 → T5 (item level 43–∞, weight 600): (4–5.2)% increased area of effect for spores
T1 → T4 (item level 97–∞, weight 250): (5.2–6.4)% increased area of effect for spores
#% increased area of effect if started at full eitr T3 → T6 (item level 1–96, weight 1000): (5–6)% increased area of effect if started at full eitr
T2 → T5 (item level 43–∞, weight 600): (6–8)% increased area of effect if started at full eitr
T1 → T4 (item level 97–∞, weight 250): (8–9.5)% increased area of effect if started at full eitr
#% increased area of effect if started at full eitr T5 → T8 (item level 1–42, weight 1000): (5–7)% increased area of effect if started at full eitr
T4 → T7 (item level 19–76, weight 700): (8–11)% increased area of effect if started at full eitr
T3 → T6 (item level 43–129, weight 400): (11–15)% increased area of effect if started at full eitr
T2 → T5 (item level 77–∞, weight 180): (14.5–19.5)% increased area of effect if started at full eitr
T1 → T4 (item level 130–∞, weight 60): (18–24)% increased area of effect if started at full eitr
#% increased area of effect on kill recently T5 → T8 (item level 1–42, weight 1000): (14–18)% increased area of effect on kill recently
T4 → T7 (item level 19–76, weight 700): (22–29)% increased area of effect on kill recently
T3 → T6 (item level 43–129, weight 400): (30–40)% increased area of effect on kill recently
T2 → T5 (item level 77–∞, weight 180): (38–52)% increased area of effect on kill recently
T1 → T4 (item level 130–∞, weight 60): (48–64)% increased area of effect on kill recently
#% increased area of effect while airborne ×2 #% increased area of effect airborne → #% increased area of effect while airborne
T3 → T6 (item level 1–96, weight 1000): (10–12)% increased area of effect while airborne
T2 → T5 (item level 43–∞, weight 600): (12–16)% increased area of effect while airborne
T1 → T4 (item level 97–∞, weight 250): (16–19)% increased area of effect while airborne
T0 (item level 1–∞, weight 0): (22–24)% increased area of effect while airborne
#% increased area of effect while standing still T5 → T8 (item level 1–42, weight 1000): (5–7)% increased area of effect while standing still
T4 → T7 (item level 19–76, weight 700): (8–11)% increased area of effect while standing still
T3 → T6 (item level 43–129, weight 400): (11–15)% increased area of effect while standing still
T2 → T5 (item level 77–∞, weight 180): (14.5–19.5)% increased area of effect while standing still
T1 → T4 (item level 130–∞, weight 60): (18–24)% increased area of effect while standing still
#% increased armour ×3 T3 → T6 (item level 1–96, weight 1000): (3.2 → 5–4 → 6)% increased armour
T2 → T5 (item level 43–∞, weight 600): (4 → 6–5.2 → 8)% increased armour
T1 → T4 (item level 97–∞, weight 250): (5.2 → 8–6.4 → 9.5)% increased armour
T0 (item level 1–∞, weight 0): (7.2 → 11–8 → 12)% increased armour
#% increased armour ×2 T5 → T8 (item level 1–42, weight 1000): (3.5–4.5)% increased armour
T4 → T7 (item level 19–76, weight 700): (5.5–7.5)% increased armour
T3 → T6 (item level 43–129, weight 400): (7.5–10)% increased armour
T2 → T5 (item level 77–∞, weight 180): (9.5–13)% increased armour
T1 → T4 (item level 130–∞, weight 60): (12–16)% increased armour
#% increased armour T5 → T8 (item level 1–42, weight 1000): (6–10)% increased armour
T4 → T7 (item level 19–76, weight 700): (11–15)% increased armour
T3 → T6 (item level 43–129, weight 400): (16–20)% increased armour
T2 → T5 (item level 77–∞, weight 180): (21–26)% increased armour
T1 → T4 (item level 130–∞, weight 60): (27–35)% increased armour
#% increased armour at full eitr T3 → T6 (item level 1–96, weight 1000): (5 → 7–6 → 9)% increased armour at full eitr
T2 → T5 (item level 43–∞, weight 600): (6 → 9–8 → 11.5)% increased armour at full eitr
T1 → T4 (item level 97–∞, weight 250): (8 → 11.5–9.5 → 14.5)% increased armour at full eitr
T0 (item level 1–∞, weight 0): (11 → 16–12 → 18)% increased armour at full eitr
#% increased armour at low life ×2 T5 → T8 (item level 1–42, weight 1000): (7–9)% increased armour at low life
T4 → T7 (item level 19–76, weight 700): (11–15)% increased armour at low life
T3 → T6 (item level 43–129, weight 400): (15–20)% increased armour at low life
T2 → T5 (item level 77–∞, weight 180): (19–26)% increased armour at low life
T1 → T4 (item level 130–∞, weight 60): (24–32)% increased armour at low life
#% increased armour break build-up T3 → T6 (item level 1–96, weight 1000): (13–16)% increased armour break build-up
T2 → T5 (item level 43–∞, weight 600): (16–21)% increased armour break build-up
T1 → T4 (item level 97–∞, weight 250): (21–26)% increased armour break build-up
#% increased armour break build-up T5 → T8 (item level 1–42, weight 1000): (14–18)% increased armour break build-up
T4 → T7 (item level 19–76, weight 700): (22–29)% increased armour break build-up
T3 → T6 (item level 43–129, weight 400): (30–40)% increased armour break build-up
T2 → T5 (item level 77–∞, weight 180): (38–52)% increased armour break build-up
T1 → T4 (item level 130–∞, weight 60): (48–64)% increased armour break build-up
#% increased armour break duration T3 → T6 (item level 1–96, weight 1000): (3.2–4)% increased armour break duration
T2 → T5 (item level 43–∞, weight 600): (4–5.2)% increased armour break duration
T1 → T4 (item level 97–∞, weight 250): (5.2–6.4)% increased armour break duration
#% increased armour break effect +#% ailment effect armour break → #% increased armour break effect
T3 → T6 (item level 1–96, weight 1000): +(8–10)% ailment effect → increased armour break effect
T2 → T5 (item level 43–∞, weight 600): +(10–13)% ailment effect → increased armour break effect
T1 → T4 (item level 97–∞, weight 250): +(13–16)% ailment effect → increased armour break effect
T0 (item level 1–∞, weight 0): +(18–20)% ailment effect → increased armour break effect
#% increased armour effectiveness T3 → T6 (item level 1–∞, weight 1000): (2–3)% increased armour effectiveness
T2 → T5 (item level 43–∞, weight 400): (4–5)% increased armour effectiveness
T1 → T4 (item level 77–∞, weight 100): (6–8)% increased armour effectiveness
#% increased armour from equipped body armour T3 → T6 (item level 1–96, weight 1000): (10 → 3.2–12 → 4)% increased armour from equipped body armour
T2 → T5 (item level 43–∞, weight 600): (12 → 4–16 → 5.2)% increased armour from equipped body armour
T1 → T4 (item level 97–∞, weight 250): (16 → 5.2–19 → 6.4)% increased armour from equipped body armour
T0 (item level 1–∞, weight 0): (22 → 7.2–24 → 8)% increased armour from equipped body armour
#% increased armour from equipped helmet T3 → T6 (item level 1–96, weight 1000): (13 → 3.2–16 → 4)% increased armour from equipped helmet
T2 → T5 (item level 43–∞, weight 600): (16 → 4–21 → 5.2)% increased armour from equipped helmet
T1 → T4 (item level 97–∞, weight 250): (21 → 5.2–26 → 6.4)% increased armour from equipped helmet
T0 (item level 1–∞, weight 0): (29 → 7.2–32 → 8)% increased armour from equipped helmet
#% increased armour when hit recently T3 → T6 (item level 1–96, weight 1000): (6.5 → 10–8 → 12)% increased armour when hit recently
T2 → T5 (item level 43–∞, weight 600): (8 → 12–10.5 → 16)% increased armour when hit recently
T1 → T4 (item level 97–∞, weight 250): (10.5 → 16–13 → 19)% increased armour when hit recently
T0 (item level 1–∞, weight 0): (14.5 → 22–16 → 24)% increased armour when hit recently
#% increased armour when hit recently ×2 T5 → T8 (item level 1–42, weight 1000): (7–9)% increased armour when hit recently
T4 → T7 (item level 19–76, weight 700): (11–15)% increased armour when hit recently
T3 → T6 (item level 43–129, weight 400): (15–20)% increased armour when hit recently
T2 → T5 (item level 77–∞, weight 180): (19–26)% increased armour when hit recently
T1 → T4 (item level 130–∞, weight 60): (24–32)% increased armour when hit recently
#% increased arrow and bolt range T3 → T6 (item level 1–96, weight 1000): (6.5–8)% increased arrow and bolt range
T2 → T5 (item level 43–∞, weight 600): (8–10.5)% increased arrow and bolt range
T1 → T4 (item level 97–∞, weight 250): (10.5–13)% increased arrow and bolt range
#% increased arrow and bolt range T5 → T8 (item level 1–42, weight 1000): (7–9)% increased arrow and bolt range
T4 → T7 (item level 19–76, weight 700): (11–15)% increased arrow and bolt range
T3 → T6 (item level 43–129, weight 400): (15–20)% increased arrow and bolt range
T2 → T5 (item level 77–∞, weight 180): (19–26)% increased arrow and bolt range
T1 → T4 (item level 130–∞, weight 60): (24–32)% increased arrow and bolt range
#% increased arrow and bolt range while standing still T5 → T8 (item level 1–42, weight 1000): (10–14)% increased arrow and bolt range while standing still
T4 → T7 (item level 19–76, weight 700): (16–22)% increased arrow and bolt range while standing still
T3 → T6 (item level 43–129, weight 400): (22–30)% increased arrow and bolt range while standing still
T2 → T5 (item level 77–∞, weight 180): (29–39)% increased arrow and bolt range while standing still
T1 → T4 (item level 130–∞, weight 60): (36–48)% increased arrow and bolt range while standing still
#% increased attack area of effect T3 → T6 (item level 1–96, weight 1000): (3.2–4)% increased attack area of effect
T2 → T5 (item level 43–∞, weight 600): (4–5.2)% increased attack area of effect
T1 → T4 (item level 97–∞, weight 250): (5.2–6.4)% increased attack area of effect
#% increased attack damage per Combo hit T3 → T6 (item level 1–96, weight 1000): (0.8–1)% increased attack damage per Combo hit
T2 → T5 (item level 43–∞, weight 600): (1–1.3)% increased attack damage per Combo hit
T1 → T4 (item level 97–∞, weight 250): (1.3–1.6)% increased attack damage per Combo hit
#% increased attack speed ×3 T3 → T6 (item level 1–96, weight 1000): (1.6–2)% increased attack speed
T2 → T5 (item level 43–∞, weight 600): (2–2.6)% increased attack speed
T1 → T4 (item level 97–∞, weight 250): (2.6–3.2)% increased attack speed
#% increased attack speed T5 → T8 (item level 1–42, weight 1000): (1.7–2.3)% increased attack speed
T4 → T7 (item level 19–76, weight 700): (2.7–3.7)% increased attack speed
T3 → T6 (item level 43–129, weight 400): (3.7–5.1)% increased attack speed
T2 → T5 (item level 77–∞, weight 180): (4.8–6.4)% increased attack speed
T1 → T4 (item level 130–∞, weight 60): (6–8)% increased attack speed
#% increased attack speed at low eitr T3 → T6 (item level 1–96, weight 1000): (3.2–4)% increased attack speed at low eitr
T2 → T5 (item level 43–∞, weight 600): (4–5.2)% increased attack speed at low eitr
T1 → T4 (item level 97–∞, weight 250): (5.2–6.4)% increased attack speed at low eitr
#% increased attack speed at nearly full adrenaline T3 → T6 (item level 1–96, weight 1000): (2.4–3)% increased attack speed at nearly full adrenaline
T2 → T5 (item level 43–∞, weight 600): (3–3.9)% increased attack speed at nearly full adrenaline
T1 → T4 (item level 97–∞, weight 250): (3.9–4.8)% increased attack speed at nearly full adrenaline
#% increased attack speed for minions T5 → T8 (item level 1–42, weight 1000): (4–6)% increased attack speed for minions
T4 → T7 (item level 19–76, weight 700): (7–9)% increased attack speed for minions
T3 → T6 (item level 43–129, weight 400): (10–13)% increased attack speed for minions
T2 → T5 (item level 77–∞, weight 180): (14–17)% increased attack speed for minions
T1 → T4 (item level 130–∞, weight 60): (18–22)% increased attack speed for minions
#% increased attack speed on stagger recently T3 → T6 (item level 1–96, weight 1000): (2.4–3)% increased attack speed on stagger recently
T2 → T5 (item level 43–∞, weight 600): (3–3.9)% increased attack speed on stagger recently
T1 → T4 (item level 97–∞, weight 250): (3.9–4.8)% increased attack speed on stagger recently
#% increased attack speed on this item T5 → T8 (item level 1–42, weight 1000): (1.7–2.3)% increased attack speed on this item
T4 → T7 (item level 19–76, weight 700): (2.7–3.7)% increased attack speed on this item
T3 → T6 (item level 43–129, weight 400): (3.7–5.1)% increased attack speed on this item
T2 → T5 (item level 77–∞, weight 180): (4.8–6.4)% increased attack speed on this item
T1 → T4 (item level 130–∞, weight 60): (6–8)% increased attack speed on this item
#% increased attack speed on this item against staggered targets T5 → T8 (item level 1–42, weight 1000): (1.7–2.3)% increased attack speed on this item against staggered targets
T4 → T7 (item level 19–76, weight 700): (2.7–3.7)% increased attack speed on this item against staggered targets
T3 → T6 (item level 43–129, weight 400): (3.7–5.1)% increased attack speed on this item against staggered targets
T2 → T5 (item level 77–∞, weight 180): (4.8–6.4)% increased attack speed on this item against staggered targets
T1 → T4 (item level 130–∞, weight 60): (6–8)% increased attack speed on this item against staggered targets
#% increased attack speed on this item on bleed recently T5 → T8 (item level 1–42, weight 1000): (3.5–4.5)% increased attack speed on this item on bleed recently
T4 → T7 (item level 19–76, weight 700): (5.5–7.5)% increased attack speed on this item on bleed recently
T3 → T6 (item level 43–129, weight 400): (7.5–10)% increased attack speed on this item on bleed recently
T2 → T5 (item level 77–∞, weight 180): (9.5–13)% increased attack speed on this item on bleed recently
T1 → T4 (item level 130–∞, weight 60): (12–16)% increased attack speed on this item on bleed recently
#% increased attack speed on this item on chain finishers T5 → T8 (item level 1–42, weight 1000): (3.5–4.5)% increased attack speed on this item on chain finishers
T4 → T7 (item level 19–76, weight 700): (5.5–7.5)% increased attack speed on this item on chain finishers
T3 → T6 (item level 43–129, weight 400): (7.5–10)% increased attack speed on this item on chain finishers
T2 → T5 (item level 77–∞, weight 180): (9.5–13)% increased attack speed on this item on chain finishers
T1 → T4 (item level 130–∞, weight 60): (12–16)% increased attack speed on this item on chain finishers
#% increased attack speed on this item on crit recently T5 → T8 (item level 1–42, weight 1000): (4–6)% increased attack speed on this item on crit recently
T4 → T7 (item level 19–76, weight 700): (7–9)% increased attack speed on this item on crit recently
T3 → T6 (item level 43–129, weight 400): (9.5–12.5)% increased attack speed on this item on crit recently
T2 → T5 (item level 77–∞, weight 180): (12–16)% increased attack speed on this item on crit recently
T1 → T4 (item level 130–∞, weight 60): (15–20)% increased attack speed on this item on crit recently
#% increased attack speed per # points of comfort ×2 T3 → T6 (item level 1–96, weight 1000): (0.16–0.2)% increased attack speed per 10 points of comfort
T2 → T5 (item level 43–∞, weight 600): (0.2–0.26)% increased attack speed per 10 points of comfort
T1 → T4 (item level 97–∞, weight 250): (0.26–0.32)% increased attack speed per 10 points of comfort
#% increased attack speed per Combo hit T3 → T6 (item level 1–96, weight 1000): (0.16–0.2)% increased attack speed per Combo hit
T2 → T5 (item level 43–∞, weight 600): (0.2–0.26)% increased attack speed per Combo hit
T1 → T4 (item level 97–∞, weight 250): (0.26–0.32)% increased attack speed per Combo hit
#% increased aura area of effect T3 → T6 (item level 1–96, weight 1000): (3.2–4)% increased aura area of effect
T2 → T5 (item level 43–∞, weight 600): (4–5.2)% increased aura area of effect
T1 → T4 (item level 97–∞, weight 250): (5.2–6.4)% increased aura area of effect
#% increased aura damage T3 → T6 (item level 1–96, weight 1000): (2.4 → 5–3 → 6)% increased aura damage
T2 → T5 (item level 43–∞, weight 600): (3 → 6–3.9 → 8)% increased aura damage
T1 → T4 (item level 97–∞, weight 250): (3.9 → 8–4.8 → 9.5)% increased aura damage
T0 (item level 1–∞, weight 0): (5.4 → 11–6 → 12)% increased aura damage
#% increased axe attack speed T3 → T6 (item level 1–96, weight 1000): (1.6–2)% increased axe attack speed
T2 → T5 (item level 43–∞, weight 600): (2–2.6)% increased axe attack speed
T1 → T4 (item level 97–∞, weight 250): (2.6–3.2)% increased axe attack speed
#% increased axe critical strike chance T3 → T6 (item level 1–96, weight 1000): (10–12)% increased axe critical strike chance
T2 → T5 (item level 43–∞, weight 600): (12–16)% increased axe critical strike chance
T1 → T4 (item level 97–∞, weight 250): (16–19)% increased axe critical strike chance
#% increased axe damage T3 → T6 (item level 1–96, weight 1000): (6.5–8)% increased axe damage
T2 → T5 (item level 43–∞, weight 600): (8–10.5)% increased axe damage
T1 → T4 (item level 97–∞, weight 250): (10.5–13)% increased axe damage
#% increased blast radius T3 → T6 (item level 1–96, weight 1000): (4–5)% increased blast radius
T2 → T5 (item level 43–∞, weight 600): (5–6.5)% increased blast radius
T1 → T4 (item level 97–∞, weight 250): (6.5–8)% increased blast radius
#% increased blast radius T5 → T8 (item level 1–42, weight 1000): (4–6)% increased blast radius
T4 → T7 (item level 19–76, weight 700): (7–9)% increased blast radius
T3 → T6 (item level 43–129, weight 400): (9.5–12.5)% increased blast radius
T2 → T5 (item level 77–∞, weight 180): (12–16)% increased blast radius
T1 → T4 (item level 130–∞, weight 60): (15–20)% increased blast radius
#% increased bleed chance #% increased bleed build-up → #% increased bleed chance
T3 → T6 (item level 1–96, weight 1000): (8–10)% increased bleed build-up → chance
T2 → T5 (item level 43–∞, weight 600): (10–13)% increased bleed build-up → chance
T1 → T4 (item level 97–∞, weight 250): (13–16)% increased bleed build-up → chance
T0 (item level 1–∞, weight 0): (18–20)% increased bleed build-up → chance
#% increased bleed chance #% increased bleed build-up → #% increased bleed chance
T5 → T8 (item level 1–42, weight 1000): (14–18)% increased bleed build-up → chance
T4 → T7 (item level 19–76, weight 700): (22–29)% increased bleed build-up → chance
T3 → T6 (item level 43–129, weight 400): (30–40)% increased bleed build-up → chance
T2 → T5 (item level 77–∞, weight 180): (38–52)% increased bleed build-up → chance
T1 → T4 (item level 130–∞, weight 60): (48–64)% increased bleed build-up → chance
T0 (item level 1–∞, weight 0): (61–83)% increased bleed build-up → chance
#% increased bleed chance #% increased bleed build-up → #% increased bleed chance
T5 → T8 (item level 1–42, weight 1000): (8–12)% increased bleed build-up → chance
T4 → T7 (item level 19–76, weight 700): (14–18)% increased bleed build-up → chance
T3 → T6 (item level 43–129, weight 400): (19–25)% increased bleed build-up → chance
T2 → T5 (item level 77–∞, weight 180): (24–32)% increased bleed build-up → chance
T1 → T4 (item level 130–∞, weight 60): (30–40)% increased bleed build-up → chance
T0 (item level 1–∞, weight 0): (38–52)% increased bleed build-up → chance
#% increased bleed chance against low life enemies #% increased bleed build-up against low life enemies → #% increased bleed chance against low life enemies
T5 → T8 (item level 1–42, weight 1000): (8–12)% increased bleed build-up → chance against low life enemies
T4 → T7 (item level 19–76, weight 700): (14–18)% increased bleed build-up → chance against low life enemies
T3 → T6 (item level 43–129, weight 400): (19–25)% increased bleed build-up → chance against low life enemies
T2 → T5 (item level 77–∞, weight 180): (24–32)% increased bleed build-up → chance against low life enemies
T1 → T4 (item level 130–∞, weight 60): (30–40)% increased bleed build-up → chance against low life enemies
T0 (item level 1–∞, weight 0): (38–52)% increased bleed build-up → chance against low life enemies
#% increased bleed chance with axes #% increased bleed build-up with axes → #% increased bleed chance with axes
T3 → T6 (item level 1–96, weight 1000): (13–16)% increased bleed build-up → chance with axes
T2 → T5 (item level 43–∞, weight 600): (16–21)% increased bleed build-up → chance with axes
T1 → T4 (item level 97–∞, weight 250): (21–26)% increased bleed build-up → chance with axes
T0 (item level 1–∞, weight 0): (29–32)% increased bleed build-up → chance with axes
#% increased bleed chance with axes against low life enemies #% increased bleed build-up with axes against low life enemies → #% increased bleed chance with axes against low life enemies
T3 → T6 (item level 1–96, weight 1000): (8–10)% increased bleed build-up → chance with axes against low life enemies
T2 → T5 (item level 43–∞, weight 600): (10–13)% increased bleed build-up → chance with axes against low life enemies
T1 → T4 (item level 97–∞, weight 250): (13–16)% increased bleed build-up → chance with axes against low life enemies
T0 (item level 1–∞, weight 0): (18–20)% increased bleed build-up → chance with axes against low life enemies
#% increased bleed damage T3 → T6 (item level 1–96, weight 1000): (6.5–8)% increased bleed damage
T2 → T5 (item level 43–∞, weight 600): (8–10.5)% increased bleed damage
T1 → T4 (item level 97–∞, weight 250): (10.5–13)% increased bleed damage
#% increased bleed damage T5 → T8 (item level 1–42, weight 1000): (7–9)% increased bleed damage
T4 → T7 (item level 19–76, weight 700): (11–15)% increased bleed damage
T3 → T6 (item level 43–129, weight 400): (15–20)% increased bleed damage
T2 → T5 (item level 77–∞, weight 180): (19–26)% increased bleed damage
T1 → T4 (item level 130–∞, weight 60): (24–32)% increased bleed damage
#% increased bleed duration T3 → T6 (item level 1–96, weight 1000): (3.2–4)% increased bleed duration
T2 → T5 (item level 43–∞, weight 600): (4–5.2)% increased bleed duration
T1 → T4 (item level 97–∞, weight 250): (5.2–6.4)% increased bleed duration
#% increased block power ×3 T3 → T6 (item level 1–96, weight 1000): (5–6)% increased block power
T2 → T5 (item level 43–∞, weight 600): (6–8)% increased block power
T1 → T4 (item level 97–∞, weight 250): (8–9.5)% increased block power
#% increased block power ×2 T5 → T8 (item level 1–42, weight 1000): (5–7)% increased block power
T4 → T7 (item level 19–76, weight 700): (8–11)% increased block power
T3 → T6 (item level 43–129, weight 400): (11–15)% increased block power
T2 → T5 (item level 77–∞, weight 180): (14.5–19.5)% increased block power
T1 → T4 (item level 130–∞, weight 60): (18–24)% increased block power
#% increased block power at low life ×2 T3 → T6 (item level 1–96, weight 1000): (10–12)% increased block power at low life
T2 → T5 (item level 43–∞, weight 600): (12–16)% increased block power at low life
T1 → T4 (item level 97–∞, weight 250): (16–19)% increased block power at low life
#% increased block power with the shield up T3 → T6 (item level 1–96, weight 1000): (7–9)% increased block power with the shield up
T2 → T5 (item level 43–∞, weight 600): (9–11.5)% increased block power with the shield up
T1 → T4 (item level 97–∞, weight 250): (11.5–14.5)% increased block power with the shield up
#% increased blood staff cast speed T3 → T6 (item level 1–96, weight 1000): (1.6–2)% increased blood staff cast speed
T2 → T5 (item level 43–∞, weight 600): (2–2.6)% increased blood staff cast speed
T1 → T4 (item level 97–∞, weight 250): (2.6–3.2)% increased blood staff cast speed
#% increased blood staff damage T3 → T6 (item level 1–96, weight 1000): (6.5–8)% increased blood staff damage
T2 → T5 (item level 43–∞, weight 600): (8–10.5)% increased blood staff damage
T1 → T4 (item level 97–∞, weight 250): (10.5–13)% increased blood staff damage
#% increased blunt damage T3 → T6 (item level 1–96, weight 1000): (5–6)% increased blunt damage
T2 → T5 (item level 43–∞, weight 600): (6–8)% increased blunt damage
T1 → T4 (item level 97–∞, weight 250): (8–9.5)% increased blunt damage
#% increased blunt damage T5 → T8 (item level 1–42, weight 1000): (5–7)% increased blunt damage
T4 → T7 (item level 19–76, weight 700): (8–11)% increased blunt damage
T3 → T6 (item level 43–129, weight 400): (12–15)% increased blunt damage
T2 → T5 (item level 77–∞, weight 180): (16–20)% increased blunt damage
T1 → T4 (item level 130–∞, weight 60): (21–25)% increased blunt damage
#% increased blunt damage T5 → T8 (item level 1–42, weight 1000): (5–7)% increased blunt damage
T4 → T7 (item level 19–76, weight 700): (8–11)% increased blunt damage
T3 → T6 (item level 43–129, weight 400): (11–15)% increased blunt damage
T2 → T5 (item level 77–∞, weight 180): (14.5–19.5)% increased blunt damage
T1 → T4 (item level 130–∞, weight 60): (18–24)% increased blunt damage
#% increased blunt damage with attacks per # points of current armour ×2 T3 → T6 (item level 1–96, weight 1000): (0.8–1)% increased blunt damage with attacks per 10 points of current armour
T2 → T5 (item level 43–∞, weight 600): (1–1.3)% increased blunt damage with attacks per 10 points of current armour
T1 → T4 (item level 97–∞, weight 250): (1.3–1.6)% increased blunt damage with attacks per 10 points of current armour
#% increased bolt knockback T3 → T6 (item level 1–96, weight 1000): (3.2–4)% increased bolt knockback
T2 → T5 (item level 43–∞, weight 600): (4–5.2)% increased bolt knockback
T1 → T4 (item level 97–∞, weight 250): (5.2–6.4)% increased bolt knockback
#% increased bolt projectile speed T3 → T6 (item level 1–96, weight 1000): (3.2–4)% increased bolt projectile speed
T2 → T5 (item level 43–∞, weight 600): (4–5.2)% increased bolt projectile speed
T1 → T4 (item level 97–∞, weight 250): (5.2–6.4)% increased bolt projectile speed
#% increased bomb attack speed T3 → T6 (item level 1–96, weight 1000): (1.6–2)% increased bomb attack speed
T2 → T5 (item level 43–∞, weight 600): (2–2.6)% increased bomb attack speed
T1 → T4 (item level 97–∞, weight 250): (2.6–3.2)% increased bomb attack speed
#% increased bomb critical strike chance T3 → T6 (item level 1–96, weight 1000): (10–12)% increased bomb critical strike chance
T2 → T5 (item level 43–∞, weight 600): (12–16)% increased bomb critical strike chance
T1 → T4 (item level 97–∞, weight 250): (16–19)% increased bomb critical strike chance
#% increased bomb damage T3 → T6 (item level 1–96, weight 1000): (6.5–8)% increased bomb damage
T2 → T5 (item level 43–∞, weight 600): (8–10.5)% increased bomb damage
T1 → T4 (item level 97–∞, weight 250): (10.5–13)% increased bomb damage
#% increased bow critical strike chance T3 → T6 (item level 1–96, weight 1000): (10–12)% increased bow critical strike chance
T2 → T5 (item level 43–∞, weight 600): (12–16)% increased bow critical strike chance
T1 → T4 (item level 97–∞, weight 250): (16–19)% increased bow critical strike chance
#% increased bow damage T3 → T6 (item level 1–96, weight 1000): (10–12)% increased bow damage
T2 → T5 (item level 43–∞, weight 600): (12–16)% increased bow damage
T1 → T4 (item level 97–∞, weight 250): (16–19)% increased bow damage
#% increased bow draw and reload speed T3 → T6 (item level 1–96, weight 1000): (3.2–4)% increased bow draw and reload speed
T2 → T5 (item level 43–∞, weight 600): (4–5.2)% increased bow draw and reload speed
T1 → T4 (item level 97–∞, weight 250): (5.2–6.4)% increased bow draw and reload speed
#% increased bow draw speed per # points of "Dexterity" T5 → T8 (item level 1–42, weight 1000): (0.35–0.45)% increased bow draw speed per 5 points of "Dexterity"
T4 → T7 (item level 19–76, weight 700): (0.55–0.75)% increased bow draw speed per 5 points of "Dexterity"
T3 → T6 (item level 43–129, weight 400): (0.75–1)% increased bow draw speed per 5 points of "Dexterity"
T2 → T5 (item level 77–∞, weight 180): (0.95–1.3)% increased bow draw speed per 5 points of "Dexterity"
T1 → T4 (item level 130–∞, weight 60): (1.2–1.6)% increased bow draw speed per 5 points of "Dexterity"
#% increased bow projectile speed T3 → T6 (item level 1–96, weight 1000): (3.2–4)% increased bow projectile speed
T2 → T5 (item level 43–∞, weight 600): (4–5.2)% increased bow projectile speed
T1 → T4 (item level 97–∞, weight 250): (5.2–6.4)% increased bow projectile speed
#% increased bow shot accuracy T3 → T6 (item level 1–96, weight 1000): (3.2–4)% increased bow shot accuracy
T2 → T5 (item level 43–∞, weight 600): (4–5.2)% increased bow shot accuracy
T1 → T4 (item level 97–∞, weight 250): (5.2–6.4)% increased bow shot accuracy
#% increased burning build-up T3 → T6 (item level 1–96, weight 1000): (13–16)% increased burning build-up
T2 → T5 (item level 43–∞, weight 600): (16–21)% increased burning build-up
T1 → T4 (item level 97–∞, weight 250): (21–26)% increased burning build-up
#% increased burning build-up T5 → T8 (item level 1–42, weight 1000): (14–18)% increased burning build-up
T4 → T7 (item level 19–76, weight 700): (22–29)% increased burning build-up
T3 → T6 (item level 43–129, weight 400): (30–40)% increased burning build-up
T2 → T5 (item level 77–∞, weight 180): (38–52)% increased burning build-up
T1 → T4 (item level 130–∞, weight 60): (48–64)% increased burning build-up
#% increased burning build-up T5 → T8 (item level 1–42, weight 1000): (10–15)% increased burning build-up
T4 → T7 (item level 19–76, weight 700): (16–24)% increased burning build-up
T3 → T6 (item level 43–129, weight 400): (25–34)% increased burning build-up
T2 → T5 (item level 77–∞, weight 180): (35–45)% increased burning build-up
T1 → T4 (item level 130–∞, weight 60): (46–60)% increased burning build-up
#% increased burning damage T3 → T6 (item level 1–96, weight 1000): (6.5–8)% increased burning damage
T2 → T5 (item level 43–∞, weight 600): (8–10.5)% increased burning damage
T1 → T4 (item level 97–∞, weight 250): (10.5–13)% increased burning damage
#% increased burning damage T5 → T8 (item level 1–42, weight 1000): (7–9)% increased burning damage
T4 → T7 (item level 19–76, weight 700): (11–15)% increased burning damage
T3 → T6 (item level 43–129, weight 400): (15–20)% increased burning damage
T2 → T5 (item level 77–∞, weight 180): (19–26)% increased burning damage
T1 → T4 (item level 130–∞, weight 60): (24–32)% increased burning damage
#% increased burning damage against low life enemies T5 → T8 (item level 1–42, weight 1000): (3.5–4.5)% increased burning damage against low life enemies
T4 → T7 (item level 19–76, weight 700): (5.5–7.5)% increased burning damage against low life enemies
T3 → T6 (item level 43–129, weight 400): (7.5–10)% increased burning damage against low life enemies
T2 → T5 (item level 77–∞, weight 180): (9.5–13)% increased burning damage against low life enemies
T1 → T4 (item level 130–∞, weight 60): (12–16)% increased burning damage against low life enemies
#% increased burning duration T3 → T6 (item level 1–96, weight 1000): (3.2–4)% increased burning duration
T2 → T5 (item level 43–∞, weight 600): (4–5.2)% increased burning duration
T1 → T4 (item level 97–∞, weight 250): (5.2–6.4)% increased burning duration
#% increased burning duration T5 → T8 (item level 1–42, weight 1000): (3.5–4.5)% increased burning duration
T4 → T7 (item level 19–76, weight 700): (5.5–7.5)% increased burning duration
T3 → T6 (item level 43–129, weight 400): (7.5–10)% increased burning duration
T2 → T5 (item level 77–∞, weight 180): (9.5–13)% increased burning duration
T1 → T4 (item level 130–∞, weight 60): (12–16)% increased burning duration
#% increased burning effect T5 → T8 (item level 1–42, weight 1000): (10–15)% increased burning effect
T4 → T7 (item level 19–76, weight 700): (16–25)% increased burning effect
T3 → T6 (item level 43–129, weight 400): (26–37)% increased burning effect
T2 → T5 (item level 77–∞, weight 180): (38–50)% increased burning effect
T1 → T4 (item level 130–∞, weight 60): (51–65)% increased burning effect
#% increased burning, chill and shock build-up #% increased burning build-up chill shock → #% increased burning, chill and shock build-up
T3 → T6 (item level 1–96, weight 1000): (8 → 13–10 → 16)% increased burning, chill and shock build-up chill shock
T2 → T5 (item level 43–∞, weight 600): (10 → 16–13 → 21)% increased burning, chill and shock build-up chill shock
T1 → T4 (item level 97–∞, weight 250): (13 → 21–16 → 26)% increased burning, chill and shock build-up chill shock
T0 (item level 1–∞, weight 0): (18 → 29–20 → 32)% increased burning, chill and shock build-up chill shock
#% increased cast speed ×3 T3 → T6 (item level 1–96, weight 1000): (3.2–4)% increased cast speed
T2 → T5 (item level 43–∞, weight 600): (4–5.2)% increased cast speed
T1 → T4 (item level 97–∞, weight 250): (5.2–6.4)% increased cast speed
#% increased cast speed on this item T5 → T8 (item level 1–42, weight 1000): (3.5–4.5)% increased cast speed on this item
T4 → T7 (item level 19–76, weight 700): (5.5–7.5)% increased cast speed on this item
T3 → T6 (item level 43–129, weight 400): (7.5–10)% increased cast speed on this item
T2 → T5 (item level 77–∞, weight 180): (9.5–13)% increased cast speed on this item
T1 → T4 (item level 130–∞, weight 60): (12–16)% increased cast speed on this item
#% increased cast speed on this item on crit recently T5 → T8 (item level 1–42, weight 1000): (8–12)% increased cast speed on this item on crit recently
T4 → T7 (item level 19–76, weight 700): (14–18)% increased cast speed on this item on crit recently
T3 → T6 (item level 43–129, weight 400): (19–25)% increased cast speed on this item on crit recently
T2 → T5 (item level 77–∞, weight 180): (24–32)% increased cast speed on this item on crit recently
T1 → T4 (item level 130–∞, weight 60): (30–40)% increased cast speed on this item on crit recently
#% increased cast speed while on Shocked Ground T5 → T8 (item level 1–42, weight 1000): (3–5)% increased cast speed while on Shocked Ground
T4 → T7 (item level 19–76, weight 700): (6–8)% increased cast speed while on Shocked Ground
T3 → T6 (item level 43–129, weight 400): (9–12)% increased cast speed while on Shocked Ground
T2 → T5 (item level 77–∞, weight 180): (13–16)% increased cast speed while on Shocked Ground
T1 → T4 (item level 130–∞, weight 60): (17–22)% increased cast speed while on Shocked Ground
#% increased chance for a fish to bite T5 → T8 (item level 1–42, weight 1000): (5–9)% increased chance for a fish to bite
T4 → T7 (item level 19–76, weight 700): (10–14)% increased chance for a fish to bite
T3 → T6 (item level 43–129, weight 400): (15–19)% increased chance for a fish to bite
T2 → T5 (item level 77–∞, weight 180): (20–24)% increased chance for a fish to bite
T1 → T4 (item level 130–∞, weight 60): (25–30)% increased chance for a fish to bite
#% increased charged attack area of effect T3 → T6 (item level 1–96, weight 1000): (6.5–8)% increased charged attack area of effect
T2 → T5 (item level 43–∞, weight 600): (8–10.5)% increased charged attack area of effect
T1 → T4 (item level 97–∞, weight 250): (10.5–13)% increased charged attack area of effect
#% increased charged attack critical strike chance T5 → T8 (item level 1–42, weight 1000): (20–28)% increased charged attack critical strike chance
T4 → T7 (item level 19–76, weight 700): (33–44)% increased charged attack critical strike chance
T3 → T6 (item level 43–129, weight 400): (45–61)% increased charged attack critical strike chance
T2 → T5 (item level 77–∞, weight 180): (57–77)% increased charged attack critical strike chance
T1 → T4 (item level 130–∞, weight 60): (71–97)% increased charged attack critical strike chance
#% increased charged attack damage T3 → T6 (item level 1–96, weight 1000): (10–12)% increased charged attack damage
T2 → T5 (item level 43–∞, weight 600): (12–16)% increased charged attack damage
T1 → T4 (item level 97–∞, weight 250): (16–19)% increased charged attack damage
#% increased charged attack damage T5 → T8 (item level 1–42, weight 1000): (10–14)% increased charged attack damage
T4 → T7 (item level 19–76, weight 700): (16–22)% increased charged attack damage
T3 → T6 (item level 43–129, weight 400): (22–30)% increased charged attack damage
T2 → T5 (item level 77–∞, weight 180): (29–39)% increased charged attack damage
T1 → T4 (item level 130–∞, weight 60): (36–48)% increased charged attack damage
#% increased chill build-up T3 → T6 (item level 1–96, weight 1000): (13–16)% increased chill build-up
T2 → T5 (item level 43–∞, weight 600): (16–21)% increased chill build-up
T1 → T4 (item level 97–∞, weight 250): (21–26)% increased chill build-up
#% increased chill build-up T5 → T8 (item level 1–42, weight 1000): (14–18)% increased chill build-up
T4 → T7 (item level 19–76, weight 700): (22–29)% increased chill build-up
T3 → T6 (item level 43–129, weight 400): (30–40)% increased chill build-up
T2 → T5 (item level 77–∞, weight 180): (38–52)% increased chill build-up
T1 → T4 (item level 130–∞, weight 60): (48–64)% increased chill build-up
#% increased chill build-up T5 → T8 (item level 1–42, weight 1000): (10–15)% increased chill build-up
T4 → T7 (item level 19–76, weight 700): (16–24)% increased chill build-up
T3 → T6 (item level 43–129, weight 400): (25–34)% increased chill build-up
T2 → T5 (item level 77–∞, weight 180): (35–45)% increased chill build-up
T1 → T4 (item level 130–∞, weight 60): (46–60)% increased chill build-up
#% increased chill build-up against wet targets T3 → T6 (item level 1–96, weight 1000): (8 → 13–10 → 16)% increased chill build-up against wet targets
T2 → T5 (item level 43–∞, weight 600): (10 → 16–13 → 21)% increased chill build-up against wet targets
T1 → T4 (item level 97–∞, weight 250): (13 → 21–16 → 26)% increased chill build-up against wet targets
T0 (item level 1–∞, weight 0): (18 → 29–20 → 32)% increased chill build-up against wet targets
#% increased chill build-up against wet targets T5 → T8 (item level 1–42, weight 1000): (8–12)% increased chill build-up against wet targets
T4 → T7 (item level 19–76, weight 700): (14–18)% increased chill build-up against wet targets
T3 → T6 (item level 43–129, weight 400): (19–25)% increased chill build-up against wet targets
T2 → T5 (item level 77–∞, weight 180): (24–32)% increased chill build-up against wet targets
T1 → T4 (item level 130–∞, weight 60): (30–40)% increased chill build-up against wet targets
#% increased chill duration T3 → T6 (item level 1–96, weight 1000): (3.2–4)% increased chill duration
T2 → T5 (item level 43–∞, weight 600): (4–5.2)% increased chill duration
T1 → T4 (item level 97–∞, weight 250): (5.2–6.4)% increased chill duration
#% increased chill duration T5 → T8 (item level 1–42, weight 1000): (3.5–4.5)% increased chill duration
T4 → T7 (item level 19–76, weight 700): (5.5–7.5)% increased chill duration
T3 → T6 (item level 43–129, weight 400): (7.5–10)% increased chill duration
T2 → T5 (item level 77–∞, weight 180): (9.5–13)% increased chill duration
T1 → T4 (item level 130–∞, weight 60): (12–16)% increased chill duration
#% increased chill effect T3 → T6 (item level 1–96, weight 1000): (6.5–8)% increased chill effect
T2 → T5 (item level 43–∞, weight 600): (8–10.5)% increased chill effect
T1 → T4 (item level 97–∞, weight 250): (10.5–13)% increased chill effect
#% increased chill effect T5 → T8 (item level 1–42, weight 1000): (7–9)% increased chill effect
T4 → T7 (item level 19–76, weight 700): (11–15)% increased chill effect
T3 → T6 (item level 43–129, weight 400): (15–20)% increased chill effect
T2 → T5 (item level 77–∞, weight 180): (19–26)% increased chill effect
T1 → T4 (item level 130–∞, weight 60): (24–32)% increased chill effect
#% increased chill effect T5 → T8 (item level 1–42, weight 1000): (10–15)% increased chill effect
T4 → T7 (item level 19–76, weight 700): (16–25)% increased chill effect
T3 → T6 (item level 43–129, weight 400): (26–37)% increased chill effect
T2 → T5 (item level 77–∞, weight 180): (38–50)% increased chill effect
T1 → T4 (item level 130–∞, weight 60): (51–65)% increased chill effect
#% increased club attack speed T3 → T6 (item level 1–96, weight 1000): (1.6–2)% increased club attack speed
T2 → T5 (item level 43–∞, weight 600): (2–2.6)% increased club attack speed
T1 → T4 (item level 97–∞, weight 250): (2.6–3.2)% increased club attack speed
#% increased club critical strike chance T3 → T6 (item level 1–96, weight 1000): (10–12)% increased club critical strike chance
T2 → T5 (item level 43–∞, weight 600): (12–16)% increased club critical strike chance
T1 → T4 (item level 97–∞, weight 250): (16–19)% increased club critical strike chance
#% increased club damage T3 → T6 (item level 1–96, weight 1000): (4–5)% increased club damage
T2 → T5 (item level 43–∞, weight 600): (5–6.5)% increased club damage
T1 → T4 (item level 97–∞, weight 250): (6.5–8)% increased club damage
#% increased consumed mead effect T5 → T8 (item level 1–42, weight 1000): (4–6)% increased consumed mead effect
T4 → T7 (item level 19–76, weight 700): (7–9)% increased consumed mead effect
T3 → T6 (item level 43–129, weight 400): (10–12)% increased consumed mead effect
T2 → T5 (item level 77–∞, weight 180): (13–16)% increased consumed mead effect
T1 → T4 (item level 130–∞, weight 60): (17–20)% increased consumed mead effect
#% increased consumed mead effect T3 → T6 (item level 1–96, weight 1000): (5–6)% increased consumed mead effect
T2 → T5 (item level 43–∞, weight 600): (6–8)% increased consumed mead effect
T1 → T4 (item level 97–∞, weight 250): (8–9.5)% increased consumed mead effect
#% increased critical strike chance ×3 T3 → T6 (item level 1–96, weight 1000): (10–12)% increased critical strike chance
T2 → T5 (item level 43–∞, weight 600): (12–16)% increased critical strike chance
T1 → T4 (item level 97–∞, weight 250): (16–19)% increased critical strike chance
#% increased critical strike chance T3 → T6 (item level 1–96, weight 1000): (48–60)% increased critical strike chance
T2 → T5 (item level 43–∞, weight 600): (60–78)% increased critical strike chance
T1 → T4 (item level 97–∞, weight 250): (78–96)% increased critical strike chance
#% increased critical strike chance T5 → T8 (item level 1–42, weight 1000): (10–14)% increased critical strike chance
T4 → T7 (item level 19–76, weight 700): (16–22)% increased critical strike chance
T3 → T6 (item level 43–129, weight 400): (22–30)% increased critical strike chance
T2 → T5 (item level 77–∞, weight 180): (29–39)% increased critical strike chance
T1 → T4 (item level 130–∞, weight 60): (36–48)% increased critical strike chance
#% increased critical strike chance against bleeding enemies T3 → T6 (item level 1–96, weight 1000): (10–12)% increased critical strike chance against bleeding enemies
T2 → T5 (item level 43–∞, weight 600): (12–16)% increased critical strike chance against bleeding enemies
T1 → T4 (item level 97–∞, weight 250): (16–19)% increased critical strike chance against bleeding enemies
#% increased critical strike chance against bleeding enemies T5 → T8 (item level 1–42, weight 1000): (10–14)% increased critical strike chance against bleeding enemies
T4 → T7 (item level 19–76, weight 700): (16–22)% increased critical strike chance against bleeding enemies
T3 → T6 (item level 43–129, weight 400): (22–30)% increased critical strike chance against bleeding enemies
T2 → T5 (item level 77–∞, weight 180): (29–39)% increased critical strike chance against bleeding enemies
T1 → T4 (item level 130–∞, weight 60): (36–48)% increased critical strike chance against bleeding enemies
#% increased critical strike chance against distant enemies T5 → T8 (item level 1–42, weight 1000): (10–14)% increased critical strike chance against distant enemies
T4 → T7 (item level 19–76, weight 700): (16–22)% increased critical strike chance against distant enemies
T3 → T6 (item level 43–129, weight 400): (22–30)% increased critical strike chance against distant enemies
T2 → T5 (item level 77–∞, weight 180): (29–39)% increased critical strike chance against distant enemies
T1 → T4 (item level 130–∞, weight 60): (36–48)% increased critical strike chance against distant enemies
#% increased critical strike chance against full life enemies ×2 T3 → T6 (item level 1–96, weight 1000): (10–12)% increased critical strike chance against full life enemies
T2 → T5 (item level 43–∞, weight 600): (12–16)% increased critical strike chance against full life enemies
T1 → T4 (item level 97–∞, weight 250): (16–19)% increased critical strike chance against full life enemies
#% increased critical strike chance against full life enemies T5 → T8 (item level 1–42, weight 1000): (10–14)% increased critical strike chance against full life enemies
T4 → T7 (item level 19–76, weight 700): (16–22)% increased critical strike chance against full life enemies
T3 → T6 (item level 43–129, weight 400): (22–30)% increased critical strike chance against full life enemies
T2 → T5 (item level 77–∞, weight 180): (29–39)% increased critical strike chance against full life enemies
T1 → T4 (item level 130–∞, weight 60): (36–48)% increased critical strike chance against full life enemies
#% increased critical strike chance against immobilized enemies T3 → T6 (item level 1–96, weight 1000): (10–12)% increased critical strike chance against immobilized enemies
T2 → T5 (item level 43–∞, weight 600): (12–16)% increased critical strike chance against immobilized enemies
T1 → T4 (item level 97–∞, weight 250): (16–19)% increased critical strike chance against immobilized enemies
#% increased critical strike chance against low life enemies T5 → T8 (item level 1–42, weight 1000): (10–14)% increased critical strike chance against low life enemies
T4 → T7 (item level 19–76, weight 700): (16–22)% increased critical strike chance against low life enemies
T3 → T6 (item level 43–129, weight 400): (22–30)% increased critical strike chance against low life enemies
T2 → T5 (item level 77–∞, weight 180): (29–39)% increased critical strike chance against low life enemies
T1 → T4 (item level 130–∞, weight 60): (36–48)% increased critical strike chance against low life enemies
#% increased critical strike chance against moving targets T5 → T8 (item level 1–42, weight 1000): (10–14)% increased critical strike chance against moving targets
T4 → T7 (item level 19–76, weight 700): (16–22)% increased critical strike chance against moving targets
T3 → T6 (item level 43–129, weight 400): (22–30)% increased critical strike chance against moving targets
T2 → T5 (item level 77–∞, weight 180): (29–39)% increased critical strike chance against moving targets
T1 → T4 (item level 130–∞, weight 60): (36–48)% increased critical strike chance against moving targets
#% increased critical strike chance against nearby enemies T3 → T6 (item level 1–96, weight 1000): (10–12)% increased critical strike chance against nearby enemies
T2 → T5 (item level 43–∞, weight 600): (12–16)% increased critical strike chance against nearby enemies
T1 → T4 (item level 97–∞, weight 250): (16–19)% increased critical strike chance against nearby enemies
#% increased critical strike chance against nearby enemies T5 → T8 (item level 1–42, weight 1000): (10–14)% increased critical strike chance against nearby enemies
T4 → T7 (item level 19–76, weight 700): (16–22)% increased critical strike chance against nearby enemies
T3 → T6 (item level 43–129, weight 400): (22–30)% increased critical strike chance against nearby enemies
T2 → T5 (item level 77–∞, weight 180): (29–39)% increased critical strike chance against nearby enemies
T1 → T4 (item level 130–∞, weight 60): (36–48)% increased critical strike chance against nearby enemies
#% increased critical strike chance on sprint recently T5 → T8 (item level 1–42, weight 1000): (20–28)% increased critical strike chance on sprint recently
T4 → T7 (item level 19–76, weight 700): (33–44)% increased critical strike chance on sprint recently
T3 → T6 (item level 43–129, weight 400): (45–61)% increased critical strike chance on sprint recently
T2 → T5 (item level 77–∞, weight 180): (57–77)% increased critical strike chance on sprint recently
T1 → T4 (item level 130–∞, weight 60): (71–97)% increased critical strike chance on sprint recently
#% increased critical strike damage T3 → T6 (item level 1–96, weight 1000): (8–10)% increased critical strike damage
T2 → T5 (item level 43–∞, weight 600): (10–13)% increased critical strike damage
T1 → T4 (item level 97–∞, weight 250): (13–16)% increased critical strike damage
#% increased critical strike damage against frozen targets T5 → T8 (item level 1–42, weight 1000): (5–7)% increased critical strike damage against frozen targets
T4 → T7 (item level 19–76, weight 700): (8–11)% increased critical strike damage against frozen targets
T3 → T6 (item level 43–129, weight 400): (11–15)% increased critical strike damage against frozen targets
T2 → T5 (item level 77–∞, weight 180): (14.5–19.5)% increased critical strike damage against frozen targets
T1 → T4 (item level 130–∞, weight 60): (18–24)% increased critical strike damage against frozen targets
#% increased critical strike damage against immobilized enemies T3 → T6 (item level 1–96, weight 1000): (5–6)% increased critical strike damage against immobilized enemies
T2 → T5 (item level 43–∞, weight 600): (6–8)% increased critical strike damage against immobilized enemies
T1 → T4 (item level 97–∞, weight 250): (8–9.5)% increased critical strike damage against immobilized enemies
#% increased crossbow critical strike chance T3 → T6 (item level 1–96, weight 1000): (10–12)% increased crossbow critical strike chance
T2 → T5 (item level 43–∞, weight 600): (12–16)% increased crossbow critical strike chance
T1 → T4 (item level 97–∞, weight 250): (16–19)% increased crossbow critical strike chance
#% increased crossbow damage T3 → T6 (item level 1–96, weight 1000): (6.5–8)% increased crossbow damage
T2 → T5 (item level 43–∞, weight 600): (8–10.5)% increased crossbow damage
T1 → T4 (item level 97–∞, weight 250): (10.5–13)% increased crossbow damage
#% increased crossbow reload speed T3 → T6 (item level 1–96, weight 1000): (3.2–4)% increased crossbow reload speed
T2 → T5 (item level 43–∞, weight 600): (4–5.2)% increased crossbow reload speed
T1 → T4 (item level 97–∞, weight 250): (5.2–6.4)% increased crossbow reload speed
#% increased crossbow reload speed T5 → T8 (item level 1–42, weight 1000): (3.5–4.5)% increased crossbow reload speed
T4 → T7 (item level 19–76, weight 700): (5.5–7.5)% increased crossbow reload speed
T3 → T6 (item level 43–129, weight 400): (7.5–10)% increased crossbow reload speed
T2 → T5 (item level 77–∞, weight 180): (9.5–13)% increased crossbow reload speed
T1 → T4 (item level 130–∞, weight 60): (12–16)% increased crossbow reload speed
#% increased crossbow reload speed on kill recently T5 → T8 (item level 1–42, weight 1000): (14–18)% increased crossbow reload speed on kill recently
T4 → T7 (item level 19–76, weight 700): (22–29)% increased crossbow reload speed on kill recently
T3 → T6 (item level 43–129, weight 400): (30–40)% increased crossbow reload speed on kill recently
T2 → T5 (item level 77–∞, weight 180): (38–52)% increased crossbow reload speed on kill recently
T1 → T4 (item level 130–∞, weight 60): (48–64)% increased crossbow reload speed on kill recently
#% increased crossbow reload speed while standing still T5 → T8 (item level 1–42, weight 1000): (5–7)% increased crossbow reload speed while standing still
T4 → T7 (item level 19–76, weight 700): (8–11)% increased crossbow reload speed while standing still
T3 → T6 (item level 43–129, weight 400): (11–15)% increased crossbow reload speed while standing still
T2 → T5 (item level 77–∞, weight 180): (14.5–19.5)% increased crossbow reload speed while standing still
T1 → T4 (item level 130–∞, weight 60): (18–24)% increased crossbow reload speed while standing still
#% increased damage ×6 T3 → T6 (item level 1–96, weight 1000): (5 → 6.5–6 → 8)% increased damage
T2 → T5 (item level 43–∞, weight 600): (6 → 8–8 → 10.5)% increased damage
T1 → T4 (item level 97–∞, weight 250): (8 → 10.5–9.5 → 13)% increased damage
T0 (item level 1–∞, weight 0): (11 → 14.5–12 → 16)% increased damage
#% increased damage T5 → T8 (item level 1–42, weight 1000): (7–9)% increased damage
T4 → T7 (item level 19–76, weight 700): (11–15)% increased damage
T3 → T6 (item level 43–129, weight 400): (15–20)% increased damage
T2 → T5 (item level 77–∞, weight 180): (19–26)% increased damage
T1 → T4 (item level 130–∞, weight 60): (24–32)% increased damage
#% increased damage T5 → T8 (item level 1–42, weight 1000): (10–14)% increased damage
T4 → T7 (item level 19–76, weight 700): (16–22)% increased damage
T3 → T6 (item level 43–129, weight 400): (22–30)% increased damage
T2 → T5 (item level 77–∞, weight 180): (29–39)% increased damage
T1 → T4 (item level 130–∞, weight 60): (36–48)% increased damage
#% increased damage T5 → T8 (item level 1–42, weight 1000): (14–18)% increased damage
T4 → T7 (item level 19–76, weight 700): (22–29)% increased damage
T3 → T6 (item level 43–129, weight 400): (30–40)% increased damage
T2 → T5 (item level 77–∞, weight 180): (38–52)% increased damage
T1 → T4 (item level 130–∞, weight 60): (48–64)% increased damage
#% increased damage T5 → T8 (item level 1–42, weight 1000): (5–7)% increased damage
T4 → T7 (item level 19–76, weight 700): (8–11)% increased damage
T3 → T6 (item level 43–129, weight 400): (11–15)% increased damage
T2 → T5 (item level 77–∞, weight 180): (14.5–19.5)% increased damage
T1 → T4 (item level 130–∞, weight 60): (18–24)% increased damage
#% increased damage against beasts T5 → T8 (item level 1–42, weight 1000): (7–9)% increased damage against beasts
T4 → T7 (item level 19–76, weight 700): (11–15)% increased damage against beasts
T3 → T6 (item level 43–129, weight 400): (15–20)% increased damage against beasts
T2 → T5 (item level 77–∞, weight 180): (19–26)% increased damage against beasts
T1 → T4 (item level 130–∞, weight 60): (24–32)% increased damage against beasts
#% increased damage against bleeding enemies T3 → T6 (item level 1–96, weight 1000): (6.5–8)% increased damage against bleeding enemies
T2 → T5 (item level 43–∞, weight 600): (8–10.5)% increased damage against bleeding enemies
T1 → T4 (item level 97–∞, weight 250): (10.5–13)% increased damage against bleeding enemies
#% increased damage against bleeding enemies T5 → T8 (item level 1–42, weight 1000): (7–9)% increased damage against bleeding enemies
T4 → T7 (item level 19–76, weight 700): (11–15)% increased damage against bleeding enemies
T3 → T6 (item level 43–129, weight 400): (15–20)% increased damage against bleeding enemies
T2 → T5 (item level 77–∞, weight 180): (19–26)% increased damage against bleeding enemies
T1 → T4 (item level 130–∞, weight 60): (24–32)% increased damage against bleeding enemies
#% increased damage against bosses T3 → T6 (item level 1–96, weight 1000): (6.5–8)% increased damage against bosses
T2 → T5 (item level 43–∞, weight 600): (8–10.5)% increased damage against bosses
T1 → T4 (item level 97–∞, weight 250): (10.5–13)% increased damage against bosses
#% increased damage against bosses T5 → T8 (item level 1–42, weight 1000): (7–9)% increased damage against bosses
T4 → T7 (item level 19–76, weight 700): (11–15)% increased damage against bosses
T3 → T6 (item level 43–129, weight 400): (15–20)% increased damage against bosses
T2 → T5 (item level 77–∞, weight 180): (19–26)% increased damage against bosses
T1 → T4 (item level 130–∞, weight 60): (24–32)% increased damage against bosses
#% increased damage against burning targets T3 → T6 (item level 1–96, weight 1000): (6.5–8)% increased damage against burning targets
T2 → T5 (item level 43–∞, weight 600): (8–10.5)% increased damage against burning targets
T1 → T4 (item level 97–∞, weight 250): (10.5–13)% increased damage against burning targets
#% increased damage against distant enemies T5 → T8 (item level 1–42, weight 1000): (7–9)% increased damage against distant enemies
T4 → T7 (item level 19–76, weight 700): (11–15)% increased damage against distant enemies
T3 → T6 (item level 43–129, weight 400): (15–20)% increased damage against distant enemies
T2 → T5 (item level 77–∞, weight 180): (19–26)% increased damage against distant enemies
T1 → T4 (item level 130–∞, weight 60): (24–32)% increased damage against distant enemies
#% increased damage against enemies with an elemental ailment T3 → T6 (item level 1–96, weight 1000): (6.5–8)% increased damage against enemies with an elemental ailment
T2 → T5 (item level 43–∞, weight 600): (8–10.5)% increased damage against enemies with an elemental ailment
T1 → T4 (item level 97–∞, weight 250): (10.5–13)% increased damage against enemies with an elemental ailment
#% increased damage against enemies with broken armour ×2 T3 → T6 (item level 1–96, weight 1000): (10–12)% increased damage against enemies with broken armour
T2 → T5 (item level 43–∞, weight 600): (12–16)% increased damage against enemies with broken armour
T1 → T4 (item level 97–∞, weight 250): (16–19)% increased damage against enemies with broken armour
#% increased damage against frozen targets T3 → T6 (item level 1–96, weight 1000): (6.5–8)% increased damage against frozen targets
T2 → T5 (item level 43–∞, weight 600): (8–10.5)% increased damage against frozen targets
T1 → T4 (item level 97–∞, weight 250): (10.5–13)% increased damage against frozen targets
#% increased damage against frozen targets T5 → T8 (item level 1–42, weight 1000): (7–9)% increased damage against frozen targets
T4 → T7 (item level 19–76, weight 700): (11–15)% increased damage against frozen targets
T3 → T6 (item level 43–129, weight 400): (15–20)% increased damage against frozen targets
T2 → T5 (item level 77–∞, weight 180): (19–26)% increased damage against frozen targets
T1 → T4 (item level 130–∞, weight 60): (24–32)% increased damage against frozen targets
#% increased damage against immobilized enemies T3 → T6 (item level 1–96, weight 1000): (6.5–8)% increased damage against immobilized enemies
T2 → T5 (item level 43–∞, weight 600): (8–10.5)% increased damage against immobilized enemies
T1 → T4 (item level 97–∞, weight 250): (10.5–13)% increased damage against immobilized enemies
#% increased damage against low life enemies T3 → T6 (item level 1–96, weight 1000): (6.5–8)% increased damage against low life enemies
T2 → T5 (item level 43–∞, weight 600): (8–10.5)% increased damage against low life enemies
T1 → T4 (item level 97–∞, weight 250): (10.5–13)% increased damage against low life enemies
#% increased damage against low life enemies T5 → T8 (item level 1–42, weight 1000): (7–9)% increased damage against low life enemies
T4 → T7 (item level 19–76, weight 700): (11–15)% increased damage against low life enemies
T3 → T6 (item level 43–129, weight 400): (15–20)% increased damage against low life enemies
T2 → T5 (item level 77–∞, weight 180): (19–26)% increased damage against low life enemies
T1 → T4 (item level 130–∞, weight 60): (24–32)% increased damage against low life enemies
#% increased damage against poisoned targets T3 → T6 (item level 1–96, weight 1000): (6.5–8)% increased damage against poisoned targets
T2 → T5 (item level 43–∞, weight 600): (8–10.5)% increased damage against poisoned targets
T1 → T4 (item level 97–∞, weight 250): (10.5–13)% increased damage against poisoned targets
#% increased damage against poisoned targets T5 → T8 (item level 1–42, weight 1000): (7–9)% increased damage against poisoned targets
T4 → T7 (item level 19–76, weight 700): (11–15)% increased damage against poisoned targets
T3 → T6 (item level 43–129, weight 400): (15–20)% increased damage against poisoned targets
T2 → T5 (item level 77–∞, weight 180): (19–26)% increased damage against poisoned targets
T1 → T4 (item level 130–∞, weight 60): (24–32)% increased damage against poisoned targets
#% increased damage against rare or unique enemies T3 → T6 (item level 1–96, weight 1000): (6.5–8)% increased damage against rare or unique enemies
T2 → T5 (item level 43–∞, weight 600): (8–10.5)% increased damage against rare or unique enemies
T1 → T4 (item level 97–∞, weight 250): (10.5–13)% increased damage against rare or unique enemies
#% increased damage against staggered targets ×2 T3 → T6 (item level 1–96, weight 1000): (6.5–8)% increased damage against staggered targets
T2 → T5 (item level 43–∞, weight 600): (8–10.5)% increased damage against staggered targets
T1 → T4 (item level 97–∞, weight 250): (10.5–13)% increased damage against staggered targets
#% increased damage against staggered targets T5 → T8 (item level 1–42, weight 1000): (7–9)% increased damage against staggered targets
T4 → T7 (item level 19–76, weight 700): (11–15)% increased damage against staggered targets
T3 → T6 (item level 43–129, weight 400): (15–20)% increased damage against staggered targets
T2 → T5 (item level 77–∞, weight 180): (19–26)% increased damage against staggered targets
T1 → T4 (item level 130–∞, weight 60): (24–32)% increased damage against staggered targets
#% increased damage against the undead T5 → T8 (item level 1–42, weight 1000): (7–9)% increased damage against the undead
T4 → T7 (item level 19–76, weight 700): (11–15)% increased damage against the undead
T3 → T6 (item level 43–129, weight 400): (15–20)% increased damage against the undead
T2 → T5 (item level 77–∞, weight 180): (19–26)% increased damage against the undead
T1 → T4 (item level 130–∞, weight 60): (24–32)% increased damage against the undead
#% increased damage against wet targets T5 → T8 (item level 1–42, weight 1000): (7–9)% increased damage against wet targets
T4 → T7 (item level 19–76, weight 700): (11–15)% increased damage against wet targets
T3 → T6 (item level 43–129, weight 400): (15–20)% increased damage against wet targets
T2 → T5 (item level 77–∞, weight 180): (19–26)% increased damage against wet targets
T1 → T4 (item level 130–∞, weight 60): (24–32)% increased damage against wet targets
#% increased damage at nearly full adrenaline T3 → T6 (item level 1–96, weight 1000): (7 → 10–9 → 12)% increased damage at nearly full adrenaline
T2 → T5 (item level 43–∞, weight 600): (9 → 12–11.5 → 16)% increased damage at nearly full adrenaline
T1 → T4 (item level 97–∞, weight 250): (11.5 → 16–14.5 → 19)% increased damage at nearly full adrenaline
T0 (item level 1–∞, weight 0): (16 → 22–18 → 24)% increased damage at nearly full adrenaline
#% increased damage at night T5 → T8 (item level 1–42, weight 1000): (10–14)% increased damage at night
T4 → T7 (item level 19–76, weight 700): (16–22)% increased damage at night
T3 → T6 (item level 43–129, weight 400): (22–30)% increased damage at night
T2 → T5 (item level 77–∞, weight 180): (29–39)% increased damage at night
T1 → T4 (item level 130–∞, weight 60): (36–48)% increased damage at night
#% increased damage for minions T3 → T6 (item level 1–96, weight 1000): (5–6)% increased damage for minions
T2 → T5 (item level 43–∞, weight 600): (6–8)% increased damage for minions
T1 → T4 (item level 97–∞, weight 250): (8–9.5)% increased damage for minions
#% increased damage for minions T5 → T8 (item level 1–42, weight 1000): (8–12)% increased damage for minions
T4 → T7 (item level 19–76, weight 700): (13–18)% increased damage for minions
T3 → T6 (item level 43–129, weight 400): (19–26)% increased damage for minions
T2 → T5 (item level 77–∞, weight 180): (27–35)% increased damage for minions
T1 → T4 (item level 130–∞, weight 60): (36–45)% increased damage for minions
#% increased damage for minions near its keeper T3 → T6 (item level 1–96, weight 1000): (7 → 10–9 → 12)% increased damage for minions near its keeper
T2 → T5 (item level 43–∞, weight 600): (9 → 12–11.5 → 16)% increased damage for minions near its keeper
T1 → T4 (item level 97–∞, weight 250): (11.5 → 16–14.5 → 19)% increased damage for minions near its keeper
T0 (item level 1–∞, weight 0): (16 → 22–18 → 24)% increased damage for minions near its keeper
#% increased damage for pets T3 → T6 (item level 1–96, weight 1000): (5 → 6.5–6 → 8)% increased damage for pets
T2 → T5 (item level 43–∞, weight 600): (6 → 8–8 → 10.5)% increased damage for pets
T1 → T4 (item level 97–∞, weight 250): (8 → 10.5–9.5 → 13)% increased damage for pets
T0 (item level 1–∞, weight 0): (11 → 14.5–12 → 16)% increased damage for pets
#% increased damage for your companion T3 → T6 (item level 1–96, weight 1000): (5–6)% increased damage for your companion
T2 → T5 (item level 43–∞, weight 600): (6–8)% increased damage for your companion
T1 → T4 (item level 97–∞, weight 250): (8–9.5)% increased damage for your companion
#% increased damage for your companion while fed T3 → T6 (item level 1–96, weight 1000): (7–9)% increased damage for your companion while fed
T2 → T5 (item level 43–∞, weight 600): (9–11.5)% increased damage for your companion while fed
T1 → T4 (item level 97–∞, weight 250): (11.5–14.5)% increased damage for your companion while fed
#% increased damage if started at full life T5 → T8 (item level 1–42, weight 1000): (7–9)% increased damage if started at full life
T4 → T7 (item level 19–76, weight 700): (11–15)% increased damage if started at full life
T3 → T6 (item level 43–129, weight 400): (15–20)% increased damage if started at full life
T2 → T5 (item level 77–∞, weight 180): (19–26)% increased damage if started at full life
T1 → T4 (item level 130–∞, weight 60): (24–32)% increased damage if started at full life
#% increased damage on consecutive hits recently T5 → T8 (item level 1–42, weight 1000): (10–14)% increased damage on consecutive hits recently
T4 → T7 (item level 19–76, weight 700): (16–22)% increased damage on consecutive hits recently
T3 → T6 (item level 43–129, weight 400): (22–30)% increased damage on consecutive hits recently
T2 → T5 (item level 77–∞, weight 180): (29–39)% increased damage on consecutive hits recently
T1 → T4 (item level 130–∞, weight 60): (36–48)% increased damage on consecutive hits recently
#% increased damage on crit recently T5 → T8 (item level 1–42, weight 1000): (13–17)% increased damage on crit recently
T4 → T7 (item level 19–76, weight 700): (21–28)% increased damage on crit recently
T3 → T6 (item level 43–129, weight 400): (28–38)% increased damage on crit recently
T2 → T5 (item level 77–∞, weight 180): (36–49)% increased damage on crit recently
T1 → T4 (item level 130–∞, weight 60): (45–61)% increased damage on crit recently
#% increased damage on crit recently (# s) T5 → T8 (item level 1–42, weight 1000): (13–17)% increased damage on crit recently (4 s)
T4 → T7 (item level 19–76, weight 700): (20–28)% increased damage on crit recently (4 s)
T3 → T6 (item level 43–129, weight 400): (28–38)% increased damage on crit recently (4 s)
T2 → T5 (item level 77–∞, weight 180): (36–48)% increased damage on crit recently (4 s)
T1 → T4 (item level 130–∞, weight 60): (45–60)% increased damage on crit recently (4 s)
#% increased damage on hit with projectiles recently T5 → T8 (item level 1–42, weight 1000): (5–7)% increased damage on hit with projectiles recently
T4 → T7 (item level 19–76, weight 700): (8–11)% increased damage on hit with projectiles recently
T3 → T6 (item level 43–129, weight 400): (11–15)% increased damage on hit with projectiles recently
T2 → T5 (item level 77–∞, weight 180): (14.5–19.5)% increased damage on hit with projectiles recently
T1 → T4 (item level 130–∞, weight 60): (18–24)% increased damage on hit with projectiles recently
#% increased damage on parry recently T5 → T8 (item level 1–42, weight 1000): (15–21)% increased damage on parry recently
T4 → T7 (item level 19–76, weight 700): (24–33)% increased damage on parry recently
T3 → T6 (item level 43–129, weight 400): (34–46)% increased damage on parry recently
T2 → T5 (item level 77–∞, weight 180): (43–58)% increased damage on parry recently
T1 → T4 (item level 130–∞, weight 60): (54–72)% increased damage on parry recently
#% increased damage on parry recently (# s) T5 → T8 (item level 1–42, weight 1000): (15–21)% increased damage on parry recently (4 s)
T4 → T7 (item level 19–76, weight 700): (24–33)% increased damage on parry recently (4 s)
T3 → T6 (item level 43–129, weight 400): (34–46)% increased damage on parry recently (4 s)
T2 → T5 (item level 77–∞, weight 180): (43–58)% increased damage on parry recently (4 s)
T1 → T4 (item level 130–∞, weight 60): (54–72)% increased damage on parry recently (4 s)
#% increased damage on sprint recently T5 → T8 (item level 1–42, weight 1000): (10–14)% increased damage on sprint recently
T4 → T7 (item level 19–76, weight 700): (16–22)% increased damage on sprint recently
T3 → T6 (item level 43–129, weight 400): (22–30)% increased damage on sprint recently
T2 → T5 (item level 77–∞, weight 180): (29–39)% increased damage on sprint recently
T1 → T4 (item level 130–∞, weight 60): (36–48)% increased damage on sprint recently
#% increased damage per # points of comfort T3 → T6 (item level 1–96, weight 1000): (0.8–1)% increased damage per 10 points of comfort
T2 → T5 (item level 43–∞, weight 600): (1–1.3)% increased damage per 10 points of comfort
T1 → T4 (item level 97–∞, weight 250): (1.3–1.6)% increased damage per 10 points of comfort
#% increased damage per #% of missing health #% increased damage per # points of % of missing health → #% increased damage per #% of missing health
T3 → T6 (item level 1–96, weight 1000): (0.8–1)% increased damage per 10 points of % → 10% of missing health
T2 → T5 (item level 43–∞, weight 600): (1–1.3)% increased damage per 10 points of % → 10% of missing health
T1 → T4 (item level 97–∞, weight 250): (1.3–1.6)% increased damage per 10 points of % → 10% of missing health
T0 (item level 1–∞, weight 0): (1.8–2)% increased damage per 10 points of % → 10% of missing health
#% increased damage per #% of missing health #% increased damage per # points of % of missing health → #% increased damage per #% of missing health
T5 → T8 (item level 1–42, weight 1000): (0.8–1.1)% increased damage per 10 points of % → 10% of missing health
T4 → T7 (item level 19–76, weight 700): (1.4–1.8)% increased damage per 10 points of % → 10% of missing health
T3 → T6 (item level 43–129, weight 400): (1.9–2.5)% increased damage per 10 points of % → 10% of missing health
T2 → T5 (item level 77–∞, weight 180): (2.4–3.2)% increased damage per 10 points of % → 10% of missing health
T1 → T4 (item level 130–∞, weight 60): (3–4)% increased damage per 10 points of % → 10% of missing health
T0 (item level 1–∞, weight 0): (3.8–5.2)% increased damage per 10 points of % → 10% of missing health
#% increased damage per Combo hit T3 → T6 (item level 1–96, weight 1000): (0.8–1)% increased damage per Combo hit
T2 → T5 (item level 43–∞, weight 600): (1–1.3)% increased damage per Combo hit
T1 → T4 (item level 97–∞, weight 250): (1.3–1.6)% increased damage per Combo hit
#% increased damage per Combo hit T5 → T8 (item level 1–42, weight 1000): (1.7–2.3)% increased damage per Combo hit
T4 → T7 (item level 19–76, weight 700): (2.7–3.7)% increased damage per Combo hit
T3 → T6 (item level 43–129, weight 400): (3.7–5.1)% increased damage per Combo hit
T2 → T5 (item level 77–∞, weight 180): (4.8–6.4)% increased damage per Combo hit
T1 → T4 (item level 130–∞, weight 60): (6–8)% increased damage per Combo hit
#% increased damage per point of rested charge T3 → T6 (item level 1–96, weight 1000): (0.8–1)% increased damage per point of rested charge
T2 → T5 (item level 43–∞, weight 600): (1–1.3)% increased damage per point of rested charge
T1 → T4 (item level 97–∞, weight 250): (1.3–1.6)% increased damage per point of rested charge
#% increased damage per point of rested charge T5 → T8 (item level 1–42, weight 1000): (0.19–0.25)% increased damage per point of rested charge
T4 → T7 (item level 19–76, weight 700): (0.3–0.4)% increased damage per point of rested charge
T3 → T6 (item level 43–129, weight 400): (0.41–0.56)% increased damage per point of rested charge
T2 → T5 (item level 77–∞, weight 180): (0.52–0.71)% increased damage per point of rested charge
T1 → T4 (item level 130–∞, weight 60): (0.65–0.89)% increased damage per point of rested charge
#% increased damage while activated T5 → T8 (item level 1–42, weight 1000): (4–6)% increased damage while activated
T4 → T7 (item level 19–76, weight 700): (7–9)% increased damage while activated
T3 → T6 (item level 43–129, weight 400): (10–12)% increased damage while activated
T2 → T5 (item level 77–∞, weight 180): (13–15)% increased damage while activated
T1 → T4 (item level 130–∞, weight 60): (16–20)% increased damage while activated
#% increased damage while airborne #% increased damage airborne → #% increased damage while airborne
T3 → T6 (item level 1–96, weight 1000): (14 → 19–18 → 24)% increased damage while airborne
T2 → T5 (item level 43–∞, weight 600): (18 → 24–23 → 31)% increased damage while airborne
T1 → T4 (item level 97–∞, weight 250): (23 → 31–29 → 38)% increased damage while airborne
T0 (item level 1–∞, weight 0): (32 → 43–36 → 48)% increased damage while airborne
#% increased damage while airborne #% increased damage airborne → #% increased damage while airborne
T5 → T8 (item level 1–42, weight 1000): (15–21)% increased damage while airborne
T4 → T7 (item level 19–76, weight 700): (24–33)% increased damage while airborne
T3 → T6 (item level 43–129, weight 400): (34–46)% increased damage while airborne
T2 → T5 (item level 77–∞, weight 180): (43–58)% increased damage while airborne
T1 → T4 (item level 130–∞, weight 60): (54–72)% increased damage while airborne
T0 (item level 1–∞, weight 0): (69–93)% increased damage while airborne
#% increased damage while rested T3 → T6 (item level 1–96, weight 1000): (8 → 11–10 → 14)% increased damage while rested
T2 → T5 (item level 43–∞, weight 600): (10 → 14–14 → 18)% increased damage while rested
T1 → T4 (item level 97–∞, weight 250): (14 → 18–17 → 22)% increased damage while rested
T0 (item level 1–∞, weight 0): (19 → 25–21 → 28)% increased damage while rested
#% increased defensive accessory affix effect T3 → T6 (item level 1–96, weight 1000): (5–6)% increased defensive accessory affix effect
T2 → T5 (item level 43–∞, weight 600): (6–8)% increased defensive accessory affix effect
T1 → T4 (item level 97–∞, weight 250): (8–9.5)% increased defensive accessory affix effect
#% increased Dexterity ×3 T3 → T6 (item level 1–96, weight 1000): (3.2–4)% increased Dexterity
T2 → T5 (item level 43–∞, weight 600): (4–5.2)% increased Dexterity
T1 → T4 (item level 97–∞, weight 250): (5.2–6.4)% increased Dexterity
#% increased dodge speed ×3 T3 → T6 (item level 1–96, weight 1000): (10 → 4–12 → 5)% increased dodge speed
T2 → T5 (item level 43–∞, weight 600): (12 → 5–16 → 6.5)% increased dodge speed
T1 → T4 (item level 97–∞, weight 250): (16 → 6.5–19 → 8)% increased dodge speed
T0 (item level 1–∞, weight 0): (22 → 9–24 → 10)% increased dodge speed
#% increased dodge speed ×2 T5 → T8 (item level 1–42, weight 1000): (10–14)% increased dodge speed
T4 → T7 (item level 19–76, weight 700): (16–22)% increased dodge speed
T3 → T6 (item level 43–129, weight 400): (22–30)% increased dodge speed
T2 → T5 (item level 77–∞, weight 180): (29–39)% increased dodge speed
T1 → T4 (item level 130–∞, weight 60): (36–48)% increased dodge speed
#% increased dodge speed at low life ×2 T5 → T8 (item level 1–42, weight 1000): (20–28)% increased dodge speed at low life
T4 → T7 (item level 19–76, weight 700): (33–44)% increased dodge speed at low life
T3 → T6 (item level 43–129, weight 400): (45–61)% increased dodge speed at low life
T2 → T5 (item level 77–∞, weight 180): (57–77)% increased dodge speed at low life
T1 → T4 (item level 130–∞, weight 60): (71–97)% increased dodge speed at low life
#% increased draw and reload speed T5 → T8 (item level 1–42, weight 1000): (3.5–4.5)% increased draw and reload speed
T4 → T7 (item level 19–76, weight 700): (5.5–7.5)% increased draw and reload speed
T3 → T6 (item level 43–129, weight 400): (7.5–10)% increased draw and reload speed
T2 → T5 (item level 77–∞, weight 180): (9.5–13)% increased draw and reload speed
T1 → T4 (item level 130–∞, weight 60): (12–16)% increased draw and reload speed
#% increased draw and reload speed on crit recently T5 → T8 (item level 1–42, weight 1000): (8–12)% increased draw and reload speed on crit recently
T4 → T7 (item level 19–76, weight 700): (14–18)% increased draw and reload speed on crit recently
T3 → T6 (item level 43–129, weight 400): (19–25)% increased draw and reload speed on crit recently
T2 → T5 (item level 77–∞, weight 180): (24–32)% increased draw and reload speed on crit recently
T1 → T4 (item level 130–∞, weight 60): (30–40)% increased draw and reload speed on crit recently
#% increased draw and reload speed on dodge recently T5 → T8 (item level 1–42, weight 1000): (7–9)% increased draw and reload speed on dodge recently
T4 → T7 (item level 19–76, weight 700): (11–15)% increased draw and reload speed on dodge recently
T3 → T6 (item level 43–129, weight 400): (15–20)% increased draw and reload speed on dodge recently
T2 → T5 (item level 77–∞, weight 180): (19–26)% increased draw and reload speed on dodge recently
T1 → T4 (item level 130–∞, weight 60): (24–32)% increased draw and reload speed on dodge recently
#% increased drying speed ×2 T5 → T8 (item level 1–42, weight 1000): (5–7)% increased drying speed
T4 → T7 (item level 19–76, weight 700): (8–11)% increased drying speed
T3 → T6 (item level 43–129, weight 400): (11–15)% increased drying speed
T2 → T5 (item level 77–∞, weight 180): (14.5–19.5)% increased drying speed
T1 → T4 (item level 130–∞, weight 60): (18–24)% increased drying speed
#% increased dual-wielding attack speed ×2 T3 → T6 (item level 1–96, weight 1000): (1.6–2)% increased dual-wielding attack speed
T2 → T5 (item level 43–∞, weight 600): (2–2.6)% increased dual-wielding attack speed
T1 → T4 (item level 97–∞, weight 250): (2.6–3.2)% increased dual-wielding attack speed
#% increased dual-wielding damage ×2 T3 → T6 (item level 1–96, weight 1000): (5–6)% increased dual-wielding damage
T2 → T5 (item level 43–∞, weight 600): (6–8)% increased dual-wielding damage
T1 → T4 (item level 97–∞, weight 250): (8–9.5)% increased dual-wielding damage
#% increased durability of pieces you build T5 → T8 (item level 1–42, weight 1000): (5–9)% increased durability of pieces you build
T4 → T7 (item level 19–76, weight 700): (10–14)% increased durability of pieces you build
T3 → T6 (item level 43–129, weight 400): (15–19)% increased durability of pieces you build
T2 → T5 (item level 77–∞, weight 180): (20–24)% increased durability of pieces you build
T1 → T4 (item level 130–∞, weight 60): (25–30)% increased durability of pieces you build
#% increased duration of your own buffs T3 → T6 (item level 1–96, weight 1000): (5–6)% increased duration of your own buffs
T2 → T5 (item level 43–∞, weight 600): (6–8)% increased duration of your own buffs
T1 → T4 (item level 97–∞, weight 250): (8–9.5)% increased duration of your own buffs
#% increased duration of your own buffs ×2 T5 → T8 (item level 1–42, weight 1000): (5–7)% increased duration of your own buffs
T4 → T7 (item level 19–76, weight 700): (8–11)% increased duration of your own buffs
T3 → T6 (item level 43–129, weight 400): (11–15)% increased duration of your own buffs
T2 → T5 (item level 77–∞, weight 180): (14.5–19.5)% increased duration of your own buffs
T1 → T4 (item level 130–∞, weight 60): (18–24)% increased duration of your own buffs
#% increased duration of your own buffs at low life ×2 T5 → T8 (item level 1–42, weight 1000): (10–14)% increased duration of your own buffs at low life
T4 → T7 (item level 19–76, weight 700): (16–22)% increased duration of your own buffs at low life
T3 → T6 (item level 43–129, weight 400): (22–30)% increased duration of your own buffs at low life
T2 → T5 (item level 77–∞, weight 180): (29–39)% increased duration of your own buffs at low life
T1 → T4 (item level 130–∞, weight 60): (36–48)% increased duration of your own buffs at low life
#% increased duration of your own buffs while rested ×2 T5 → T8 (item level 1–42, weight 1000): (9–12)% increased duration of your own buffs while rested
T4 → T7 (item level 19–76, weight 700): (14–19)% increased duration of your own buffs while rested
T3 → T6 (item level 43–129, weight 400): (19–26)% increased duration of your own buffs while rested
T2 → T5 (item level 77–∞, weight 180): (25–33)% increased duration of your own buffs while rested
T1 → T4 (item level 130–∞, weight 60): (31–42)% increased duration of your own buffs while rested
#% increased effect duration T3 → T6 (item level 1–96, weight 1000): (6.5–8)% increased effect duration
T2 → T5 (item level 43–∞, weight 600): (8–10.5)% increased effect duration
T1 → T4 (item level 97–∞, weight 250): (10.5–13)% increased effect duration
#% increased effect duration for minions T5 → T8 (item level 1–42, weight 1000): (10–15)% increased effect duration for minions
T4 → T7 (item level 19–76, weight 700): (16–22)% increased effect duration for minions
T3 → T6 (item level 43–129, weight 400): (23–30)% increased effect duration for minions
T2 → T5 (item level 77–∞, weight 180): (31–40)% increased effect duration for minions
T1 → T4 (item level 130–∞, weight 60): (41–55)% increased effect duration for minions
#% increased eitr regeneration ×3 T3 → T6 (item level 1–96, weight 1000): (6.5–8)% increased eitr regeneration
T2 → T5 (item level 43–∞, weight 600): (8–10.5)% increased eitr regeneration
T1 → T4 (item level 97–∞, weight 250): (10.5–13)% increased eitr regeneration
#% increased eitr regeneration ×2 T5 → T8 (item level 1–42, weight 1000): (7–9)% increased eitr regeneration
T4 → T7 (item level 19–76, weight 700): (11–15)% increased eitr regeneration
T3 → T6 (item level 43–129, weight 400): (15–20)% increased eitr regeneration
T2 → T5 (item level 77–∞, weight 180): (19–26)% increased eitr regeneration
T1 → T4 (item level 130–∞, weight 60): (24–32)% increased eitr regeneration
#% increased eitr regeneration T5 → T8 (item level 1–42, weight 1000): (8–12)% increased eitr regeneration
T4 → T7 (item level 19–76, weight 700): (13–18)% increased eitr regeneration
T3 → T6 (item level 43–129, weight 400): (19–24)% increased eitr regeneration
T2 → T5 (item level 77–∞, weight 180): (25–30)% increased eitr regeneration
T1 → T4 (item level 130–∞, weight 60): (31–40)% increased eitr regeneration
#% increased eitr regeneration at full rune shield ×2 T5 → T8 (item level 1–42, weight 1000): (10–14)% increased eitr regeneration at full rune shield
T4 → T7 (item level 19–76, weight 700): (16–22)% increased eitr regeneration at full rune shield
T3 → T6 (item level 43–129, weight 400): (22–30)% increased eitr regeneration at full rune shield
T2 → T5 (item level 77–∞, weight 180): (29–39)% increased eitr regeneration at full rune shield
T1 → T4 (item level 130–∞, weight 60): (36–48)% increased eitr regeneration at full rune shield
#% increased eitr regeneration at low eitr ×2 T5 → T8 (item level 1–42, weight 1000): (14–18)% increased eitr regeneration at low eitr
T4 → T7 (item level 19–76, weight 700): (22–29)% increased eitr regeneration at low eitr
T3 → T6 (item level 43–129, weight 400): (30–40)% increased eitr regeneration at low eitr
T2 → T5 (item level 77–∞, weight 180): (38–52)% increased eitr regeneration at low eitr
T1 → T4 (item level 130–∞, weight 60): (48–64)% increased eitr regeneration at low eitr
#% increased eitr regeneration at night ×2 T5 → T8 (item level 1–42, weight 1000): (14–18)% increased eitr regeneration at night
T4 → T7 (item level 19–76, weight 700): (22–29)% increased eitr regeneration at night
T3 → T6 (item level 43–129, weight 400): (30–40)% increased eitr regeneration at night
T2 → T5 (item level 77–∞, weight 180): (38–52)% increased eitr regeneration at night
T1 → T4 (item level 130–∞, weight 60): (48–64)% increased eitr regeneration at night
#% increased eitr regeneration on ignite recently ×2 T5 → T8 (item level 1–42, weight 1000): (20–28)% increased eitr regeneration on ignite recently
T4 → T7 (item level 19–76, weight 700): (33–44)% increased eitr regeneration on ignite recently
T3 → T6 (item level 43–129, weight 400): (45–61)% increased eitr regeneration on ignite recently
T2 → T5 (item level 77–∞, weight 180): (57–77)% increased eitr regeneration on ignite recently
T1 → T4 (item level 130–∞, weight 60): (71–97)% increased eitr regeneration on ignite recently
#% increased eitr regeneration per point of rested charge ×2 T5 → T8 (item level 1–42, weight 1000): (0.14–0.18)% increased eitr regeneration per point of rested charge
T4 → T7 (item level 19–76, weight 700): (0.22–0.29)% increased eitr regeneration per point of rested charge
T3 → T6 (item level 43–129, weight 400): (0.3–0.4)% increased eitr regeneration per point of rested charge
T2 → T5 (item level 77–∞, weight 180): (0.38–0.52)% increased eitr regeneration per point of rested charge
T1 → T4 (item level 130–∞, weight 60): (0.48–0.64)% increased eitr regeneration per point of rested charge
#% increased eitr regeneration while airborne #% increased eitr regeneration airborne → #% increased eitr regeneration while airborne
T3 → T6 (item level 1–96, weight 1000): (19–24)% increased eitr regeneration while airborne
T2 → T5 (item level 43–∞, weight 600): (24–31)% increased eitr regeneration while airborne
T1 → T4 (item level 97–∞, weight 250): (31–38)% increased eitr regeneration while airborne
T0 (item level 1–∞, weight 0): (43–48)% increased eitr regeneration while airborne
#% increased eitr regeneration while on Burning Ground T5 → T8 (item level 1–42, weight 1000): (3–5)% increased eitr regeneration while on Burning Ground
T4 → T7 (item level 19–76, weight 700): (6–8)% increased eitr regeneration while on Burning Ground
T3 → T6 (item level 43–129, weight 400): (9–12)% increased eitr regeneration while on Burning Ground
T2 → T5 (item level 77–∞, weight 180): (13–16)% increased eitr regeneration while on Burning Ground
T1 → T4 (item level 130–∞, weight 60): (17–22)% increased eitr regeneration while on Burning Ground
#% increased eitr regeneration while standing still ×2 T5 → T8 (item level 1–42, weight 1000): (10–14)% increased eitr regeneration while standing still
T4 → T7 (item level 19–76, weight 700): (16–22)% increased eitr regeneration while standing still
T3 → T6 (item level 43–129, weight 400): (22–30)% increased eitr regeneration while standing still
T2 → T5 (item level 77–∞, weight 180): (29–39)% increased eitr regeneration while standing still
T1 → T4 (item level 130–∞, weight 60): (36–48)% increased eitr regeneration while standing still
#% increased eitr regeneration while wet ×2 T3 → T6 (item level 1–96, weight 1000): (10–12)% increased eitr regeneration while wet
T2 → T5 (item level 43–∞, weight 600): (12–16)% increased eitr regeneration while wet
T1 → T4 (item level 97–∞, weight 250): (16–19)% increased eitr regeneration while wet
#% increased elemental damage T5 → T8 (item level 1–42, weight 1000): (5–7)% increased elemental damage
T4 → T7 (item level 19–76, weight 700): (8–11)% increased elemental damage
T3 → T6 (item level 43–129, weight 400): (11–15)% increased elemental damage
T2 → T5 (item level 77–∞, weight 180): (14.5–19.5)% increased elemental damage
T1 → T4 (item level 130–∞, weight 60): (18–24)% increased elemental damage
#% increased elemental damage per # points of "Intelligence" T5 → T8 (item level 1–42, weight 1000): (0.35–0.45)% increased elemental damage per 5 points of "Intelligence"
T4 → T7 (item level 19–76, weight 700): (0.55–0.75)% increased elemental damage per 5 points of "Intelligence"
T3 → T6 (item level 43–129, weight 400): (0.75–1)% increased elemental damage per 5 points of "Intelligence"
T2 → T5 (item level 77–∞, weight 180): (0.95–1.3)% increased elemental damage per 5 points of "Intelligence"
T1 → T4 (item level 130–∞, weight 60): (1.2–1.6)% increased elemental damage per 5 points of "Intelligence"
#% increased elemental staff critical strike chance T3 → T6 (item level 1–96, weight 1000): (10–12)% increased elemental staff critical strike chance
T2 → T5 (item level 43–∞, weight 600): (12–16)% increased elemental staff critical strike chance
T1 → T4 (item level 97–∞, weight 250): (16–19)% increased elemental staff critical strike chance
#% increased elemental staff damage T3 → T6 (item level 1–96, weight 1000): (6.5–8)% increased elemental staff damage
T2 → T5 (item level 43–∞, weight 600): (8–10.5)% increased elemental staff damage
T1 → T4 (item level 97–∞, weight 250): (10.5–13)% increased elemental staff damage
#% increased evasion rating ×3 T3 → T6 (item level 1–96, weight 1000): (2.4–3)% increased evasion rating
T2 → T5 (item level 43–∞, weight 600): (3–3.9)% increased evasion rating
T1 → T4 (item level 97–∞, weight 250): (3.9–4.8)% increased evasion rating
#% increased evasion rating ×2 T5 → T8 (item level 1–42, weight 1000): (3.4–4.6)% increased evasion rating
T4 → T7 (item level 19–76, weight 700): (5.4–7.4)% increased evasion rating
T3 → T6 (item level 43–129, weight 400): (7.4–10.2)% increased evasion rating
T2 → T5 (item level 77–∞, weight 180): (9.6–12.8)% increased evasion rating
T1 → T4 (item level 130–∞, weight 60): (12–16)% increased evasion rating
#% increased evasion rating at low stamina T3 → T6 (item level 1–96, weight 1000): (4.875 → 5–6)% increased evasion rating at low stamina
T2 → T5 (item level 43–∞, weight 600): (6–7.875 → 8)% increased evasion rating at low stamina
T1 → T4 (item level 97–∞, weight 250): (7.875 → 8–9.75 → 9.5)% increased evasion rating at low stamina
T0 (item level 1–∞, weight 0): (10.875 → 11–12)% increased evasion rating at low stamina
#% increased evasion rating at low stamina ×2 T5 → T8 (item level 1–42, weight 1000): (7–9)% increased evasion rating at low stamina
T4 → T7 (item level 19–76, weight 700): (11–15)% increased evasion rating at low stamina
T3 → T6 (item level 43–129, weight 400): (15–20)% increased evasion rating at low stamina
T2 → T5 (item level 77–∞, weight 180): (19–26)% increased evasion rating at low stamina
T1 → T4 (item level 130–∞, weight 60): (24–32)% increased evasion rating at low stamina
#% increased evasion rating at low stamina ×2 T5 → T8 (item level 1–42, weight 1000): (5.25–6.75)% increased evasion rating at low stamina
T4 → T7 (item level 19–76, weight 700): (8.25–11.25)% increased evasion rating at low stamina
T3 → T6 (item level 43–129, weight 400): (11.25–15)% increased evasion rating at low stamina
T2 → T5 (item level 77–∞, weight 180): (14.25–19.5)% increased evasion rating at low stamina
T1 → T4 (item level 130–∞, weight 60): (18–24)% increased evasion rating at low stamina
#% increased evasion rating at night T3 → T6 (item level 1–96, weight 1000): (4.875 → 5–6)% increased evasion rating at night
T2 → T5 (item level 43–∞, weight 600): (6–7.875 → 8)% increased evasion rating at night
T1 → T4 (item level 97–∞, weight 250): (7.875 → 8–9.75 → 9.5)% increased evasion rating at night
T0 (item level 1–∞, weight 0): (10.875 → 11–12)% increased evasion rating at night
#% increased evasion rating from equipped body armour T3 → T6 (item level 1–96, weight 1000): (7.5 → 7–9)% increased evasion rating from equipped body armour
T2 → T5 (item level 43–∞, weight 600): (9–12 → 11.5)% increased evasion rating from equipped body armour
T1 → T4 (item level 97–∞, weight 250): (12 → 11.5–14.25 → 14.5)% increased evasion rating from equipped body armour
T0 (item level 1–∞, weight 0): (16.5 → 16–18)% increased evasion rating from equipped body armour
#% increased evasion rating per # points of comfort ×2 T3 → T6 (item level 1–96, weight 1000): (0.6–0.75)% increased evasion rating per 10 points of comfort
T2 → T5 (item level 43–∞, weight 600): (0.75–0.975 → 1)% increased evasion rating per 10 points of comfort
T1 → T4 (item level 97–∞, weight 250): (0.975 → 1–1.2)% increased evasion rating per 10 points of comfort
#% increased evasion rating while moving ×2 T3 → T6 (item level 1–96, weight 1000): (3–3.75 → 3.8)% increased evasion rating while moving
T2 → T5 (item level 43–∞, weight 600): (3.75 → 3.8–4.875 → 4.9)% increased evasion rating while moving
T1 → T4 (item level 97–∞, weight 250): (4.875 → 4.9–6)% increased evasion rating while moving
T0 (item level 1–∞, weight 0): (6.75 → 6.8–7.5)% increased evasion rating while moving
#% increased evasion rating while moving ×2 T5 → T8 (item level 1–42, weight 1000): (4–5.6)% increased evasion rating while moving
T4 → T7 (item level 19–76, weight 700): (6.6–8.8)% increased evasion rating while moving
T3 → T6 (item level 43–129, weight 400): (9–12.2)% increased evasion rating while moving
T2 → T5 (item level 77–∞, weight 180): (11.4–15.4)% increased evasion rating while moving
T1 → T4 (item level 130–∞, weight 60): (14.2–19.4)% increased evasion rating while moving
#% increased evasion rating while moving ×2 T5 → T8 (item level 1–42, weight 1000): (3–4.5)% increased evasion rating while moving
T4 → T7 (item level 19–76, weight 700): (5.25–6.75)% increased evasion rating while moving
T3 → T6 (item level 43–129, weight 400): (7.125–9.375)% increased evasion rating while moving
T2 → T5 (item level 77–∞, weight 180): (9–12)% increased evasion rating while moving
T1 → T4 (item level 130–∞, weight 60): (11.25–15)% increased evasion rating while moving
#% increased evasion rating while sneaking ×2 T5 → T8 (item level 1–42, weight 1000): (4.125–5.625)% increased evasion rating while sneaking
T4 → T7 (item level 19–76, weight 700): (6.75–9)% increased evasion rating while sneaking
T3 → T6 (item level 43–129, weight 400): (9–12)% increased evasion rating while sneaking
T2 → T5 (item level 77–∞, weight 180): (11.25–15.75)% increased evasion rating while sneaking
T1 → T4 (item level 130–∞, weight 60): (14.25–19.5)% increased evasion rating while sneaking
#% increased evasion rating while sneaking ×2 T5 → T8 (item level 1–42, weight 1000): (5.4–7.4)% increased evasion rating while sneaking
T4 → T7 (item level 19–76, weight 700): (8.8–11.8)% increased evasion rating while sneaking
T3 → T6 (item level 43–129, weight 400): (12–16.2)% increased evasion rating while sneaking
T2 → T5 (item level 77–∞, weight 180): (15.2–20.6)% increased evasion rating while sneaking
T1 → T4 (item level 130–∞, weight 60): (19–25.8)% increased evasion rating while sneaking
#% increased experience gained T3 → T6 (item level 1–96, weight 1000): (3.2–4)% increased experience gained
T2 → T5 (item level 43–∞, weight 600): (4–5.2)% increased experience gained
T1 → T4 (item level 97–∞, weight 250): (5.2–6.4)% increased experience gained
#% increased experience gained ×2 T5 → T8 (item level 1–42, weight 1000): (3.5–4.5)% increased experience gained
T4 → T7 (item level 19–76, weight 700): (5.5–7.5)% increased experience gained
T3 → T6 (item level 43–129, weight 400): (7.5–10)% increased experience gained
T2 → T5 (item level 77–∞, weight 180): (9.5–13)% increased experience gained
T1 → T4 (item level 130–∞, weight 60): (12–16)% increased experience gained
#% increased experience gained at night ×2 T5 → T8 (item level 1–42, weight 1000): (7–9)% increased experience gained at night
T4 → T7 (item level 19–76, weight 700): (11–15)% increased experience gained at night
T3 → T6 (item level 43–129, weight 400): (15–20)% increased experience gained at night
T2 → T5 (item level 77–∞, weight 180): (19–26)% increased experience gained at night
T1 → T4 (item level 130–∞, weight 60): (24–32)% increased experience gained at night
#% increased experience gained while rested ×2 T5 → T8 (item level 1–42, weight 1000): (6–8)% increased experience gained while rested
T4 → T7 (item level 19–76, weight 700): (10–13)% increased experience gained while rested
T3 → T6 (item level 43–129, weight 400): (13–18)% increased experience gained while rested
T2 → T5 (item level 77–∞, weight 180): (17–23)% increased experience gained while rested
T1 → T4 (item level 130–∞, weight 60): (21–29)% increased experience gained while rested
#% increased fire damage T3 → T6 (item level 1–96, weight 1000): (5–6)% increased fire damage
T2 → T5 (item level 43–∞, weight 600): (6–8)% increased fire damage
T1 → T4 (item level 97–∞, weight 250): (8–9.5)% increased fire damage
#% increased fire damage T5 → T8 (item level 1–42, weight 1000): (5–7)% increased fire damage
T4 → T7 (item level 19–76, weight 700): (8–11)% increased fire damage
T3 → T6 (item level 43–129, weight 400): (12–15)% increased fire damage
T2 → T5 (item level 77–∞, weight 180): (16–20)% increased fire damage
T1 → T4 (item level 130–∞, weight 60): (21–25)% increased fire damage
#% increased fire damage T5 → T8 (item level 1–42, weight 1000): (5–7)% increased fire damage
T4 → T7 (item level 19–76, weight 700): (8–11)% increased fire damage
T3 → T6 (item level 43–129, weight 400): (11–15)% increased fire damage
T2 → T5 (item level 77–∞, weight 180): (14.5–19.5)% increased fire damage
T1 → T4 (item level 130–∞, weight 60): (18–24)% increased fire damage
#% increased fire damage T5 → T8 (item level 1–42, weight 1000): (8–12)% increased fire damage
T4 → T7 (item level 19–76, weight 700): (13–18)% increased fire damage
T3 → T6 (item level 43–129, weight 400): (19–25)% increased fire damage
T2 → T5 (item level 77–∞, weight 180): (26–33)% increased fire damage
T1 → T4 (item level 130–∞, weight 60): (34–42)% increased fire damage
#% increased fist attack speed T3 → T6 (item level 1–96, weight 1000): (1.6–2)% increased fist attack speed
T2 → T5 (item level 43–∞, weight 600): (2–2.6)% increased fist attack speed
T1 → T4 (item level 97–∞, weight 250): (2.6–3.2)% increased fist attack speed
#% increased fist critical strike chance T3 → T6 (item level 1–96, weight 1000): (10–12)% increased fist critical strike chance
T2 → T5 (item level 43–∞, weight 600): (12–16)% increased fist critical strike chance
T1 → T4 (item level 97–∞, weight 250): (16–19)% increased fist critical strike chance
#% increased fist damage T3 → T6 (item level 1–96, weight 1000): (6.5–8)% increased fist damage
T2 → T5 (item level 43–∞, weight 600): (8–10.5)% increased fist damage
T1 → T4 (item level 97–∞, weight 250): (10.5–13)% increased fist damage
#% increased food duration T3 → T6 (item level 1–96, weight 1000): (5–6)% increased food duration
T2 → T5 (item level 43–∞, weight 600): (6–8)% increased food duration
T1 → T4 (item level 97–∞, weight 250): (8–9.5)% increased food duration
#% increased food nourishment T5 → T8 (item level 1–42, weight 1000): (4–6)% increased food nourishment
T4 → T7 (item level 19–76, weight 700): (7–9)% increased food nourishment
T3 → T6 (item level 43–129, weight 400): (10–12)% increased food nourishment
T2 → T5 (item level 77–∞, weight 180): (13–16)% increased food nourishment
T1 → T4 (item level 130–∞, weight 60): (17–20)% increased food nourishment
#% increased food nourishment eitr T3 → T6 (item level 1–96, weight 1000): (6.5–8)% increased food nourishment eitr
T2 → T5 (item level 43–∞, weight 600): (8–10.5)% increased food nourishment eitr
T1 → T4 (item level 97–∞, weight 250): (10.5–13)% increased food nourishment eitr
#% increased food nourishment health ×2 T3 → T6 (item level 1–96, weight 1000): (6.5–8)% increased food nourishment health
T2 → T5 (item level 43–∞, weight 600): (8–10.5)% increased food nourishment health
T1 → T4 (item level 97–∞, weight 250): (10.5–13)% increased food nourishment health
#% increased food nourishment stamina ×2 T3 → T6 (item level 1–96, weight 1000): (6.5–8)% increased food nourishment stamina
T2 → T5 (item level 43–∞, weight 600): (8–10.5)% increased food nourishment stamina
T1 → T4 (item level 97–∞, weight 250): (10.5–13)% increased food nourishment stamina
#% increased frost damage T3 → T6 (item level 1–96, weight 1000): (5–6)% increased frost damage
T2 → T5 (item level 43–∞, weight 600): (6–8)% increased frost damage
T1 → T4 (item level 97–∞, weight 250): (8–9.5)% increased frost damage
#% increased frost damage T5 → T8 (item level 1–42, weight 1000): (5–7)% increased frost damage
T4 → T7 (item level 19–76, weight 700): (8–11)% increased frost damage
T3 → T6 (item level 43–129, weight 400): (12–15)% increased frost damage
T2 → T5 (item level 77–∞, weight 180): (16–20)% increased frost damage
T1 → T4 (item level 130–∞, weight 60): (21–25)% increased frost damage
#% increased frost damage T5 → T8 (item level 1–42, weight 1000): (5–7)% increased frost damage
T4 → T7 (item level 19–76, weight 700): (8–11)% increased frost damage
T3 → T6 (item level 43–129, weight 400): (11–15)% increased frost damage
T2 → T5 (item level 77–∞, weight 180): (14.5–19.5)% increased frost damage
T1 → T4 (item level 130–∞, weight 60): (18–24)% increased frost damage
#% increased frost damage T5 → T8 (item level 1–42, weight 1000): (8–12)% increased frost damage
T4 → T7 (item level 19–76, weight 700): (13–18)% increased frost damage
T3 → T6 (item level 43–129, weight 400): (19–25)% increased frost damage
T2 → T5 (item level 77–∞, weight 180): (26–33)% increased frost damage
T1 → T4 (item level 130–∞, weight 60): (34–42)% increased frost damage
#% increased ground area of effect T5 → T8 (item level 1–42, weight 1000): (4–6)% increased ground area of effect
T4 → T7 (item level 19–76, weight 700): (7–10)% increased ground area of effect
T3 → T6 (item level 43–129, weight 400): (11–14)% increased ground area of effect
T2 → T5 (item level 77–∞, weight 180): (15–19)% increased ground area of effect
T1 → T4 (item level 130–∞, weight 60): (20–25)% increased ground area of effect
#% increased ground area of effect T5 → T8 (item level 1–42, weight 1000): (2–3)% increased ground area of effect
T4 → T7 (item level 19–76, weight 700): (4–5)% increased ground area of effect
T3 → T6 (item level 43–129, weight 400): (6–7)% increased ground area of effect
T2 → T5 (item level 77–∞, weight 180): (8–9)% increased ground area of effect
T1 → T4 (item level 130–∞, weight 60): (10–12)% increased ground area of effect
#% increased ground build-up T5 → T8 (item level 1–42, weight 1000): (8–12)% increased ground build-up
T4 → T7 (item level 19–76, weight 700): (13–19)% increased ground build-up
T3 → T6 (item level 43–129, weight 400): (20–28)% increased ground build-up
T2 → T5 (item level 77–∞, weight 180): (29–38)% increased ground build-up
T1 → T4 (item level 130–∞, weight 60): (39–50)% increased ground build-up
#% increased ground damage T5 → T8 (item level 1–42, weight 1000): (8–12)% increased ground damage
T4 → T7 (item level 19–76, weight 700): (13–19)% increased ground damage
T3 → T6 (item level 43–129, weight 400): (20–28)% increased ground damage
T2 → T5 (item level 77–∞, weight 180): (29–38)% increased ground damage
T1 → T4 (item level 130–∞, weight 60): (39–50)% increased ground damage
#% increased ground effect duration T5 → T8 (item level 1–42, weight 1000): (6–10)% increased ground effect duration
T4 → T7 (item level 19–76, weight 700): (11–15)% increased ground effect duration
T3 → T6 (item level 43–129, weight 400): (16–21)% increased ground effect duration
T2 → T5 (item level 77–∞, weight 180): (22–28)% increased ground effect duration
T1 → T4 (item level 130–∞, weight 60): (29–36)% increased ground effect duration
#% increased healing area of effect T3 → T6 (item level 1–96, weight 1000): (3.2–4)% increased healing area of effect
T2 → T5 (item level 43–∞, weight 600): (4–5.2)% increased healing area of effect
T1 → T4 (item level 97–∞, weight 250): (5.2–6.4)% increased healing area of effect
#% increased health regeneration T5 → T8 (item level 1–42, weight 1000): (5–9)% increased health regeneration
T4 → T7 (item level 19–76, weight 700): (10–14)% increased health regeneration
T3 → T6 (item level 43–129, weight 400): (15–19)% increased health regeneration
T2 → T5 (item level 77–∞, weight 180): (20–24)% increased health regeneration
T1 → T4 (item level 130–∞, weight 60): (25–30)% increased health regeneration
#% increased health regeneration ×3 T3 → T6 (item level 1–96, weight 1000): (5–6)% increased health regeneration
T2 → T5 (item level 43–∞, weight 600): (6–8)% increased health regeneration
T1 → T4 (item level 97–∞, weight 250): (8–9.5)% increased health regeneration
#% increased health regeneration ×2 T5 → T8 (item level 1–42, weight 1000): (5–7)% increased health regeneration
T4 → T7 (item level 19–76, weight 700): (8–11)% increased health regeneration
T3 → T6 (item level 43–129, weight 400): (11–15)% increased health regeneration
T2 → T5 (item level 77–∞, weight 180): (14.5–19.5)% increased health regeneration
T1 → T4 (item level 130–∞, weight 60): (18–24)% increased health regeneration
#% increased health regeneration T5 → T8 (item level 1–42, weight 1000): (8–12)% increased health regeneration
T4 → T7 (item level 19–76, weight 700): (13–18)% increased health regeneration
T3 → T6 (item level 43–129, weight 400): (19–24)% increased health regeneration
T2 → T5 (item level 77–∞, weight 180): (25–30)% increased health regeneration
T1 → T4 (item level 130–∞, weight 60): (31–40)% increased health regeneration
#% increased health regeneration at full stamina ×2 T5 → T8 (item level 1–42, weight 1000): (8–11)% increased health regeneration at full stamina
T4 → T7 (item level 19–76, weight 700): (13–17)% increased health regeneration at full stamina
T3 → T6 (item level 43–129, weight 400): (17–23)% increased health regeneration at full stamina
T2 → T5 (item level 77–∞, weight 180): (22–30)% increased health regeneration at full stamina
T1 → T4 (item level 130–∞, weight 60): (27–37)% increased health regeneration at full stamina
#% increased health regeneration at low life ×2 T5 → T8 (item level 1–42, weight 1000): (10–14)% increased health regeneration at low life
T4 → T7 (item level 19–76, weight 700): (16–22)% increased health regeneration at low life
T3 → T6 (item level 43–129, weight 400): (22–30)% increased health regeneration at low life
T2 → T5 (item level 77–∞, weight 180): (29–39)% increased health regeneration at low life
T1 → T4 (item level 130–∞, weight 60): (36–48)% increased health regeneration at low life
#% increased health regeneration at night ×4 T5 → T8 (item level 1–42, weight 1000): (10–14)% increased health regeneration at night
T4 → T7 (item level 19–76, weight 700): (16–22)% increased health regeneration at night
T3 → T6 (item level 43–129, weight 400): (22–30)% increased health regeneration at night
T2 → T5 (item level 77–∞, weight 180): (29–39)% increased health regeneration at night
T1 → T4 (item level 130–∞, weight 60): (36–48)% increased health regeneration at night
#% increased health regeneration out of combat ×2 T5 → T8 (item level 1–42, weight 1000): (5–7)% increased health regeneration out of combat
T4 → T7 (item level 19–76, weight 700): (8–11)% increased health regeneration out of combat
T3 → T6 (item level 43–129, weight 400): (11–15)% increased health regeneration out of combat
T2 → T5 (item level 77–∞, weight 180): (14.5–19.5)% increased health regeneration out of combat
T1 → T4 (item level 130–∞, weight 60): (18–24)% increased health regeneration out of combat
#% increased health regeneration per # points of comfort ×3 T3 → T6 (item level 1–96, weight 1000): (0.8–1)% increased health regeneration per 10 points of comfort
T2 → T5 (item level 43–∞, weight 600): (1–1.3)% increased health regeneration per 10 points of comfort
T1 → T4 (item level 97–∞, weight 250): (1.3–1.6)% increased health regeneration per 10 points of comfort
#% increased health regeneration per point of rested charge ×2 T5 → T8 (item level 1–42, weight 1000): (0.27–0.37)% increased health regeneration per point of rested charge
T4 → T7 (item level 19–76, weight 700): (0.44–0.59)% increased health regeneration per point of rested charge
T3 → T6 (item level 43–129, weight 400): (0.6–0.81)% increased health regeneration per point of rested charge
T2 → T5 (item level 77–∞, weight 180): (0.76–1.03)% increased health regeneration per point of rested charge
T1 → T4 (item level 130–∞, weight 60): (0.95–1.29)% increased health regeneration per point of rested charge
#% increased health regeneration while standing still ×2 T5 → T8 (item level 1–42, weight 1000): (8–11)% increased health regeneration while standing still
T4 → T7 (item level 19–76, weight 700): (13–17)% increased health regeneration while standing still
T3 → T6 (item level 43–129, weight 400): (17–23)% increased health regeneration while standing still
T2 → T5 (item level 77–∞, weight 180): (22–30)% increased health regeneration while standing still
T1 → T4 (item level 130–∞, weight 60): (27–37)% increased health regeneration while standing still
#% increased immobilize duration T3 → T6 (item level 1–96, weight 1000): (5–6)% increased immobilize duration
T2 → T5 (item level 43–∞, weight 600): (6–8)% increased immobilize duration
T1 → T4 (item level 97–∞, weight 250): (8–9.5)% increased immobilize duration
#% increased impale build-up T3 → T6 (item level 1–96, weight 1000): (13–16)% increased impale build-up
T2 → T5 (item level 43–∞, weight 600): (16–21)% increased impale build-up
T1 → T4 (item level 97–∞, weight 250): (21–26)% increased impale build-up
#% increased impale build-up T5 → T8 (item level 1–42, weight 1000): (14–18)% increased impale build-up
T4 → T7 (item level 19–76, weight 700): (22–29)% increased impale build-up
T3 → T6 (item level 43–129, weight 400): (30–40)% increased impale build-up
T2 → T5 (item level 77–∞, weight 180): (38–52)% increased impale build-up
T1 → T4 (item level 130–∞, weight 60): (48–64)% increased impale build-up
#% increased impale build-up while airborne #% increased impale build-up airborne → #% increased impale build-up while airborne
T5 → T8 (item level 1–42, weight 1000): (41–55)% increased impale build-up while airborne
T4 → T7 (item level 19–76, weight 700): (65–88)% increased impale build-up while airborne
T3 → T6 (item level 43–129, weight 400): (90–121)% increased impale build-up while airborne
T2 → T5 (item level 77–∞, weight 180): (114–155)% increased impale build-up while airborne
T1 → T4 (item level 130–∞, weight 60): (143–193)% increased impale build-up while airborne
T0 (item level 1–∞, weight 0): (184–248)% increased impale build-up while airborne
#% increased impale build-up with spears T3 → T6 (item level 1–96, weight 1000): (13–16)% increased impale build-up with spears
T2 → T5 (item level 43–∞, weight 600): (16–21)% increased impale build-up with spears
T1 → T4 (item level 97–∞, weight 250): (21–26)% increased impale build-up with spears
#% increased impale build-up with thorns T3 → T6 (item level 1–96, weight 1000): (13–16)% increased impale build-up with thorns
T2 → T5 (item level 43–∞, weight 600): (16–21)% increased impale build-up with thorns
T1 → T4 (item level 97–∞, weight 250): (21–26)% increased impale build-up with thorns
#% increased impale build-up with thorns T5 → T8 (item level 1–42, weight 1000): (14–18)% increased impale build-up with thorns
T4 → T7 (item level 19–76, weight 700): (22–29)% increased impale build-up with thorns
T3 → T6 (item level 43–129, weight 400): (30–40)% increased impale build-up with thorns
T2 → T5 (item level 77–∞, weight 180): (38–52)% increased impale build-up with thorns
T1 → T4 (item level 130–∞, weight 60): (48–64)% increased impale build-up with thorns
#% increased impale damage T3 → T6 (item level 1–96, weight 1000): (6.5–8)% increased impale damage
T2 → T5 (item level 43–∞, weight 600): (8–10.5)% increased impale damage
T1 → T4 (item level 97–∞, weight 250): (10.5–13)% increased impale damage
#% increased impale damage T5 → T8 (item level 1–42, weight 1000): (7–9)% increased impale damage
T4 → T7 (item level 19–76, weight 700): (11–15)% increased impale damage
T3 → T6 (item level 43–129, weight 400): (15–20)% increased impale damage
T2 → T5 (item level 77–∞, weight 180): (19–26)% increased impale damage
T1 → T4 (item level 130–∞, weight 60): (24–32)% increased impale damage
#% increased impale damage with spears T3 → T6 (item level 1–96, weight 1000): (3.2–4)% increased impale damage with spears
T2 → T5 (item level 43–∞, weight 600): (4–5.2)% increased impale damage with spears
T1 → T4 (item level 97–∞, weight 250): (5.2–6.4)% increased impale damage with spears
#% increased impale duration T3 → T6 (item level 1–96, weight 1000): (3.2–4)% increased impale duration
T2 → T5 (item level 43–∞, weight 600): (4–5.2)% increased impale duration
T1 → T4 (item level 97–∞, weight 250): (5.2–6.4)% increased impale duration
#% increased impale duration T5 → T8 (item level 1–42, weight 1000): (3.5–4.5)% increased impale duration
T4 → T7 (item level 19–76, weight 700): (5.5–7.5)% increased impale duration
T3 → T6 (item level 43–129, weight 400): (7.5–10)% increased impale duration
T2 → T5 (item level 77–∞, weight 180): (9.5–13)% increased impale duration
T1 → T4 (item level 130–∞, weight 60): (12–16)% increased impale duration
#% increased infusion effect #% increased potency for infusion → #% increased infusion effect
T5 → T8 (item level 1–42, weight 1000): (6–9)% increased potency → infusion for infusion → effect
T4 → T7 (item level 19–76, weight 700): (10–14)% increased potency → infusion for infusion → effect
T3 → T6 (item level 43–129, weight 400): (15–20)% increased potency → infusion for infusion → effect
T2 → T5 (item level 77–∞, weight 180): (21–27)% increased potency → infusion for infusion → effect
T1 → T4 (item level 130–∞, weight 60): (28–35)% increased potency → infusion for infusion → effect
#% increased infusion effect #% increased potency for infusion → #% increased infusion effect
T5 → T8 (item level 1–42, weight 1000): (2–4)% increased potency → infusion for infusion → effect
T4 → T7 (item level 19–76, weight 700): (5–7)% increased potency → infusion for infusion → effect
T3 → T6 (item level 43–129, weight 400): (8–10)% increased potency → infusion for infusion → effect
T2 → T5 (item level 77–∞, weight 180): (11–13)% increased potency → infusion for infusion → effect
T1 → T4 (item level 130–∞, weight 60): (14–17)% increased potency → infusion for infusion → effect
#% increased infusion effect #% increased potency for infusion → #% increased infusion effect
T5 → T8 (item level 1–42, weight 1000): (3–5)% increased potency → infusion for infusion → effect
T4 → T7 (item level 19–76, weight 700): (6–8)% increased potency → infusion for infusion → effect
T3 → T6 (item level 43–129, weight 400): (9–12)% increased potency → infusion for infusion → effect
T2 → T5 (item level 77–∞, weight 180): (13–16)% increased potency → infusion for infusion → effect
T1 → T4 (item level 130–∞, weight 60): (17–21)% increased potency → infusion for infusion → effect
#% increased Intelligence ×3 T3 → T6 (item level 1–96, weight 1000): (3.2–4)% increased Intelligence
T2 → T5 (item level 43–∞, weight 600): (4–5.2)% increased Intelligence
T1 → T4 (item level 97–∞, weight 250): (5.2–6.4)% increased Intelligence
#% increased item armour T5 → T8 (item level 1–42, weight 1000): (10–19)% increased item armour
T4 → T7 (item level 19–76, weight 700): (20–29)% increased item armour
T3 → T6 (item level 43–129, weight 400): (30–44)% increased item armour
T2 → T5 (item level 77–∞, weight 180): (45–59)% increased item armour
T1 → T4 (item level 130–∞, weight 60): (60–80)% increased item armour
T0 (item level 1–∞, weight 0): (92–104)% increased item armour
#% increased item attack speed T5 → T8 (item level 1–42, weight 1000): (3–5)% increased item attack speed
T4 → T7 (item level 19–76, weight 700): (6–8)% increased item attack speed
T3 → T6 (item level 43–129, weight 400): (9–11)% increased item attack speed
T2 → T5 (item level 77–∞, weight 180): (12–14)% increased item attack speed
T1 → T4 (item level 130–∞, weight 60): (15–18)% increased item attack speed
T0 (item level 1–∞, weight 0): (21–23)% increased item attack speed
#% increased item block power T5 → T8 (item level 1–42, weight 1000): (8–14)% increased item block power
T4 → T7 (item level 19–76, weight 700): (15–22)% increased item block power
T3 → T6 (item level 43–129, weight 400): (23–30)% increased item block power
T2 → T5 (item level 77–∞, weight 180): (31–40)% increased item block power
T1 → T4 (item level 130–∞, weight 60): (41–50)% increased item block power
#% increased item critical strike chance T5 → T8 (item level 1–42, weight 1000): (10–19)% increased item critical strike chance
T4 → T7 (item level 19–76, weight 700): (20–29)% increased item critical strike chance
T3 → T6 (item level 43–129, weight 400): (30–39)% increased item critical strike chance
T2 → T5 (item level 77–∞, weight 180): (40–49)% increased item critical strike chance
T1 → T4 (item level 130–∞, weight 60): (50–60)% increased item critical strike chance
#% increased item damage T5 → T8 (item level 1–42, weight 1000): (6–10)% increased item damage
T4 → T7 (item level 19–76, weight 700): (11–16)% increased item damage
T3 → T6 (item level 43–129, weight 400): (17–23)% increased item damage
T2 → T5 (item level 77–∞, weight 180): (24–30)% increased item damage
T1 → T4 (item level 130–∞, weight 60): (31–40)% increased item damage
T0 (item level 1–∞, weight 0): (46–52)% increased item damage
#% increased item evasion rating T5 → T8 (item level 1–42, weight 1000): (7.5–14.25)% increased item evasion rating
T4 → T7 (item level 19–76, weight 700): (15–21.75)% increased item evasion rating
T3 → T6 (item level 43–129, weight 400): (22.5–33)% increased item evasion rating
T2 → T5 (item level 77–∞, weight 180): (33.75–44.25)% increased item evasion rating
T1 → T4 (item level 130–∞, weight 60): (45–60)% increased item evasion rating
T0 (item level 1–∞, weight 0): (69–78)% increased item evasion rating
#% increased item pickup radius while holding this tool T5 → T8 (item level 1–42, weight 1000): (10–19)% increased item pickup radius while holding this tool
T4 → T7 (item level 19–76, weight 700): (20–29)% increased item pickup radius while holding this tool
T3 → T6 (item level 43–129, weight 400): (30–39)% increased item pickup radius while holding this tool
T2 → T5 (item level 77–∞, weight 180): (40–49)% increased item pickup radius while holding this tool
T1 → T4 (item level 130–∞, weight 60): (50–60)% increased item pickup radius while holding this tool
#% increased item quantity T5 → T8 (item level 1–42, weight 1000): (2–3)% increased item quantity
T4 → T7 (item level 19–76, weight 700): (4–5)% increased item quantity
T3 → T6 (item level 43–129, weight 400): (6–7)% increased item quantity
T2 → T5 (item level 77–∞, weight 180): (8–9)% increased item quantity
T1 → T4 (item level 130–∞, weight 60): (10–12)% increased item quantity
#% increased item rune shield T5 → T8 (item level 1–42, weight 1000): (10–19)% increased item rune shield
T4 → T7 (item level 19–76, weight 700): (20–29)% increased item rune shield
T3 → T6 (item level 43–129, weight 400): (30–44)% increased item rune shield
T2 → T5 (item level 77–∞, weight 180): (45–59)% increased item rune shield
T1 → T4 (item level 130–∞, weight 60): (60–80)% increased item rune shield
#% increased jump distance T5 → T8 (item level 1–42, weight 1000): (5–8)% increased jump distance
T4 → T7 (item level 19–76, weight 700): (9–12)% increased jump distance
T3 → T6 (item level 43–129, weight 400): (13–16)% increased jump distance
T2 → T5 (item level 77–∞, weight 180): (17–21)% increased jump distance
T1 → T4 (item level 130–∞, weight 60): (22–28)% increased jump distance
#% increased jump distance ×2 T5 → T8 (item level 1–42, weight 1000): (1.7–2.3)% increased jump distance
T4 → T7 (item level 19–76, weight 700): (2.7–3.7)% increased jump distance
T3 → T6 (item level 43–129, weight 400): (3.7–5.1)% increased jump distance
T2 → T5 (item level 77–∞, weight 180): (4.8–6.4)% increased jump distance
T1 → T4 (item level 130–∞, weight 60): (6–8)% increased jump distance
#% increased jump distance T5 → T8 (item level 1–42, weight 1000): (6–10)% increased jump distance
T4 → T7 (item level 19–76, weight 700): (11–15)% increased jump distance
T3 → T6 (item level 43–129, weight 400): (16–20)% increased jump distance
T2 → T5 (item level 77–∞, weight 180): (21–26)% increased jump distance
T1 → T4 (item level 130–∞, weight 60): (27–35)% increased jump distance
#% increased jump height ×3 T3 → T6 (item level 1–96, weight 1000): (3.2–4)% increased jump height
T2 → T5 (item level 43–∞, weight 600): (4–5.2)% increased jump height
T1 → T4 (item level 97–∞, weight 250): (5.2–6.4)% increased jump height
#% increased jump height T5 → T8 (item level 1–42, weight 1000): (5–8)% increased jump height
T4 → T7 (item level 19–76, weight 700): (9–12)% increased jump height
T3 → T6 (item level 43–129, weight 400): (13–16)% increased jump height
T2 → T5 (item level 77–∞, weight 180): (17–21)% increased jump height
T1 → T4 (item level 130–∞, weight 60): (22–28)% increased jump height
#% increased jump height ×2 T5 → T8 (item level 1–42, weight 1000): (3.5–4.5)% increased jump height
T4 → T7 (item level 19–76, weight 700): (5.5–7.5)% increased jump height
T3 → T6 (item level 43–129, weight 400): (7.5–10)% increased jump height
T2 → T5 (item level 77–∞, weight 180): (9.5–13)% increased jump height
T1 → T4 (item level 130–∞, weight 60): (12–16)% increased jump height
#% increased jump height T5 → T8 (item level 1–42, weight 1000): (6–10)% increased jump height
T4 → T7 (item level 19–76, weight 700): (11–15)% increased jump height
T3 → T6 (item level 43–129, weight 400): (16–20)% increased jump height
T2 → T5 (item level 77–∞, weight 180): (21–26)% increased jump height
T1 → T4 (item level 130–∞, weight 60): (27–35)% increased jump height
#% increased jump height while running ×2 T5 → T8 (item level 1–42, weight 1000): (4.5–6)% increased jump height while running
T4 → T7 (item level 19–76, weight 700): (7–9.5)% increased jump height while running
T3 → T6 (item level 43–129, weight 400): (9.5–13)% increased jump height while running
T2 → T5 (item level 77–∞, weight 180): (12.5–16.5)% increased jump height while running
T1 → T4 (item level 130–∞, weight 60): (15.5–21)% increased jump height while running
#% increased jump height, #% increased jump distance T5 → T8 (item level 1–42, weight 1000): (5–8)% increased jump height, (5–8)% increased jump distance
T4 → T7 (item level 19–76, weight 700): (9–12)% increased jump height, (9–12)% increased jump distance
T3 → T6 (item level 43–129, weight 400): (13–16)% increased jump height, (13–16)% increased jump distance
T2 → T5 (item level 77–∞, weight 180): (17–21)% increased jump height, (17–21)% increased jump distance
T1 → T4 (item level 130–∞, weight 60): (22–28)% increased jump height, (22–28)% increased jump distance
#% increased jump range T3 → T6 (item level 1–96, weight 1000): (1.6–2)% increased jump range
T2 → T5 (item level 43–∞, weight 600): (2–2.6)% increased jump range
T1 → T4 (item level 97–∞, weight 250): (2.6–3.2)% increased jump range
#% increased knife attack speed T3 → T6 (item level 1–96, weight 1000): (1.6–2)% increased knife attack speed
T2 → T5 (item level 43–∞, weight 600): (2–2.6)% increased knife attack speed
T1 → T4 (item level 97–∞, weight 250): (2.6–3.2)% increased knife attack speed
#% increased knife critical strike chance T3 → T6 (item level 1–96, weight 1000): (10–12)% increased knife critical strike chance
T2 → T5 (item level 43–∞, weight 600): (12–16)% increased knife critical strike chance
T1 → T4 (item level 97–∞, weight 250): (16–19)% increased knife critical strike chance
#% increased knife damage T3 → T6 (item level 1–96, weight 1000): (6.5–8)% increased knife damage
T2 → T5 (item level 43–∞, weight 600): (8–10.5)% increased knife damage
T1 → T4 (item level 97–∞, weight 250): (10.5–13)% increased knife damage
#% increased knife sneak attack damage T3 → T6 (item level 1–96, weight 1000): (10–12)% increased knife sneak attack damage
T2 → T5 (item level 43–∞, weight 600): (12–16)% increased knife sneak attack damage
T1 → T4 (item level 97–∞, weight 250): (16–19)% increased knife sneak attack damage
#% increased knockback ×3 T3 → T6 (item level 1–96, weight 1000): (3.2–4)% increased knockback
T2 → T5 (item level 43–∞, weight 600): (4–5.2)% increased knockback
T1 → T4 (item level 97–∞, weight 250): (5.2–6.4)% increased knockback
#% increased knockback T5 → T8 (item level 1–42, weight 1000): (3.5–4.5)% increased knockback
T4 → T7 (item level 19–76, weight 700): (5.5–7.5)% increased knockback
T3 → T6 (item level 43–129, weight 400): (7.5–10)% increased knockback
T2 → T5 (item level 77–∞, weight 180): (9.5–13)% increased knockback
T1 → T4 (item level 130–∞, weight 60): (12–16)% increased knockback
#% increased knockback on sprint recently T5 → T8 (item level 1–42, weight 1000): (7–9)% increased knockback on sprint recently
T4 → T7 (item level 19–76, weight 700): (11–15)% increased knockback on sprint recently
T3 → T6 (item level 43–129, weight 400): (15–20)% increased knockback on sprint recently
T2 → T5 (item level 77–∞, weight 180): (19–26)% increased knockback on sprint recently
T1 → T4 (item level 130–∞, weight 60): (24–32)% increased knockback on sprint recently
#% increased knockback while airborne #% increased knockback airborne → #% increased knockback while airborne
T3 → T6 (item level 1–96, weight 1000): (10–12)% increased knockback while airborne
T2 → T5 (item level 43–∞, weight 600): (12–16)% increased knockback while airborne
T1 → T4 (item level 97–∞, weight 250): (16–19)% increased knockback while airborne
T0 (item level 1–∞, weight 0): (22–24)% increased knockback while airborne
#% increased lightning damage T3 → T6 (item level 1–96, weight 1000): (5–6)% increased lightning damage
T2 → T5 (item level 43–∞, weight 600): (6–8)% increased lightning damage
T1 → T4 (item level 97–∞, weight 250): (8–9.5)% increased lightning damage
#% increased lightning damage T5 → T8 (item level 1–42, weight 1000): (5–7)% increased lightning damage
T4 → T7 (item level 19–76, weight 700): (8–11)% increased lightning damage
T3 → T6 (item level 43–129, weight 400): (12–15)% increased lightning damage
T2 → T5 (item level 77–∞, weight 180): (16–20)% increased lightning damage
T1 → T4 (item level 130–∞, weight 60): (21–25)% increased lightning damage
#% increased lightning damage T5 → T8 (item level 1–42, weight 1000): (5–7)% increased lightning damage
T4 → T7 (item level 19–76, weight 700): (8–11)% increased lightning damage
T3 → T6 (item level 43–129, weight 400): (11–15)% increased lightning damage
T2 → T5 (item level 77–∞, weight 180): (14.5–19.5)% increased lightning damage
T1 → T4 (item level 130–∞, weight 60): (18–24)% increased lightning damage
#% increased lightning damage T5 → T8 (item level 1–42, weight 1000): (8–12)% increased lightning damage
T4 → T7 (item level 19–76, weight 700): (13–18)% increased lightning damage
T3 → T6 (item level 43–129, weight 400): (19–25)% increased lightning damage
T2 → T5 (item level 77–∞, weight 180): (26–33)% increased lightning damage
T1 → T4 (item level 130–∞, weight 60): (34–42)% increased lightning damage
#% increased lightning damage against wet targets T3 → T6 (item level 1–96, weight 1000): (5 → 6.5–6 → 8)% increased lightning damage against wet targets
T2 → T5 (item level 43–∞, weight 600): (6 → 8–8 → 10.5)% increased lightning damage against wet targets
T1 → T4 (item level 97–∞, weight 250): (8 → 10.5–9.5 → 13)% increased lightning damage against wet targets
T0 (item level 1–∞, weight 0): (11 → 14.5–12 → 16)% increased lightning damage against wet targets
#% increased lightning damage against wet targets T5 → T8 (item level 1–42, weight 1000): (5–7)% increased lightning damage against wet targets
T4 → T7 (item level 19–76, weight 700): (8–11)% increased lightning damage against wet targets
T3 → T6 (item level 43–129, weight 400): (11–15)% increased lightning damage against wet targets
T2 → T5 (item level 77–∞, weight 180): (14.5–19.5)% increased lightning damage against wet targets
T1 → T4 (item level 130–∞, weight 60): (18–24)% increased lightning damage against wet targets
#% increased lightning damage while wet T5 → T8 (item level 1–42, weight 1000): (8–10)% increased lightning damage while wet
T4 → T7 (item level 19–76, weight 700): (12–17)% increased lightning damage while wet
T3 → T6 (item level 43–129, weight 400): (17–23)% increased lightning damage while wet
T2 → T5 (item level 77–∞, weight 180): (21–29)% increased lightning damage while wet
T1 → T4 (item level 130–∞, weight 60): (27–36)% increased lightning damage while wet
#% increased magical critical strike chance T3 → T6 (item level 1–96, weight 1000): (10–12)% increased magical critical strike chance
T2 → T5 (item level 43–∞, weight 600): (12–16)% increased magical critical strike chance
T1 → T4 (item level 97–∞, weight 250): (16–19)% increased magical critical strike chance
#% increased magical critical strike chance T5 → T8 (item level 1–42, weight 1000): (10–14)% increased magical critical strike chance
T4 → T7 (item level 19–76, weight 700): (16–22)% increased magical critical strike chance
T3 → T6 (item level 43–129, weight 400): (22–30)% increased magical critical strike chance
T2 → T5 (item level 77–∞, weight 180): (29–39)% increased magical critical strike chance
T1 → T4 (item level 130–∞, weight 60): (36–48)% increased magical critical strike chance
#% increased magical damage T5 → T8 (item level 1–42, weight 1000): (5–7)% increased magical damage
T4 → T7 (item level 19–76, weight 700): (8–11)% increased magical damage
T3 → T6 (item level 43–129, weight 400): (11–15)% increased magical damage
T2 → T5 (item level 77–∞, weight 180): (14.5–19.5)% increased magical damage
T1 → T4 (item level 130–∞, weight 60): (18–24)% increased magical damage
#% increased maximum eitr ×3 T3 → T6 (item level 1–96, weight 1000): (4–5)% increased maximum eitr
T2 → T5 (item level 43–∞, weight 600): (5–6.5)% increased maximum eitr
T1 → T4 (item level 97–∞, weight 250): (6.5–8)% increased maximum eitr
#% increased maximum health ×3 T3 → T6 (item level 1–96, weight 1000): (2.4–3)% increased maximum health
T2 → T5 (item level 43–∞, weight 600): (3–3.9)% increased maximum health
T1 → T4 (item level 97–∞, weight 250): (3.9–4.8)% increased maximum health
#% increased maximum health ×2 T5 → T8 (item level 1–42, weight 1000): (2.5–3.4)% increased maximum health
T4 → T7 (item level 19–76, weight 700): (4.1–5.5)% increased maximum health
T3 → T6 (item level 43–129, weight 400): (5.6–7.6)% increased maximum health
T2 → T5 (item level 77–∞, weight 180): (7.1–9.7)% increased maximum health
T1 → T4 (item level 130–∞, weight 60): (8.9–12.1)% increased maximum health
#% increased maximum health for minions T3 → T6 (item level 1–96, weight 1000): (2.4–3)% increased maximum health for minions
T2 → T5 (item level 43–∞, weight 600): (3–3.9)% increased maximum health for minions
T1 → T4 (item level 97–∞, weight 250): (3.9–4.8)% increased maximum health for minions
#% increased maximum health for minions T5 → T8 (item level 1–42, weight 1000): (10–15)% increased maximum health for minions
T4 → T7 (item level 19–76, weight 700): (16–24)% increased maximum health for minions
T3 → T6 (item level 43–129, weight 400): (25–34)% increased maximum health for minions
T2 → T5 (item level 77–∞, weight 180): (35–45)% increased maximum health for minions
T1 → T4 (item level 130–∞, weight 60): (46–60)% increased maximum health for minions
#% increased maximum health for pets T3 → T6 (item level 1–96, weight 1000): (2.4–3)% increased maximum health for pets
T2 → T5 (item level 43–∞, weight 600): (3–3.9)% increased maximum health for pets
T1 → T4 (item level 97–∞, weight 250): (3.9–4.8)% increased maximum health for pets
#% increased maximum health for your companion T3 → T6 (item level 1–96, weight 1000): (2.4–3)% increased maximum health for your companion
T2 → T5 (item level 43–∞, weight 600): (3–3.9)% increased maximum health for your companion
T1 → T4 (item level 97–∞, weight 250): (3.9–4.8)% increased maximum health for your companion
#% increased maximum stamina ×3 T3 → T6 (item level 1–96, weight 1000): (4–5)% increased maximum stamina
T2 → T5 (item level 43–∞, weight 600): (5–6.5)% increased maximum stamina
T1 → T4 (item level 97–∞, weight 250): (6.5–8)% increased maximum stamina
#% increased maximum stamina ×2 T5 → T8 (item level 1–42, weight 1000): (4–6)% increased maximum stamina
T4 → T7 (item level 19–76, weight 700): (7–9)% increased maximum stamina
T3 → T6 (item level 43–129, weight 400): (9.5–12.5)% increased maximum stamina
T2 → T5 (item level 77–∞, weight 180): (12–16)% increased maximum stamina
T1 → T4 (item level 130–∞, weight 60): (15–20)% increased maximum stamina
#% increased maximum stamina while fed ×2 T5 → T8 (item level 1–42, weight 1000): (5.5–7.5)% increased maximum stamina while fed
T4 → T7 (item level 19–76, weight 700): (8.5–12)% increased maximum stamina while fed
T3 → T6 (item level 43–129, weight 400): (12–16)% increased maximum stamina while fed
T2 → T5 (item level 77–∞, weight 180): (15–20.5)% increased maximum stamina while fed
T1 → T4 (item level 130–∞, weight 60): (19–26)% increased maximum stamina while fed
#% increased melee attack speed T3 → T6 (item level 1–96, weight 1000): (1.6–2)% increased melee attack speed
T2 → T5 (item level 43–∞, weight 600): (2–2.6)% increased melee attack speed
T1 → T4 (item level 97–∞, weight 250): (2.6–3.2)% increased melee attack speed
#% increased melee attack speed T5 → T8 (item level 1–42, weight 1000): (2.5–3.4)% increased melee attack speed
T4 → T7 (item level 19–76, weight 700): (4.1–5.5)% increased melee attack speed
T3 → T6 (item level 43–129, weight 400): (5.6–7.6)% increased melee attack speed
T2 → T5 (item level 77–∞, weight 180): (7.1–9.7)% increased melee attack speed
T1 → T4 (item level 130–∞, weight 60): (8.9–12.1)% increased melee attack speed
#% increased melee build-up T5 → T8 (item level 1–42, weight 1000): (8–12)% increased melee build-up
T4 → T7 (item level 19–76, weight 700): (14–18)% increased melee build-up
T3 → T6 (item level 43–129, weight 400): (19–25)% increased melee build-up
T2 → T5 (item level 77–∞, weight 180): (24–32)% increased melee build-up
T1 → T4 (item level 130–∞, weight 60): (30–40)% increased melee build-up
#% increased melee critical strike chance T3 → T6 (item level 1–96, weight 1000): (10–12)% increased melee critical strike chance
T2 → T5 (item level 43–∞, weight 600): (12–16)% increased melee critical strike chance
T1 → T4 (item level 97–∞, weight 250): (16–19)% increased melee critical strike chance
#% increased melee critical strike chance T5 → T8 (item level 1–42, weight 1000): (10–14)% increased melee critical strike chance
T4 → T7 (item level 19–76, weight 700): (16–22)% increased melee critical strike chance
T3 → T6 (item level 43–129, weight 400): (22–30)% increased melee critical strike chance
T2 → T5 (item level 77–∞, weight 180): (29–39)% increased melee critical strike chance
T1 → T4 (item level 130–∞, weight 60): (36–48)% increased melee critical strike chance
#% increased melee damage ×2 T3 → T6 (item level 1–96, weight 1000): (5–6)% increased melee damage
T2 → T5 (item level 43–∞, weight 600): (6–8)% increased melee damage
T1 → T4 (item level 97–∞, weight 250): (8–9.5)% increased melee damage
#% increased melee damage T5 → T8 (item level 1–42, weight 1000): (5–7)% increased melee damage
T4 → T7 (item level 19–76, weight 700): (8–11)% increased melee damage
T3 → T6 (item level 43–129, weight 400): (11–15)% increased melee damage
T2 → T5 (item level 77–∞, weight 180): (14.5–19.5)% increased melee damage
T1 → T4 (item level 130–∞, weight 60): (18–24)% increased melee damage
#% increased melee damage per # points of "Strength" T5 → T8 (item level 1–42, weight 1000): (0.35–0.45)% increased melee damage per 5 points of "Strength"
T4 → T7 (item level 19–76, weight 700): (0.55–0.75)% increased melee damage per 5 points of "Strength"
T3 → T6 (item level 43–129, weight 400): (0.75–1)% increased melee damage per 5 points of "Strength"
T2 → T5 (item level 77–∞, weight 180): (0.95–1.3)% increased melee damage per 5 points of "Strength"
T1 → T4 (item level 130–∞, weight 60): (1.2–1.6)% increased melee damage per 5 points of "Strength"
#% increased melee damage while in water T3 → T6 (item level 1–96, weight 1000): (7–9)% increased melee damage while in water
T2 → T5 (item level 43–∞, weight 600): (9–11.5)% increased melee damage while in water
T1 → T4 (item level 97–∞, weight 250): (11.5–14.5)% increased melee damage while in water
#% increased melee damage with attacks T3 → T6 (item level 1–96, weight 1000): (5 → 6.5–6 → 8)% increased melee damage with attacks
T2 → T5 (item level 43–∞, weight 600): (6 → 8–8 → 10.5)% increased melee damage with attacks
T1 → T4 (item level 97–∞, weight 250): (8 → 10.5–9.5 → 13)% increased melee damage with attacks
T0 (item level 1–∞, weight 0): (11 → 14.5–12 → 16)% increased melee damage with attacks
#% increased minion damage T5 → T8 (item level 1–42, weight 1000): (5–7)% increased minion damage
T4 → T7 (item level 19–76, weight 700): (8–11)% increased minion damage
T3 → T6 (item level 43–129, weight 400): (11–15)% increased minion damage
T2 → T5 (item level 77–∞, weight 180): (14.5–19.5)% increased minion damage
T1 → T4 (item level 130–∞, weight 60): (18–24)% increased minion damage
#% increased minion damage near its keeper T5 → T8 (item level 1–42, weight 1000): (5–7)% increased minion damage near its keeper
T4 → T7 (item level 19–76, weight 700): (8–11)% increased minion damage near its keeper
T3 → T6 (item level 43–129, weight 400): (11–15)% increased minion damage near its keeper
T2 → T5 (item level 77–∞, weight 180): (14.5–19.5)% increased minion damage near its keeper
T1 → T4 (item level 130–∞, weight 60): (18–24)% increased minion damage near its keeper
#% increased movement speed ×3 T3 → T6 (item level 1–96, weight 1000): (0.8 → 1.6–1 → 2)% increased movement speed
T2 → T5 (item level 43–∞, weight 600): (1 → 2–1.3 → 2.6)% increased movement speed
T1 → T4 (item level 97–∞, weight 250): (1.3 → 2.6–1.6 → 3.2)% increased movement speed
T0 (item level 1–∞, weight 0): (1.8 → 3.6–2 → 4)% increased movement speed
#% increased movement speed T5 → T8 (item level 1–42, weight 1000): (2–3)% increased movement speed
T4 → T7 (item level 19–76, weight 700): (4–5)% increased movement speed
T3 → T6 (item level 43–129, weight 400): (6–7)% increased movement speed
T2 → T5 (item level 77–∞, weight 180): (8–9)% increased movement speed
T1 → T4 (item level 130–∞, weight 60): (10–12)% increased movement speed
T0 (item level 1–∞, weight 0): (14–16)% increased movement speed
#% increased movement speed T5 → T8 (item level 1–42, weight 1000): (2–3)% increased movement speed
T4 → T7 (item level 19–76, weight 700): (3–4)% increased movement speed
T3 → T6 (item level 43–129, weight 400): (4–5)% increased movement speed
T2 → T5 (item level 77–∞, weight 180): (5–6)% increased movement speed
T1 → T4 (item level 130–∞, weight 60): (6–8)% increased movement speed
#% increased movement speed ×2 T5 → T8 (item level 1–42, weight 1000): (1.7–2.3)% increased movement speed
T4 → T7 (item level 19–76, weight 700): (2.7–3.7)% increased movement speed
T3 → T6 (item level 43–129, weight 400): (3.7–5.1)% increased movement speed
T2 → T5 (item level 77–∞, weight 180): (4.8–6.4)% increased movement speed
T1 → T4 (item level 130–∞, weight 60): (6–8)% increased movement speed
#% increased movement speed T5 → T8 (item level 1–42, weight 1000): (3–4)% increased movement speed
T4 → T7 (item level 19–76, weight 700): (5–6)% increased movement speed
T3 → T6 (item level 43–129, weight 400): (7–8)% increased movement speed
T2 → T5 (item level 77–∞, weight 180): (9–10)% increased movement speed
T1 → T4 (item level 130–∞, weight 60): (11–14)% increased movement speed
#% increased movement speed at full rune shield T3 → T6 (item level 1–96, weight 1000): (1.2 → 2.4–1.5 → 3)% increased movement speed at full rune shield
T2 → T5 (item level 43–∞, weight 600): (1.5 → 3–2 → 3.9)% increased movement speed at full rune shield
T1 → T4 (item level 97–∞, weight 250): (2 → 3.9–2.4 → 4.8)% increased movement speed at full rune shield
T0 (item level 1–∞, weight 0): (2.7 → 5.4–3 → 6)% increased movement speed at full rune shield
#% increased movement speed at low life ×2 T3 → T6 (item level 1–96, weight 1000): (2.4 → 3.2–3 → 4)% increased movement speed at low life
T2 → T5 (item level 43–∞, weight 600): (3 → 4–3.9 → 5.2)% increased movement speed at low life
T1 → T4 (item level 97–∞, weight 250): (3.9 → 5.2–4.8 → 6.4)% increased movement speed at low life
T0 (item level 1–∞, weight 0): (5.4 → 7.2–6 → 8)% increased movement speed at low life
#% increased movement speed at night ×2 T3 → T6 (item level 1–96, weight 1000): (1.6 → 3.2–2 → 4)% increased movement speed at night
T2 → T5 (item level 43–∞, weight 600): (2 → 4–2.6 → 5.2)% increased movement speed at night
T1 → T4 (item level 97–∞, weight 250): (2.6 → 5.2–3.2 → 6.4)% increased movement speed at night
T0 (item level 1–∞, weight 0): (3.6 → 7.2–4 → 8)% increased movement speed at night
#% increased movement speed at night ×2 T5 → T8 (item level 1–42, weight 1000): (3.5–4.5)% increased movement speed at night
T4 → T7 (item level 19–76, weight 700): (5.5–7.5)% increased movement speed at night
T3 → T6 (item level 43–129, weight 400): (7.5–10)% increased movement speed at night
T2 → T5 (item level 77–∞, weight 180): (9.5–13)% increased movement speed at night
T1 → T4 (item level 130–∞, weight 60): (12–16)% increased movement speed at night
#% increased movement speed for minions T5 → T8 (item level 1–42, weight 1000): (5–8)% increased movement speed for minions
T4 → T7 (item level 19–76, weight 700): (9–12)% increased movement speed for minions
T3 → T6 (item level 43–129, weight 400): (13–16)% increased movement speed for minions
T2 → T5 (item level 77–∞, weight 180): (17–21)% increased movement speed for minions
T1 → T4 (item level 130–∞, weight 60): (22–27)% increased movement speed for minions
#% increased movement speed on a road ×4 T5 → T8 (item level 1–42, weight 1000): (1.7–2.3)% increased movement speed on a road
T4 → T7 (item level 19–76, weight 700): (2.7–3.7)% increased movement speed on a road
T3 → T6 (item level 43–129, weight 400): (3.7–5.1)% increased movement speed on a road
T2 → T5 (item level 77–∞, weight 180): (4.8–6.4)% increased movement speed on a road
T1 → T4 (item level 130–∞, weight 60): (6–8)% increased movement speed on a road
#% increased movement speed on crit recently T3 → T6 (item level 1–96, weight 1000): (2 → 4–2.5 → 5)% increased movement speed on crit recently
T2 → T5 (item level 43–∞, weight 600): (2.5 → 5–3.2 → 6.5)% increased movement speed on crit recently
T1 → T4 (item level 97–∞, weight 250): (3.2 → 6.5–4 → 8)% increased movement speed on crit recently
T0 (item level 1–∞, weight 0): (4.5 → 9–5 → 10)% increased movement speed on crit recently
#% increased movement speed on crit recently T5 → T8 (item level 1–42, weight 1000): (4.5–6)% increased movement speed on crit recently
T4 → T7 (item level 19–76, weight 700): (7–9.5)% increased movement speed on crit recently
T3 → T6 (item level 43–129, weight 400): (9.5–13)% increased movement speed on crit recently
T2 → T5 (item level 77–∞, weight 180): (12.5–16.5)% increased movement speed on crit recently
T1 → T4 (item level 130–∞, weight 60): (15.5–21)% increased movement speed on crit recently
#% increased movement speed on evade recently T3 → T6 (item level 1–96, weight 1000): (1.6 → 3.2–2 → 4)% increased movement speed on evade recently
T2 → T5 (item level 43–∞, weight 600): (2 → 4–2.6 → 5.2)% increased movement speed on evade recently
T1 → T4 (item level 97–∞, weight 250): (2.6 → 5.2–3.2 → 6.4)% increased movement speed on evade recently
T0 (item level 1–∞, weight 0): (3.6 → 7.2–4 → 8)% increased movement speed on evade recently
#% increased movement speed out of combat ×2 T5 → T8 (item level 1–42, weight 1000): (1.7–2.3)% increased movement speed out of combat
T4 → T7 (item level 19–76, weight 700): (2.7–3.7)% increased movement speed out of combat
T3 → T6 (item level 43–129, weight 400): (3.7–5.1)% increased movement speed out of combat
T2 → T5 (item level 77–∞, weight 180): (4.8–6.4)% increased movement speed out of combat
T1 → T4 (item level 130–∞, weight 60): (6–8)% increased movement speed out of combat
#% increased movement speed per point of rested charge ×2 T5 → T8 (item level 1–42, weight 1000): (0.1–0.14)% increased movement speed per point of rested charge
T4 → T7 (item level 19–76, weight 700): (0.16–0.22)% increased movement speed per point of rested charge
T3 → T6 (item level 43–129, weight 400): (0.22–0.3)% increased movement speed per point of rested charge
T2 → T5 (item level 77–∞, weight 180): (0.29–0.39)% increased movement speed per point of rested charge
T1 → T4 (item level 130–∞, weight 60): (0.36–0.48)% increased movement speed per point of rested charge
#% increased movement speed while airborne #% increased movement speed airborne → #% increased movement speed while airborne
T3 → T6 (item level 1–96, weight 1000): (2.4–3)% increased movement speed while airborne
T2 → T5 (item level 43–∞, weight 600): (3–3.9)% increased movement speed while airborne
T1 → T4 (item level 97–∞, weight 250): (3.9–4.8)% increased movement speed while airborne
T0 (item level 1–∞, weight 0): (5.4–6)% increased movement speed while airborne
#% increased movement speed while sneaking ×2 T5 → T8 (item level 1–42, weight 1000): (2.7–3.7)% increased movement speed while sneaking
T4 → T7 (item level 19–76, weight 700): (4.4–5.9)% increased movement speed while sneaking
T3 → T6 (item level 43–129, weight 400): (6–8.1)% increased movement speed while sneaking
T2 → T5 (item level 77–∞, weight 180): (7.6–10.3)% increased movement speed while sneaking
T1 → T4 (item level 130–∞, weight 60): (9.5–12.9)% increased movement speed while sneaking
#% increased movement speed with the shield up T3 → T6 (item level 1–96, weight 1000): (2.4–3)% increased movement speed with the shield up
T2 → T5 (item level 43–∞, weight 600): (3–3.9)% increased movement speed with the shield up
T1 → T4 (item level 97–∞, weight 250): (3.9–4.8)% increased movement speed with the shield up
#% increased non-projectile damage T3 → T6 (item level 1–96, weight 1000): (5–6)% increased non-projectile damage
T2 → T5 (item level 43–∞, weight 600): (6–8)% increased non-projectile damage
T1 → T4 (item level 97–∞, weight 250): (8–9.5)% increased non-projectile damage
#% increased offensive accessory affix effect T3 → T6 (item level 1–96, weight 1000): (5–6)% increased offensive accessory affix effect
T2 → T5 (item level 43–∞, weight 600): (6–8)% increased offensive accessory affix effect
T1 → T4 (item level 97–∞, weight 250): (8–9.5)% increased offensive accessory affix effect
#% increased one-handed attack speed ×2 T3 → T6 (item level 1–96, weight 1000): (1.6–2)% increased one-handed attack speed
T2 → T5 (item level 43–∞, weight 600): (2–2.6)% increased one-handed attack speed
T1 → T4 (item level 97–∞, weight 250): (2.6–3.2)% increased one-handed attack speed
#% increased one-handed damage T3 → T6 (item level 1–96, weight 1000): (5–6)% increased one-handed damage
T2 → T5 (item level 43–∞, weight 600): (6–8)% increased one-handed damage
T1 → T4 (item level 97–∞, weight 250): (8–9.5)% increased one-handed damage
#% increased Onslaught power ×2 T3 → T6 (item level 1–96, weight 1000): (5–6)% increased Onslaught power
T2 → T5 (item level 43–∞, weight 600): (6–8)% increased Onslaught power
T1 → T4 (item level 97–∞, weight 250): (8–9.5)% increased Onslaught power
#% increased Onslaught power T5 → T8 (item level 1–42, weight 1000): (5–7)% increased Onslaught power
T4 → T7 (item level 19–76, weight 700): (8–11)% increased Onslaught power
T3 → T6 (item level 43–129, weight 400): (11–15)% increased Onslaught power
T2 → T5 (item level 77–∞, weight 180): (14.5–19.5)% increased Onslaught power
T1 → T4 (item level 130–∞, weight 60): (18–24)% increased Onslaught power
#% increased parry bonus T3 → T6 (item level 1–96, weight 1000): (4–5)% increased parry bonus
T2 → T5 (item level 43–∞, weight 600): (5–6.5)% increased parry bonus
T1 → T4 (item level 97–∞, weight 250): (6.5–8)% increased parry bonus
#% increased parry bonus T5 → T8 (item level 1–42, weight 1000): (5–9)% increased parry bonus
T4 → T7 (item level 19–76, weight 700): (10–14)% increased parry bonus
T3 → T6 (item level 43–129, weight 400): (15–19)% increased parry bonus
T2 → T5 (item level 77–∞, weight 180): (20–24)% increased parry bonus
T1 → T4 (item level 130–∞, weight 60): (25–30)% increased parry bonus
#% increased parry bonus ×2 T5 → T8 (item level 1–42, weight 1000): (4–6)% increased parry bonus
T4 → T7 (item level 19–76, weight 700): (7–9)% increased parry bonus
T3 → T6 (item level 43–129, weight 400): (9.5–12.5)% increased parry bonus
T2 → T5 (item level 77–∞, weight 180): (12–16)% increased parry bonus
T1 → T4 (item level 130–∞, weight 60): (15–20)% increased parry bonus
#% increased pet damage T5 → T8 (item level 1–42, weight 1000): (5–7)% increased pet damage
T4 → T7 (item level 19–76, weight 700): (8–11)% increased pet damage
T3 → T6 (item level 43–129, weight 400): (11–15)% increased pet damage
T2 → T5 (item level 77–∞, weight 180): (14.5–19.5)% increased pet damage
T1 → T4 (item level 130–∞, weight 60): (18–24)% increased pet damage
#% increased pet damage while fed T5 → T8 (item level 1–42, weight 1000): (5–7)% increased pet damage while fed
T4 → T7 (item level 19–76, weight 700): (8–11)% increased pet damage while fed
T3 → T6 (item level 43–129, weight 400): (11–15)% increased pet damage while fed
T2 → T5 (item level 77–∞, weight 180): (14.5–19.5)% increased pet damage while fed
T1 → T4 (item level 130–∞, weight 60): (18–24)% increased pet damage while fed
#% increased phantom strike crit chance #% increased Phantom strike crit chance → #% increased phantom strike crit chance
T3 → T6 (item level 1–96, weight 1000): (10–12)% increased Phantom → phantom strike crit chance
T2 → T5 (item level 43–∞, weight 600): (12–16)% increased Phantom → phantom strike crit chance
T1 → T4 (item level 97–∞, weight 250): (16–19)% increased Phantom → phantom strike crit chance
T0 (item level 1–∞, weight 0): (22–24)% increased Phantom → phantom strike crit chance
#% increased phantom strike stagger build-up #% increased Phantom strike stagger build-up → #% increased phantom strike stagger build-up
T3 → T6 (item level 1–96, weight 1000): (6.5 → 8–8 → 10)% increased Phantom → phantom strike stagger build-up
T2 → T5 (item level 43–∞, weight 600): (8 → 10–10.5 → 13)% increased Phantom → phantom strike stagger build-up
T1 → T4 (item level 97–∞, weight 250): (10.5 → 13–13 → 16)% increased Phantom → phantom strike stagger build-up
T0 (item level 1–∞, weight 0): (14.5 → 18–16 → 20)% increased Phantom → phantom strike stagger build-up
#% increased physical damage T3 → T6 (item level 1–96, weight 1000): (5–6)% increased physical damage
T2 → T5 (item level 43–∞, weight 600): (6–8)% increased physical damage
T1 → T4 (item level 97–∞, weight 250): (8–9.5)% increased physical damage
#% increased physical damage T5 → T8 (item level 1–42, weight 1000): (5–7)% increased physical damage
T4 → T7 (item level 19–76, weight 700): (8–11)% increased physical damage
T3 → T6 (item level 43–129, weight 400): (11–15)% increased physical damage
T2 → T5 (item level 77–∞, weight 180): (14.5–19.5)% increased physical damage
T1 → T4 (item level 130–∞, weight 60): (18–24)% increased physical damage
#% increased physical damage on consecutive hits recently T5 → T8 (item level 1–42, weight 1000): (10–14)% increased physical damage on consecutive hits recently
T4 → T7 (item level 19–76, weight 700): (16–22)% increased physical damage on consecutive hits recently
T3 → T6 (item level 43–129, weight 400): (22–30)% increased physical damage on consecutive hits recently
T2 → T5 (item level 77–∞, weight 180): (29–39)% increased physical damage on consecutive hits recently
T1 → T4 (item level 130–∞, weight 60): (36–48)% increased physical damage on consecutive hits recently
#% increased pickaxe attack speed T3 → T6 (item level 1–96, weight 1000): (1.6–2)% increased pickaxe attack speed
T2 → T5 (item level 43–∞, weight 600): (2–2.6)% increased pickaxe attack speed
T1 → T4 (item level 97–∞, weight 250): (2.6–3.2)% increased pickaxe attack speed
#% increased pickaxe critical strike chance T3 → T6 (item level 1–96, weight 1000): (10–12)% increased pickaxe critical strike chance
T2 → T5 (item level 43–∞, weight 600): (12–16)% increased pickaxe critical strike chance
T1 → T4 (item level 97–∞, weight 250): (16–19)% increased pickaxe critical strike chance
#% increased pickaxe damage T3 → T6 (item level 1–96, weight 1000): (6.5–8)% increased pickaxe damage
T2 → T5 (item level 43–∞, weight 600): (8–10.5)% increased pickaxe damage
T1 → T4 (item level 97–∞, weight 250): (10.5–13)% increased pickaxe damage
#% increased piercing damage T3 → T6 (item level 1–96, weight 1000): (5–6)% increased piercing damage
T2 → T5 (item level 43–∞, weight 600): (6–8)% increased piercing damage
T1 → T4 (item level 97–∞, weight 250): (8–9.5)% increased piercing damage
#% increased piercing damage T5 → T8 (item level 1–42, weight 1000): (5–7)% increased piercing damage
T4 → T7 (item level 19–76, weight 700): (8–11)% increased piercing damage
T3 → T6 (item level 43–129, weight 400): (12–15)% increased piercing damage
T2 → T5 (item level 77–∞, weight 180): (16–20)% increased piercing damage
T1 → T4 (item level 130–∞, weight 60): (21–25)% increased piercing damage
#% increased piercing damage T5 → T8 (item level 1–42, weight 1000): (5–7)% increased piercing damage
T4 → T7 (item level 19–76, weight 700): (8–11)% increased piercing damage
T3 → T6 (item level 43–129, weight 400): (11–15)% increased piercing damage
T2 → T5 (item level 77–∞, weight 180): (14.5–19.5)% increased piercing damage
T1 → T4 (item level 130–∞, weight 60): (18–24)% increased piercing damage
#% increased poison build-up T5 → T8 (item level 1–42, weight 1000): (10–15)% increased poison build-up
T4 → T7 (item level 19–76, weight 700): (16–24)% increased poison build-up
T3 → T6 (item level 43–129, weight 400): (25–34)% increased poison build-up
T2 → T5 (item level 77–∞, weight 180): (35–45)% increased poison build-up
T1 → T4 (item level 130–∞, weight 60): (46–60)% increased poison build-up
#% increased poison chance #% increased poison build-up → #% increased poison chance
T3 → T6 (item level 1–96, weight 1000): (6.5–8)% increased poison build-up → chance
T2 → T5 (item level 43–∞, weight 600): (8–10.5)% increased poison build-up → chance
T1 → T4 (item level 97–∞, weight 250): (10.5–13)% increased poison build-up → chance
T0 (item level 1–∞, weight 0): (14.5–16)% increased poison build-up → chance
#% increased poison chance #% increased poison build-up → #% increased poison chance
T5 → T8 (item level 1–42, weight 1000): (14–18)% increased poison build-up → chance
T4 → T7 (item level 19–76, weight 700): (22–29)% increased poison build-up → chance
T3 → T6 (item level 43–129, weight 400): (30–40)% increased poison build-up → chance
T2 → T5 (item level 77–∞, weight 180): (38–52)% increased poison build-up → chance
T1 → T4 (item level 130–∞, weight 60): (48–64)% increased poison build-up → chance
T0 (item level 1–∞, weight 0): (61–83)% increased poison build-up → chance
#% increased poison chance #% increased poison build-up → #% increased poison chance
T5 → T8 (item level 1–42, weight 1000): (7–9)% increased poison build-up → chance
T4 → T7 (item level 19–76, weight 700): (11–15)% increased poison build-up → chance
T3 → T6 (item level 43–129, weight 400): (15–20)% increased poison build-up → chance
T2 → T5 (item level 77–∞, weight 180): (19–26)% increased poison build-up → chance
T1 → T4 (item level 130–∞, weight 60): (24–32)% increased poison build-up → chance
T0 (item level 1–∞, weight 0): (31–41)% increased poison build-up → chance
#% increased poison chance while airborne #% increased poison build-up airborne → #% increased poison chance while airborne
T5 → T8 (item level 1–42, weight 1000): (20–28)% increased poison build-up → chance while airborne
T4 → T7 (item level 19–76, weight 700): (33–44)% increased poison build-up → chance while airborne
T3 → T6 (item level 43–129, weight 400): (45–61)% increased poison build-up → chance while airborne
T2 → T5 (item level 77–∞, weight 180): (57–77)% increased poison build-up → chance while airborne
T1 → T4 (item level 130–∞, weight 60): (71–97)% increased poison build-up → chance while airborne
T0 (item level 1–∞, weight 0): (92–124)% increased poison build-up → chance while airborne
#% increased poison damage T3 → T6 (item level 1–96, weight 1000): (5–6)% increased poison damage
T2 → T5 (item level 43–∞, weight 600): (6–8)% increased poison damage
T1 → T4 (item level 97–∞, weight 250): (8–9.5)% increased poison damage
#% increased poison damage T5 → T8 (item level 1–42, weight 1000): (5–7)% increased poison damage
T4 → T7 (item level 19–76, weight 700): (8–11)% increased poison damage
T3 → T6 (item level 43–129, weight 400): (12–15)% increased poison damage
T2 → T5 (item level 77–∞, weight 180): (16–20)% increased poison damage
T1 → T4 (item level 130–∞, weight 60): (21–25)% increased poison damage
#% increased poison damage T5 → T8 (item level 1–42, weight 1000): (5–7)% increased poison damage
T4 → T7 (item level 19–76, weight 700): (8–11)% increased poison damage
T3 → T6 (item level 43–129, weight 400): (11–15)% increased poison damage
T2 → T5 (item level 77–∞, weight 180): (14.5–19.5)% increased poison damage
T1 → T4 (item level 130–∞, weight 60): (18–24)% increased poison damage
#% increased poison damage T5 → T8 (item level 1–42, weight 1000): (8–12)% increased poison damage
T4 → T7 (item level 19–76, weight 700): (13–18)% increased poison damage
T3 → T6 (item level 43–129, weight 400): (19–25)% increased poison damage
T2 → T5 (item level 77–∞, weight 180): (26–33)% increased poison damage
T1 → T4 (item level 130–∞, weight 60): (34–42)% increased poison damage
#% increased poison damage over time T3 → T6 (item level 1–96, weight 1000): (6.5–8)% increased poison damage over time
T2 → T5 (item level 43–∞, weight 600): (8–10.5)% increased poison damage over time
T1 → T4 (item level 97–∞, weight 250): (10.5–13)% increased poison damage over time
#% increased poison damage over time T5 → T8 (item level 1–42, weight 1000): (7–9)% increased poison damage over time
T4 → T7 (item level 19–76, weight 700): (11–15)% increased poison damage over time
T3 → T6 (item level 43–129, weight 400): (15–20)% increased poison damage over time
T2 → T5 (item level 77–∞, weight 180): (19–26)% increased poison damage over time
T1 → T4 (item level 130–∞, weight 60): (24–32)% increased poison damage over time
#% increased poison damage over time against low life enemies T3 → T6 (item level 1–96, weight 1000): (3.2–4)% increased poison damage over time against low life enemies
T2 → T5 (item level 43–∞, weight 600): (4–5.2)% increased poison damage over time against low life enemies
T1 → T4 (item level 97–∞, weight 250): (5.2–6.4)% increased poison damage over time against low life enemies
#% increased poison damage over time against low life enemies T5 → T8 (item level 1–42, weight 1000): (3.5–4.5)% increased poison damage over time against low life enemies
T4 → T7 (item level 19–76, weight 700): (5.5–7.5)% increased poison damage over time against low life enemies
T3 → T6 (item level 43–129, weight 400): (7.5–10)% increased poison damage over time against low life enemies
T2 → T5 (item level 77–∞, weight 180): (9.5–13)% increased poison damage over time against low life enemies
T1 → T4 (item level 130–∞, weight 60): (12–16)% increased poison damage over time against low life enemies
#% increased poison damage over time while on Poisoned Ground T5 → T8 (item level 1–42, weight 1000): (3–5)% increased poison damage over time while on Poisoned Ground
T4 → T7 (item level 19–76, weight 700): (6–8)% increased poison damage over time while on Poisoned Ground
T3 → T6 (item level 43–129, weight 400): (9–12)% increased poison damage over time while on Poisoned Ground
T2 → T5 (item level 77–∞, weight 180): (13–16)% increased poison damage over time while on Poisoned Ground
T1 → T4 (item level 130–∞, weight 60): (17–22)% increased poison damage over time while on Poisoned Ground
#% increased poison duration T3 → T6 (item level 1–96, weight 1000): (3.2–4)% increased poison duration
T2 → T5 (item level 43–∞, weight 600): (4–5.2)% increased poison duration
T1 → T4 (item level 97–∞, weight 250): (5.2–6.4)% increased poison duration
#% increased poison duration T5 → T8 (item level 1–42, weight 1000): (3.5–4.5)% increased poison duration
T4 → T7 (item level 19–76, weight 700): (5.5–7.5)% increased poison duration
T3 → T6 (item level 43–129, weight 400): (7.5–10)% increased poison duration
T2 → T5 (item level 77–∞, weight 180): (9.5–13)% increased poison duration
T1 → T4 (item level 130–∞, weight 60): (12–16)% increased poison duration
#% increased poison effect T5 → T8 (item level 1–42, weight 1000): (10–15)% increased poison effect
T4 → T7 (item level 19–76, weight 700): (16–25)% increased poison effect
T3 → T6 (item level 43–129, weight 400): (26–37)% increased poison effect
T2 → T5 (item level 77–∞, weight 180): (38–50)% increased poison effect
T1 → T4 (item level 130–∞, weight 60): (51–65)% increased poison effect
#% increased polearm area of effect T3 → T6 (item level 1–96, weight 1000): (3.2–4)% increased polearm area of effect
T2 → T5 (item level 43–∞, weight 600): (4–5.2)% increased polearm area of effect
T1 → T4 (item level 97–∞, weight 250): (5.2–6.4)% increased polearm area of effect
#% increased polearm attack speed T3 → T6 (item level 1–96, weight 1000): (1.6–2)% increased polearm attack speed
T2 → T5 (item level 43–∞, weight 600): (2–2.6)% increased polearm attack speed
T1 → T4 (item level 97–∞, weight 250): (2.6–3.2)% increased polearm attack speed
#% increased polearm critical strike chance T3 → T6 (item level 1–96, weight 1000): (10–12)% increased polearm critical strike chance
T2 → T5 (item level 43–∞, weight 600): (12–16)% increased polearm critical strike chance
T1 → T4 (item level 97–∞, weight 250): (16–19)% increased polearm critical strike chance
#% increased polearm damage T3 → T6 (item level 1–96, weight 1000): (13–16)% increased polearm damage
T2 → T5 (item level 43–∞, weight 600): (16–21)% increased polearm damage
T1 → T4 (item level 97–∞, weight 250): (21–26)% increased polearm damage
#% increased projectile critical strike chance ×2 T3 → T6 (item level 1–96, weight 1000): (10–12)% increased projectile critical strike chance
T2 → T5 (item level 43–∞, weight 600): (12–16)% increased projectile critical strike chance
T1 → T4 (item level 97–∞, weight 250): (16–19)% increased projectile critical strike chance
#% increased projectile critical strike chance against distant enemies ×2 T3 → T6 (item level 1–96, weight 1000): (10–12)% increased projectile critical strike chance against distant enemies
T2 → T5 (item level 43–∞, weight 600): (12–16)% increased projectile critical strike chance against distant enemies
T1 → T4 (item level 97–∞, weight 250): (16–19)% increased projectile critical strike chance against distant enemies
#% increased projectile damage ×2 T3 → T6 (item level 1–96, weight 1000): (5–6)% increased projectile damage
T2 → T5 (item level 43–∞, weight 600): (6–8)% increased projectile damage
T1 → T4 (item level 97–∞, weight 250): (8–9.5)% increased projectile damage
#% increased projectile damage T5 → T8 (item level 1–42, weight 1000): (5–7)% increased projectile damage
T4 → T7 (item level 19–76, weight 700): (8–11)% increased projectile damage
T3 → T6 (item level 43–129, weight 400): (11–15)% increased projectile damage
T2 → T5 (item level 77–∞, weight 180): (14.5–19.5)% increased projectile damage
T1 → T4 (item level 130–∞, weight 60): (18–24)% increased projectile damage
#% increased projectile speed ×3 T3 → T6 (item level 1–96, weight 1000): (3.2–4)% increased projectile speed
T2 → T5 (item level 43–∞, weight 600): (4–5.2)% increased projectile speed
T1 → T4 (item level 97–∞, weight 250): (5.2–6.4)% increased projectile speed
#% increased projectile speed T5 → T8 (item level 1–42, weight 1000): (3.5–4.5)% increased projectile speed
T4 → T7 (item level 19–76, weight 700): (5.5–7.5)% increased projectile speed
T3 → T6 (item level 43–129, weight 400): (7.5–10)% increased projectile speed
T2 → T5 (item level 77–∞, weight 180): (9.5–13)% increased projectile speed
T1 → T4 (item level 130–∞, weight 60): (12–16)% increased projectile speed
#% increased projectile speed while airborne #% increased projectile speed airborne → #% increased projectile speed while airborne
T3 → T6 (item level 1–96, weight 1000): (10–12)% increased projectile speed while airborne
T2 → T5 (item level 43–∞, weight 600): (12–16)% increased projectile speed while airborne
T1 → T4 (item level 97–∞, weight 250): (16–19)% increased projectile speed while airborne
T0 (item level 1–∞, weight 0): (22–24)% increased projectile speed while airborne
#% increased projectile speed while standing still T5 → T8 (item level 1–42, weight 1000): (5–7)% increased projectile speed while standing still
T4 → T7 (item level 19–76, weight 700): (8–11)% increased projectile speed while standing still
T3 → T6 (item level 43–129, weight 400): (11–15)% increased projectile speed while standing still
T2 → T5 (item level 77–∞, weight 180): (14.5–19.5)% increased projectile speed while standing still
T1 → T4 (item level 130–∞, weight 60): (18–24)% increased projectile speed while standing still
#% increased quiver affix effect T3 → T6 (item level 1–96, weight 1000): (5–6)% increased quiver affix effect
T2 → T5 (item level 43–∞, weight 600): (6–8)% increased quiver affix effect
T1 → T4 (item level 97–∞, weight 250): (8–9.5)% increased quiver affix effect
#% increased ranged critical strike chance T3 → T6 (item level 1–96, weight 1000): (10–12)% increased ranged critical strike chance
T2 → T5 (item level 43–∞, weight 600): (12–16)% increased ranged critical strike chance
T1 → T4 (item level 97–∞, weight 250): (16–19)% increased ranged critical strike chance
#% increased ranged critical strike chance T5 → T8 (item level 1–42, weight 1000): (10–14)% increased ranged critical strike chance
T4 → T7 (item level 19–76, weight 700): (16–22)% increased ranged critical strike chance
T3 → T6 (item level 43–129, weight 400): (22–30)% increased ranged critical strike chance
T2 → T5 (item level 77–∞, weight 180): (29–39)% increased ranged critical strike chance
T1 → T4 (item level 130–∞, weight 60): (36–48)% increased ranged critical strike chance
#% increased ranged damage T3 → T6 (item level 1–96, weight 1000): (5–6)% increased ranged damage
T2 → T5 (item level 43–∞, weight 600): (6–8)% increased ranged damage
T1 → T4 (item level 97–∞, weight 250): (8–9.5)% increased ranged damage
#% increased ranged damage T5 → T8 (item level 1–42, weight 1000): (5–7)% increased ranged damage
T4 → T7 (item level 19–76, weight 700): (8–11)% increased ranged damage
T3 → T6 (item level 43–129, weight 400): (11–15)% increased ranged damage
T2 → T5 (item level 77–∞, weight 180): (14.5–19.5)% increased ranged damage
T1 → T4 (item level 130–∞, weight 60): (18–24)% increased ranged damage
#% increased reel speed T5 → T8 (item level 1–42, weight 1000): (5–9)% increased reel speed
T4 → T7 (item level 19–76, weight 700): (10–14)% increased reel speed
T3 → T6 (item level 43–129, weight 400): (15–19)% increased reel speed
T2 → T5 (item level 77–∞, weight 180): (20–24)% increased reel speed
T1 → T4 (item level 130–∞, weight 60): (25–30)% increased reel speed
#% increased resource and recovery accessory affix effect T3 → T6 (item level 1–96, weight 1000): (5–6)% increased resource and recovery accessory affix effect
T2 → T5 (item level 43–∞, weight 600): (6–8)% increased resource and recovery accessory affix effect
T1 → T4 (item level 97–∞, weight 250): (8–9.5)% increased resource and recovery accessory affix effect
#% increased Rested bonus duration T3 → T6 (item level 1–96, weight 1000): (5–6)% increased Rested bonus duration
T2 → T5 (item level 43–∞, weight 600): (6–8)% increased Rested bonus duration
T1 → T4 (item level 97–∞, weight 250): (8–9.5)% increased Rested bonus duration
#% increased rested power T3 → T6 (item level 1–96, weight 1000): (4–5)% increased rested power
T2 → T5 (item level 43–∞, weight 600): (5–6.5)% increased rested power
T1 → T4 (item level 97–∞, weight 250): (6.5–8)% increased rested power
#% increased rested power ×2 T5 → T8 (item level 1–42, weight 1000): (4–6)% increased rested power
T4 → T7 (item level 19–76, weight 700): (7–9)% increased rested power
T3 → T6 (item level 43–129, weight 400): (9.5–12.5)% increased rested power
T2 → T5 (item level 77–∞, weight 180): (12–16)% increased rested power
T1 → T4 (item level 130–∞, weight 60): (15–20)% increased rested power
#% increased rune shield ×6 T3 → T6 (item level 1–96, weight 1000): (4–5)% increased rune shield
T2 → T5 (item level 43–∞, weight 600): (5–6.5)% increased rune shield
T1 → T4 (item level 97–∞, weight 250): (6.5–8)% increased rune shield
#% increased rune shield ×2 T5 → T8 (item level 1–42, weight 1000): (4–6)% increased rune shield
T4 → T7 (item level 19–76, weight 700): (7–9)% increased rune shield
T3 → T6 (item level 43–129, weight 400): (9.5–12.5)% increased rune shield
T2 → T5 (item level 77–∞, weight 180): (12–16)% increased rune shield
T1 → T4 (item level 130–∞, weight 60): (15–20)% increased rune shield
#% increased rune shield from equipped body armour ×2 T3 → T6 (item level 1–96, weight 1000): (12 → 4–15 → 5)% increased rune shield from equipped body armour
T2 → T5 (item level 43–∞, weight 600): (15 → 5–20 → 6.5)% increased rune shield from equipped body armour
T1 → T4 (item level 97–∞, weight 250): (20 → 6.5–24 → 8)% increased rune shield from equipped body armour
T0 (item level 1–∞, weight 0): (27 → 9–30 → 10)% increased rune shield from equipped body armour
#% increased rune shield from equipped helmet T3 → T6 (item level 1–96, weight 1000): (16 → 4–20 → 5)% increased rune shield from equipped helmet
T2 → T5 (item level 43–∞, weight 600): (20 → 5–26 → 6.5)% increased rune shield from equipped helmet
T1 → T4 (item level 97–∞, weight 250): (26 → 6.5–32 → 8)% increased rune shield from equipped helmet
T0 (item level 1–∞, weight 0): (36 → 9–40 → 10)% increased rune shield from equipped helmet
#% increased rune shield recharge ×3 T3 → T6 (item level 1–96, weight 1000): (4–5)% increased rune shield recharge
T2 → T5 (item level 43–∞, weight 600): (5–6.5)% increased rune shield recharge
T1 → T4 (item level 97–∞, weight 250): (6.5–8)% increased rune shield recharge
#% increased rune shield recharge ×2 T5 → T8 (item level 1–42, weight 1000): (4–6)% increased rune shield recharge
T4 → T7 (item level 19–76, weight 700): (7–9)% increased rune shield recharge
T3 → T6 (item level 43–129, weight 400): (9.5–12.5)% increased rune shield recharge
T2 → T5 (item level 77–∞, weight 180): (12–16)% increased rune shield recharge
T1 → T4 (item level 130–∞, weight 60): (15–20)% increased rune shield recharge
#% increased rune shield recharge T5 → T8 (item level 1–42, weight 1000): (8–12)% increased rune shield recharge
T4 → T7 (item level 19–76, weight 700): (13–18)% increased rune shield recharge
T3 → T6 (item level 43–129, weight 400): (19–24)% increased rune shield recharge
T2 → T5 (item level 77–∞, weight 180): (25–30)% increased rune shield recharge
T1 → T4 (item level 130–∞, weight 60): (31–40)% increased rune shield recharge
#% increased rune shield recharge at full life ×2 T5 → T8 (item level 1–42, weight 1000): (6–8)% increased rune shield recharge at full life
T4 → T7 (item level 19–76, weight 700): (9–13)% increased rune shield recharge at full life
T3 → T6 (item level 43–129, weight 400): (13–17)% increased rune shield recharge at full life
T2 → T5 (item level 77–∞, weight 180): (16–22)% increased rune shield recharge at full life
T1 → T4 (item level 130–∞, weight 60): (20–27)% increased rune shield recharge at full life
#% increased rune shield recharge at low life ×2 T5 → T8 (item level 1–42, weight 1000): (8–12)% increased rune shield recharge at low life
T4 → T7 (item level 19–76, weight 700): (14–18)% increased rune shield recharge at low life
T3 → T6 (item level 43–129, weight 400): (19–25)% increased rune shield recharge at low life
T2 → T5 (item level 77–∞, weight 180): (24–32)% increased rune shield recharge at low life
T1 → T4 (item level 130–∞, weight 60): (30–40)% increased rune shield recharge at low life
#% increased rune shield recharge at low rune shield ×2 T5 → T8 (item level 1–42, weight 1000): (8–12)% increased rune shield recharge at low rune shield
T4 → T7 (item level 19–76, weight 700): (14–18)% increased rune shield recharge at low rune shield
T3 → T6 (item level 43–129, weight 400): (19–25)% increased rune shield recharge at low rune shield
T2 → T5 (item level 77–∞, weight 180): (24–32)% increased rune shield recharge at low rune shield
T1 → T4 (item level 130–∞, weight 60): (30–40)% increased rune shield recharge at low rune shield
#% increased rune shield recharge on dodge recently ×2 T5 → T8 (item level 1–42, weight 1000): (8–12)% increased rune shield recharge on dodge recently
T4 → T7 (item level 19–76, weight 700): (14–18)% increased rune shield recharge on dodge recently
T3 → T6 (item level 43–129, weight 400): (19–25)% increased rune shield recharge on dodge recently
T2 → T5 (item level 77–∞, weight 180): (24–32)% increased rune shield recharge on dodge recently
T1 → T4 (item level 130–∞, weight 60): (30–40)% increased rune shield recharge on dodge recently
#% increased rune shield recharge per point of rested charge ×2 T5 → T8 (item level 1–42, weight 1000): (0.14–0.18)% increased rune shield recharge per point of rested charge
T4 → T7 (item level 19–76, weight 700): (0.22–0.29)% increased rune shield recharge per point of rested charge
T3 → T6 (item level 43–129, weight 400): (0.3–0.4)% increased rune shield recharge per point of rested charge
T2 → T5 (item level 77–∞, weight 180): (0.38–0.52)% increased rune shield recharge per point of rested charge
T1 → T4 (item level 130–∞, weight 60): (0.48–0.64)% increased rune shield recharge per point of rested charge
#% increased rune shield while a mead effect is active T3 → T6 (item level 1–96, weight 1000): (5–6)% increased rune shield while a mead effect is active
T2 → T5 (item level 43–∞, weight 600): (6–8)% increased rune shield while a mead effect is active
T1 → T4 (item level 97–∞, weight 250): (8–10)% increased rune shield while a mead effect is active
#% increased rune shield while fed ×2 T3 → T6 (item level 1–96, weight 1000): (5–6)% increased rune shield while fed
T2 → T5 (item level 43–∞, weight 600): (6–8)% increased rune shield while fed
T1 → T4 (item level 97–∞, weight 250): (8–10)% increased rune shield while fed
#% increased scepter attack speed ×2 T3 → T6 (item level 1–96, weight 1000): (1.6–2)% increased scepter attack speed
T2 → T5 (item level 43–∞, weight 600): (2–2.6)% increased scepter attack speed
T1 → T4 (item level 97–∞, weight 250): (2.6–3.2)% increased scepter attack speed
#% increased scepter critical strike chance ×2 T3 → T6 (item level 1–96, weight 1000): (10–12)% increased scepter critical strike chance
T2 → T5 (item level 43–∞, weight 600): (12–16)% increased scepter critical strike chance
T1 → T4 (item level 97–∞, weight 250): (16–19)% increased scepter critical strike chance
#% increased scepter damage ×2 T3 → T6 (item level 1–96, weight 1000): (6.5–8)% increased scepter damage
T2 → T5 (item level 43–∞, weight 600): (8–10.5)% increased scepter damage
T1 → T4 (item level 97–∞, weight 250): (10.5–13)% increased scepter damage
#% increased shock build-up T3 → T6 (item level 1–96, weight 1000): (13–16)% increased shock build-up
T2 → T5 (item level 43–∞, weight 600): (16–21)% increased shock build-up
T1 → T4 (item level 97–∞, weight 250): (21–26)% increased shock build-up
#% increased shock build-up T5 → T8 (item level 1–42, weight 1000): (14–18)% increased shock build-up
T4 → T7 (item level 19–76, weight 700): (22–29)% increased shock build-up
T3 → T6 (item level 43–129, weight 400): (30–40)% increased shock build-up
T2 → T5 (item level 77–∞, weight 180): (38–52)% increased shock build-up
T1 → T4 (item level 130–∞, weight 60): (48–64)% increased shock build-up
#% increased shock build-up T5 → T8 (item level 1–42, weight 1000): (10–15)% increased shock build-up
T4 → T7 (item level 19–76, weight 700): (16–24)% increased shock build-up
T3 → T6 (item level 43–129, weight 400): (25–34)% increased shock build-up
T2 → T5 (item level 77–∞, weight 180): (35–45)% increased shock build-up
T1 → T4 (item level 130–∞, weight 60): (46–60)% increased shock build-up
#% increased shock build-up against wet targets T3 → T6 (item level 1–96, weight 1000): (8 → 13–10 → 16)% increased shock build-up against wet targets
T2 → T5 (item level 43–∞, weight 600): (10 → 16–13 → 21)% increased shock build-up against wet targets
T1 → T4 (item level 97–∞, weight 250): (13 → 21–16 → 26)% increased shock build-up against wet targets
T0 (item level 1–∞, weight 0): (18 → 29–20 → 32)% increased shock build-up against wet targets
#% increased shock build-up against wet targets T5 → T8 (item level 1–42, weight 1000): (8–12)% increased shock build-up against wet targets
T4 → T7 (item level 19–76, weight 700): (14–18)% increased shock build-up against wet targets
T3 → T6 (item level 43–129, weight 400): (19–25)% increased shock build-up against wet targets
T2 → T5 (item level 77–∞, weight 180): (24–32)% increased shock build-up against wet targets
T1 → T4 (item level 130–∞, weight 60): (30–40)% increased shock build-up against wet targets
#% increased shock duration T3 → T6 (item level 1–96, weight 1000): (3.2–4)% increased shock duration
T2 → T5 (item level 43–∞, weight 600): (4–5.2)% increased shock duration
T1 → T4 (item level 97–∞, weight 250): (5.2–6.4)% increased shock duration
#% increased shock duration against wet targets T5 → T8 (item level 1–42, weight 1000): (5–7)% increased shock duration against wet targets
T4 → T7 (item level 19–76, weight 700): (8–11)% increased shock duration against wet targets
T3 → T6 (item level 43–129, weight 400): (11–15)% increased shock duration against wet targets
T2 → T5 (item level 77–∞, weight 180): (14.5–19.5)% increased shock duration against wet targets
T1 → T4 (item level 130–∞, weight 60): (18–24)% increased shock duration against wet targets
#% increased shock effect T3 → T6 (item level 1–96, weight 1000): (6.5–8)% increased shock effect
T2 → T5 (item level 43–∞, weight 600): (8–10.5)% increased shock effect
T1 → T4 (item level 97–∞, weight 250): (10.5–13)% increased shock effect
#% increased shock effect +#% ailment effect shock → #% increased shock effect
T5 → T8 (item level 1–42, weight 1000): +(3–5)% ailment → increased shock effect shock
T4 → T7 (item level 19–76, weight 700): +(6–8)% ailment → increased shock effect shock
T3 → T6 (item level 43–129, weight 400): +(9–11)% ailment → increased shock effect shock
T2 → T5 (item level 77–∞, weight 180): +(12–14)% ailment → increased shock effect shock
T1 → T4 (item level 130–∞, weight 60): +(15–18)% ailment → increased shock effect shock
#% increased shock effect T5 → T8 (item level 1–42, weight 1000): (7–9)% increased shock effect
T4 → T7 (item level 19–76, weight 700): (11–15)% increased shock effect
T3 → T6 (item level 43–129, weight 400): (15–20)% increased shock effect
T2 → T5 (item level 77–∞, weight 180): (19–26)% increased shock effect
T1 → T4 (item level 130–∞, weight 60): (24–32)% increased shock effect
#% increased shock effect +#% ailment effect shock → #% increased shock effect
T5 → T8 (item level 1–42, weight 1000): +(5–8)% ailment → increased shock effect shock
T4 → T7 (item level 19–76, weight 700): +(9–13)% ailment → increased shock effect shock
T3 → T6 (item level 43–129, weight 400): +(14–19)% ailment → increased shock effect shock
T2 → T5 (item level 77–∞, weight 180): +(20–26)% ailment → increased shock effect shock
T1 → T4 (item level 130–∞, weight 60): +(27–35)% ailment → increased shock effect shock
#% increased shooting attack speed T3 → T6 (item level 1–96, weight 1000): (1.6–2)% increased shooting attack speed
T2 → T5 (item level 43–∞, weight 600): (2–2.6)% increased shooting attack speed
T1 → T4 (item level 97–∞, weight 250): (2.6–3.2)% increased shooting attack speed
#% increased shooting critical strike chance T3 → T6 (item level 1–96, weight 1000): (10–12)% increased shooting critical strike chance
T2 → T5 (item level 43–∞, weight 600): (12–16)% increased shooting critical strike chance
T1 → T4 (item level 97–∞, weight 250): (16–19)% increased shooting critical strike chance
#% increased shooting critical strike chance T5 → T8 (item level 1–42, weight 1000): (10–14)% increased shooting critical strike chance
T4 → T7 (item level 19–76, weight 700): (16–22)% increased shooting critical strike chance
T3 → T6 (item level 43–129, weight 400): (22–30)% increased shooting critical strike chance
T2 → T5 (item level 77–∞, weight 180): (29–39)% increased shooting critical strike chance
T1 → T4 (item level 130–∞, weight 60): (36–48)% increased shooting critical strike chance
#% increased shooting damage T3 → T6 (item level 1–96, weight 1000): (5–6)% increased shooting damage
T2 → T5 (item level 43–∞, weight 600): (6–8)% increased shooting damage
T1 → T4 (item level 97–∞, weight 250): (8–9.5)% increased shooting damage
#% increased shooting damage T5 → T8 (item level 1–42, weight 1000): (5–7)% increased shooting damage
T4 → T7 (item level 19–76, weight 700): (8–11)% increased shooting damage
T3 → T6 (item level 43–129, weight 400): (11–15)% increased shooting damage
T2 → T5 (item level 77–∞, weight 180): (14.5–19.5)% increased shooting damage
T1 → T4 (item level 130–∞, weight 60): (18–24)% increased shooting damage
#% increased shooting effective range T4 → T7 (item level 1–76, weight 400): (10–15)% increased shooting effective range
T3 → T6 (item level 43–129, weight 300): (16–24)% increased shooting effective range
T2 → T5 (item level 77–∞, weight 180): (25–34)% increased shooting effective range
T1 → T4 (item level 130–∞, weight 60): (35–45)% increased shooting effective range
#% increased shot accuracy ×3 T3 → T6 (item level 1–96, weight 1000): (3.2–4)% increased shot accuracy
T2 → T5 (item level 43–∞, weight 600): (4–5.2)% increased shot accuracy
T1 → T4 (item level 97–∞, weight 250): (5.2–6.4)% increased shot accuracy
#% increased shot accuracy T5 → T8 (item level 1–42, weight 1000): (3.5–4.5)% increased shot accuracy
T4 → T7 (item level 19–76, weight 700): (5.5–7.5)% increased shot accuracy
T3 → T6 (item level 43–129, weight 400): (7.5–10)% increased shot accuracy
T2 → T5 (item level 77–∞, weight 180): (9.5–13)% increased shot accuracy
T1 → T4 (item level 130–∞, weight 60): (12–16)% increased shot accuracy
#% increased shot accuracy if started at full stamina T5 → T8 (item level 1–42, weight 1000): (5–7)% increased shot accuracy if started at full stamina
T4 → T7 (item level 19–76, weight 700): (8–11)% increased shot accuracy if started at full stamina
T3 → T6 (item level 43–129, weight 400): (11–15)% increased shot accuracy if started at full stamina
T2 → T5 (item level 77–∞, weight 180): (14.5–19.5)% increased shot accuracy if started at full stamina
T1 → T4 (item level 130–∞, weight 60): (18–24)% increased shot accuracy if started at full stamina
#% increased shot accuracy while airborne #% increased shot accuracy airborne → #% increased shot accuracy while airborne
T5 → T8 (item level 1–42, weight 1000): (10–14)% increased shot accuracy while airborne
T4 → T7 (item level 19–76, weight 700): (16–22)% increased shot accuracy while airborne
T3 → T6 (item level 43–129, weight 400): (22–30)% increased shot accuracy while airborne
T2 → T5 (item level 77–∞, weight 180): (29–39)% increased shot accuracy while airborne
T1 → T4 (item level 130–∞, weight 60): (36–48)% increased shot accuracy while airborne
T0 (item level 1–∞, weight 0): (46–62)% increased shot accuracy while airborne
#% increased shot accuracy while standing still T5 → T8 (item level 1–42, weight 1000): (5–7)% increased shot accuracy while standing still
T4 → T7 (item level 19–76, weight 700): (8–11)% increased shot accuracy while standing still
T3 → T6 (item level 43–129, weight 400): (11–15)% increased shot accuracy while standing still
T2 → T5 (item level 77–∞, weight 180): (14.5–19.5)% increased shot accuracy while standing still
T1 → T4 (item level 130–∞, weight 60): (18–24)% increased shot accuracy while standing still
#% increased slam area of effect T3 → T6 (item level 1–96, weight 1000): (3.2–4)% increased slam area of effect
T2 → T5 (item level 43–∞, weight 600): (4–5.2)% increased slam area of effect
T1 → T4 (item level 97–∞, weight 250): (5.2–6.4)% increased slam area of effect
#% increased slam knockback T3 → T6 (item level 1–96, weight 1000): (3.2–4)% increased slam knockback
T2 → T5 (item level 43–∞, weight 600): (4–5.2)% increased slam knockback
T1 → T4 (item level 97–∞, weight 250): (5.2–6.4)% increased slam knockback
#% increased slashing damage T3 → T6 (item level 1–96, weight 1000): (5–6)% increased slashing damage
T2 → T5 (item level 43–∞, weight 600): (6–8)% increased slashing damage
T1 → T4 (item level 97–∞, weight 250): (8–9.5)% increased slashing damage
#% increased slashing damage T5 → T8 (item level 1–42, weight 1000): (5–7)% increased slashing damage
T4 → T7 (item level 19–76, weight 700): (8–11)% increased slashing damage
T3 → T6 (item level 43–129, weight 400): (12–15)% increased slashing damage
T2 → T5 (item level 77–∞, weight 180): (16–20)% increased slashing damage
T1 → T4 (item level 130–∞, weight 60): (21–25)% increased slashing damage
#% increased slashing damage T5 → T8 (item level 1–42, weight 1000): (5–7)% increased slashing damage
T4 → T7 (item level 19–76, weight 700): (8–11)% increased slashing damage
T3 → T6 (item level 43–129, weight 400): (11–15)% increased slashing damage
T2 → T5 (item level 77–∞, weight 180): (14.5–19.5)% increased slashing damage
T1 → T4 (item level 130–∞, weight 60): (18–24)% increased slashing damage
#% increased sneak attack damage ×3 T3 → T6 (item level 1–96, weight 1000): (10–12)% increased sneak attack damage
T2 → T5 (item level 43–∞, weight 600): (12–16)% increased sneak attack damage
T1 → T4 (item level 97–∞, weight 250): (16–19)% increased sneak attack damage
#% increased sneak attack damage T5 → T8 (item level 1–42, weight 1000): (10–14)% increased sneak attack damage
T4 → T7 (item level 19–76, weight 700): (16–22)% increased sneak attack damage
T3 → T6 (item level 43–129, weight 400): (22–30)% increased sneak attack damage
T2 → T5 (item level 77–∞, weight 180): (29–39)% increased sneak attack damage
T1 → T4 (item level 130–∞, weight 60): (36–48)% increased sneak attack damage
#% increased sneak attack damage against full life enemies ×2 T3 → T6 (item level 1–96, weight 1000): (10–12)% increased sneak attack damage against full life enemies
T2 → T5 (item level 43–∞, weight 600): (12–16)% increased sneak attack damage against full life enemies
T1 → T4 (item level 97–∞, weight 250): (16–19)% increased sneak attack damage against full life enemies
#% increased sneak attack damage against full life enemies T5 → T8 (item level 1–42, weight 1000): (10–14)% increased sneak attack damage against full life enemies
T4 → T7 (item level 19–76, weight 700): (16–22)% increased sneak attack damage against full life enemies
T3 → T6 (item level 43–129, weight 400): (22–30)% increased sneak attack damage against full life enemies
T2 → T5 (item level 77–∞, weight 180): (29–39)% increased sneak attack damage against full life enemies
T1 → T4 (item level 130–∞, weight 60): (36–48)% increased sneak attack damage against full life enemies
#% increased sneak attack damage at night T3 → T6 (item level 1–96, weight 1000): (19–24)% increased sneak attack damage at night
T2 → T5 (item level 43–∞, weight 600): (24–31)% increased sneak attack damage at night
T1 → T4 (item level 97–∞, weight 250): (31–38)% increased sneak attack damage at night
#% increased sneak attack damage at night T5 → T8 (item level 1–42, weight 1000): (20–28)% increased sneak attack damage at night
T4 → T7 (item level 19–76, weight 700): (33–44)% increased sneak attack damage at night
T3 → T6 (item level 43–129, weight 400): (45–61)% increased sneak attack damage at night
T2 → T5 (item level 77–∞, weight 180): (57–77)% increased sneak attack damage at night
T1 → T4 (item level 130–∞, weight 60): (71–97)% increased sneak attack damage at night
#% increased spear attack speed T3 → T6 (item level 1–96, weight 1000): (1.6–2)% increased spear attack speed
T2 → T5 (item level 43–∞, weight 600): (2–2.6)% increased spear attack speed
T1 → T4 (item level 97–∞, weight 250): (2.6–3.2)% increased spear attack speed
#% increased spear critical strike chance T3 → T6 (item level 1–96, weight 1000): (10–12)% increased spear critical strike chance
T2 → T5 (item level 43–∞, weight 600): (12–16)% increased spear critical strike chance
T1 → T4 (item level 97–∞, weight 250): (16–19)% increased spear critical strike chance
#% increased spear damage T3 → T6 (item level 1–96, weight 1000): (6.5–8)% increased spear damage
T2 → T5 (item level 43–∞, weight 600): (8–10.5)% increased spear damage
T1 → T4 (item level 97–∞, weight 250): (10.5–13)% increased spear damage
#% increased spell area of effect T3 → T6 (item level 1–96, weight 1000): (3.2–4)% increased spell area of effect
T2 → T5 (item level 43–∞, weight 600): (4–5.2)% increased spell area of effect
T1 → T4 (item level 97–∞, weight 250): (5.2–6.4)% increased spell area of effect
#% increased spell cast speed T3 → T6 (item level 1–96, weight 1000): (3.2 → 1.6–4 → 2)% increased spell cast speed
T2 → T5 (item level 43–∞, weight 600): (4 → 2–5.2 → 2.6)% increased spell cast speed
T1 → T4 (item level 97–∞, weight 250): (5.2 → 2.6–6.4 → 3.2)% increased spell cast speed
T0 (item level 1–∞, weight 0): (7.2 → 3.6–8 → 4)% increased spell cast speed
#% increased spell critical strike chance T3 → T6 (item level 1–96, weight 1000): (10–12)% increased spell critical strike chance
T2 → T5 (item level 43–∞, weight 600): (12–16)% increased spell critical strike chance
T1 → T4 (item level 97–∞, weight 250): (16–19)% increased spell critical strike chance
#% increased spell critical strike chance T5 → T8 (item level 1–42, weight 1000): (10–14)% increased spell critical strike chance
T4 → T7 (item level 19–76, weight 700): (16–22)% increased spell critical strike chance
T3 → T6 (item level 43–129, weight 400): (22–30)% increased spell critical strike chance
T2 → T5 (item level 77–∞, weight 180): (29–39)% increased spell critical strike chance
T1 → T4 (item level 130–∞, weight 60): (36–48)% increased spell critical strike chance
#% increased spell damage T5 → T8 (item level 1–42, weight 1000): (5–7)% increased spell damage
T4 → T7 (item level 19–76, weight 700): (8–11)% increased spell damage
T3 → T6 (item level 43–129, weight 400): (11–15)% increased spell damage
T2 → T5 (item level 77–∞, weight 180): (14.5–19.5)% increased spell damage
T1 → T4 (item level 130–∞, weight 60): (18–24)% increased spell damage
#% increased spell damage with projectiles T3 → T6 (item level 1–96, weight 1000): (5–6)% increased spell damage with projectiles
T2 → T5 (item level 43–∞, weight 600): (6–8)% increased spell damage with projectiles
T1 → T4 (item level 97–∞, weight 250): (8–9.5)% increased spell damage with projectiles
#% increased spell projectile speed with projectiles T3 → T6 (item level 1–96, weight 1000): (3.2–4)% increased spell projectile speed with projectiles
T2 → T5 (item level 43–∞, weight 600): (4–5.2)% increased spell projectile speed with projectiles
T1 → T4 (item level 97–∞, weight 250): (5.2–6.4)% increased spell projectile speed with projectiles
#% increased spirit damage T3 → T6 (item level 1–96, weight 1000): (5–6)% increased spirit damage
T2 → T5 (item level 43–∞, weight 600): (6–8)% increased spirit damage
T1 → T4 (item level 97–∞, weight 250): (8–9.5)% increased spirit damage
#% increased spirit damage T5 → T8 (item level 1–42, weight 1000): (5–7)% increased spirit damage
T4 → T7 (item level 19–76, weight 700): (8–11)% increased spirit damage
T3 → T6 (item level 43–129, weight 400): (12–15)% increased spirit damage
T2 → T5 (item level 77–∞, weight 180): (16–20)% increased spirit damage
T1 → T4 (item level 130–∞, weight 60): (21–25)% increased spirit damage
#% increased spirit damage T5 → T8 (item level 1–42, weight 1000): (5–7)% increased spirit damage
T4 → T7 (item level 19–76, weight 700): (8–11)% increased spirit damage
T3 → T6 (item level 43–129, weight 400): (11–15)% increased spirit damage
T2 → T5 (item level 77–∞, weight 180): (14.5–19.5)% increased spirit damage
T1 → T4 (item level 130–∞, weight 60): (18–24)% increased spirit damage
#% increased staff cast speed T3 → T6 (item level 1–96, weight 1000): (1.6–2)% increased staff cast speed
T2 → T5 (item level 43–∞, weight 600): (2–2.6)% increased staff cast speed
T1 → T4 (item level 97–∞, weight 250): (2.6–3.2)% increased staff cast speed
#% increased staff critical strike chance T3 → T6 (item level 1–96, weight 1000): (10–12)% increased staff critical strike chance
T2 → T5 (item level 43–∞, weight 600): (12–16)% increased staff critical strike chance
T1 → T4 (item level 97–∞, weight 250): (16–19)% increased staff critical strike chance
#% increased staff damage T3 → T6 (item level 1–96, weight 1000): (6.5–8)% increased staff damage
T2 → T5 (item level 43–∞, weight 600): (8–10.5)% increased staff damage
T1 → T4 (item level 97–∞, weight 250): (10.5–13)% increased staff damage
#% increased stagger build-up T3 → T6 (item level 1–96, weight 1000): (13–16)% increased stagger build-up
T2 → T5 (item level 43–∞, weight 600): (16–21)% increased stagger build-up
T1 → T4 (item level 97–∞, weight 250): (21–26)% increased stagger build-up
#% increased stagger build-up T5 → T8 (item level 1–42, weight 1000): (14–18)% increased stagger build-up
T4 → T7 (item level 19–76, weight 700): (22–29)% increased stagger build-up
T3 → T6 (item level 43–129, weight 400): (30–40)% increased stagger build-up
T2 → T5 (item level 77–∞, weight 180): (38–52)% increased stagger build-up
T1 → T4 (item level 130–∞, weight 60): (48–64)% increased stagger build-up
#% increased stagger build-up T5 → T8 (item level 1–42, weight 1000): (3.5–4.5)% increased stagger build-up
T4 → T7 (item level 19–76, weight 700): (5.5–7.5)% increased stagger build-up
T3 → T6 (item level 43–129, weight 400): (7.5–10)% increased stagger build-up
T2 → T5 (item level 77–∞, weight 180): (9.5–13)% increased stagger build-up
T1 → T4 (item level 130–∞, weight 60): (12–16)% increased stagger build-up
#% increased stagger build-up against immobilized enemies T3 → T6 (item level 1–96, weight 1000): (13–16)% increased stagger build-up against immobilized enemies
T2 → T5 (item level 43–∞, weight 600): (16–21)% increased stagger build-up against immobilized enemies
T1 → T4 (item level 97–∞, weight 250): (21–26)% increased stagger build-up against immobilized enemies
#% increased stagger build-up while airborne #% increased stagger build-up airborne → #% increased stagger build-up while airborne
T3 → T6 (item level 1–96, weight 1000): (38–48)% increased stagger build-up while airborne
T2 → T5 (item level 43–∞, weight 600): (48–62)% increased stagger build-up while airborne
T1 → T4 (item level 97–∞, weight 250): (62–77)% increased stagger build-up while airborne
T0 (item level 1–∞, weight 0): (86–96)% increased stagger build-up while airborne
#% increased stagger build-up while airborne #% increased stagger build-up airborne → #% increased stagger build-up while airborne
T5 → T8 (item level 1–42, weight 1000): (10–14)% increased stagger build-up while airborne
T4 → T7 (item level 19–76, weight 700): (16–22)% increased stagger build-up while airborne
T3 → T6 (item level 43–129, weight 400): (22–30)% increased stagger build-up while airborne
T2 → T5 (item level 77–∞, weight 180): (29–39)% increased stagger build-up while airborne
T1 → T4 (item level 130–∞, weight 60): (36–48)% increased stagger build-up while airborne
T0 (item level 1–∞, weight 0): (46–62)% increased stagger build-up while airborne
#% increased stagger build-up with aftershocks T3 → T6 (item level 1–96, weight 1000): (5 → 8–6 → 10)% increased stagger build-up with aftershocks
T2 → T5 (item level 43–∞, weight 600): (6 → 10–8 → 13)% increased stagger build-up with aftershocks
T1 → T4 (item level 97–∞, weight 250): (8 → 13–9.5 → 16)% increased stagger build-up with aftershocks
T0 (item level 1–∞, weight 0): (11 → 18–12 → 20)% increased stagger build-up with aftershocks
#% increased stagger build-up with alternative attacks ×2 T3 → T6 (item level 1–96, weight 1000): (13–16)% increased stagger build-up with alternative attacks
T2 → T5 (item level 43–∞, weight 600): (16–21)% increased stagger build-up with alternative attacks
T1 → T4 (item level 97–∞, weight 250): (21–26)% increased stagger build-up with alternative attacks
#% increased stagger build-up with alternative attacks T5 → T8 (item level 1–42, weight 1000): (5–7)% increased stagger build-up with alternative attacks
T4 → T7 (item level 19–76, weight 700): (8–11)% increased stagger build-up with alternative attacks
T3 → T6 (item level 43–129, weight 400): (11–15)% increased stagger build-up with alternative attacks
T2 → T5 (item level 77–∞, weight 180): (14.5–19.5)% increased stagger build-up with alternative attacks
T1 → T4 (item level 130–∞, weight 60): (18–24)% increased stagger build-up with alternative attacks
#% increased stagger build-up with blunt damage ×2 T3 → T6 (item level 1–96, weight 1000): (13–16)% increased stagger build-up with blunt damage
T2 → T5 (item level 43–∞, weight 600): (16–21)% increased stagger build-up with blunt damage
T1 → T4 (item level 97–∞, weight 250): (21–26)% increased stagger build-up with blunt damage
#% increased stagger build-up with blunt damage T5 → T8 (item level 1–42, weight 1000): (3.5–4.5)% increased stagger build-up with blunt damage
T4 → T7 (item level 19–76, weight 700): (5.5–7.5)% increased stagger build-up with blunt damage
T3 → T6 (item level 43–129, weight 400): (7.5–10)% increased stagger build-up with blunt damage
T2 → T5 (item level 77–∞, weight 180): (9.5–13)% increased stagger build-up with blunt damage
T1 → T4 (item level 130–∞, weight 60): (12–16)% increased stagger build-up with blunt damage
#% increased stagger build-up with charged attacks ×2 T3 → T6 (item level 1–96, weight 1000): (26–32)% increased stagger build-up with charged attacks
T2 → T5 (item level 43–∞, weight 600): (32–42)% increased stagger build-up with charged attacks
T1 → T4 (item level 97–∞, weight 250): (42–51)% increased stagger build-up with charged attacks
#% increased stagger build-up with clubs T3 → T6 (item level 1–96, weight 1000): (13–16)% increased stagger build-up with clubs
T2 → T5 (item level 43–∞, weight 600): (16–21)% increased stagger build-up with clubs
T1 → T4 (item level 97–∞, weight 250): (21–26)% increased stagger build-up with clubs
#% increased stagger build-up with fists T3 → T6 (item level 1–96, weight 1000): (13–16)% increased stagger build-up with fists
T2 → T5 (item level 43–∞, weight 600): (16–21)% increased stagger build-up with fists
T1 → T4 (item level 97–∞, weight 250): (21–26)% increased stagger build-up with fists
#% increased stagger build-up with pickaxes T3 → T6 (item level 1–96, weight 1000): (13–16)% increased stagger build-up with pickaxes
T2 → T5 (item level 43–∞, weight 600): (16–21)% increased stagger build-up with pickaxes
T1 → T4 (item level 97–∞, weight 250): (21–26)% increased stagger build-up with pickaxes
#% increased stagger build-up with polearms T3 → T6 (item level 1–96, weight 1000): (13–16)% increased stagger build-up with polearms
T2 → T5 (item level 43–∞, weight 600): (16–21)% increased stagger build-up with polearms
T1 → T4 (item level 97–∞, weight 250): (21–26)% increased stagger build-up with polearms
#% increased stagger build-up with slams T3 → T6 (item level 1–96, weight 1000): (13–16)% increased stagger build-up with slams
T2 → T5 (item level 43–∞, weight 600): (16–21)% increased stagger build-up with slams
T1 → T4 (item level 97–∞, weight 250): (21–26)% increased stagger build-up with slams
#% increased stagger duration T3 → T6 (item level 1–96, weight 1000): (3.2–4)% increased stagger duration
T2 → T5 (item level 43–∞, weight 600): (4–5.2)% increased stagger duration
T1 → T4 (item level 97–∞, weight 250): (5.2–6.4)% increased stagger duration
#% increased stagger duration T5 → T8 (item level 1–42, weight 1000): (3.5–4.5)% increased stagger duration
T4 → T7 (item level 19–76, weight 700): (5.5–7.5)% increased stagger duration
T3 → T6 (item level 43–129, weight 400): (7.5–10)% increased stagger duration
T2 → T5 (item level 77–∞, weight 180): (9.5–13)% increased stagger duration
T1 → T4 (item level 130–∞, weight 60): (12–16)% increased stagger duration
#% increased stagger resistance T5 → T8 (item level 1–42, weight 1000): (4–6)% increased stagger resistance
T4 → T7 (item level 19–76, weight 700): (7–9)% increased stagger resistance
T3 → T6 (item level 43–129, weight 400): (10–12)% increased stagger resistance
T2 → T5 (item level 77–∞, weight 180): (13–15)% increased stagger resistance
T1 → T4 (item level 130–∞, weight 60): (16–20)% increased stagger resistance
#% increased stamina regeneration ×3 T3 → T6 (item level 1–96, weight 1000): (3.2–4)% increased stamina regeneration
T2 → T5 (item level 43–∞, weight 600): (4–5.2)% increased stamina regeneration
T1 → T4 (item level 97–∞, weight 250): (5.2–6.4)% increased stamina regeneration
#% increased stamina regeneration ×2 T5 → T8 (item level 1–42, weight 1000): (3.5–4.5)% increased stamina regeneration
T4 → T7 (item level 19–76, weight 700): (5.5–7.5)% increased stamina regeneration
T3 → T6 (item level 43–129, weight 400): (7.5–10)% increased stamina regeneration
T2 → T5 (item level 77–∞, weight 180): (9.5–13)% increased stamina regeneration
T1 → T4 (item level 130–∞, weight 60): (12–16)% increased stamina regeneration
#% increased stamina regeneration T5 → T8 (item level 1–42, weight 1000): (8–12)% increased stamina regeneration
T4 → T7 (item level 19–76, weight 700): (13–18)% increased stamina regeneration
T3 → T6 (item level 43–129, weight 400): (19–24)% increased stamina regeneration
T2 → T5 (item level 77–∞, weight 180): (25–30)% increased stamina regeneration
T1 → T4 (item level 130–∞, weight 60): (31–40)% increased stamina regeneration
#% increased stamina regeneration at low stamina ×2 T5 → T8 (item level 1–42, weight 1000): (7–9)% increased stamina regeneration at low stamina
T4 → T7 (item level 19–76, weight 700): (11–15)% increased stamina regeneration at low stamina
T3 → T6 (item level 43–129, weight 400): (15–20)% increased stamina regeneration at low stamina
T2 → T5 (item level 77–∞, weight 180): (19–26)% increased stamina regeneration at low stamina
T1 → T4 (item level 130–∞, weight 60): (24–32)% increased stamina regeneration at low stamina
#% increased stamina regeneration at night ×4 T5 → T8 (item level 1–42, weight 1000): (7–9)% increased stamina regeneration at night
T4 → T7 (item level 19–76, weight 700): (11–15)% increased stamina regeneration at night
T3 → T6 (item level 43–129, weight 400): (15–20)% increased stamina regeneration at night
T2 → T5 (item level 77–∞, weight 180): (19–26)% increased stamina regeneration at night
T1 → T4 (item level 130–∞, weight 60): (24–32)% increased stamina regeneration at night
#% increased stamina regeneration on block recently ×3 T5 → T8 (item level 1–42, weight 1000): (7–9)% increased stamina regeneration on block recently
T4 → T7 (item level 19–76, weight 700): (11–15)% increased stamina regeneration on block recently
T3 → T6 (item level 43–129, weight 400): (15–20)% increased stamina regeneration on block recently
T2 → T5 (item level 77–∞, weight 180): (19–26)% increased stamina regeneration on block recently
T1 → T4 (item level 130–∞, weight 60): (24–32)% increased stamina regeneration on block recently
#% increased stamina regeneration on crit recently T5 → T8 (item level 1–42, weight 1000): (8–12)% increased stamina regeneration on crit recently
T4 → T7 (item level 19–76, weight 700): (14–18)% increased stamina regeneration on crit recently
T3 → T6 (item level 43–129, weight 400): (19–25)% increased stamina regeneration on crit recently
T2 → T5 (item level 77–∞, weight 180): (24–32)% increased stamina regeneration on crit recently
T1 → T4 (item level 130–∞, weight 60): (30–40)% increased stamina regeneration on crit recently
#% increased stamina regeneration on dodge recently ×2 T5 → T8 (item level 1–42, weight 1000): (7–9)% increased stamina regeneration on dodge recently
T4 → T7 (item level 19–76, weight 700): (11–15)% increased stamina regeneration on dodge recently
T3 → T6 (item level 43–129, weight 400): (15–20)% increased stamina regeneration on dodge recently
T2 → T5 (item level 77–∞, weight 180): (19–26)% increased stamina regeneration on dodge recently
T1 → T4 (item level 130–∞, weight 60): (24–32)% increased stamina regeneration on dodge recently
#% increased stamina regeneration per point of rested charge ×2 T5 → T8 (item level 1–42, weight 1000): (0.14–0.18)% increased stamina regeneration per point of rested charge
T4 → T7 (item level 19–76, weight 700): (0.22–0.29)% increased stamina regeneration per point of rested charge
T3 → T6 (item level 43–129, weight 400): (0.3–0.4)% increased stamina regeneration per point of rested charge
T2 → T5 (item level 77–∞, weight 180): (0.38–0.52)% increased stamina regeneration per point of rested charge
T1 → T4 (item level 130–∞, weight 60): (0.48–0.64)% increased stamina regeneration per point of rested charge
#% increased stamina regeneration when hit recently ×2 T5 → T8 (item level 1–42, weight 1000): (7–9)% increased stamina regeneration when hit recently
T4 → T7 (item level 19–76, weight 700): (11–15)% increased stamina regeneration when hit recently
T3 → T6 (item level 43–129, weight 400): (15–20)% increased stamina regeneration when hit recently
T2 → T5 (item level 77–∞, weight 180): (19–26)% increased stamina regeneration when hit recently
T1 → T4 (item level 130–∞, weight 60): (24–32)% increased stamina regeneration when hit recently
#% increased stamina regeneration while holding this tool T5 → T8 (item level 1–42, weight 1000): (5–9)% increased stamina regeneration while holding this tool
T4 → T7 (item level 19–76, weight 700): (10–14)% increased stamina regeneration while holding this tool
T3 → T6 (item level 43–129, weight 400): (15–19)% increased stamina regeneration while holding this tool
T2 → T5 (item level 77–∞, weight 180): (20–24)% increased stamina regeneration while holding this tool
T1 → T4 (item level 130–∞, weight 60): (25–30)% increased stamina regeneration while holding this tool
#% increased stamina regeneration while standing still ×2 T5 → T8 (item level 1–42, weight 1000): (5–7)% increased stamina regeneration while standing still
T4 → T7 (item level 19–76, weight 700): (8–11)% increased stamina regeneration while standing still
T3 → T6 (item level 43–129, weight 400): (11–15)% increased stamina regeneration while standing still
T2 → T5 (item level 77–∞, weight 180): (14.5–19.5)% increased stamina regeneration while standing still
T1 → T4 (item level 130–∞, weight 60): (18–24)% increased stamina regeneration while standing still
#% increased stealth T3 → T6 (item level 1–96, weight 1000): (6.5–8)% increased stealth
T2 → T5 (item level 43–∞, weight 600): (8–10.5)% increased stealth
T1 → T4 (item level 97–∞, weight 250): (10.5–13)% increased stealth
#% increased stealth ×2 T5 → T8 (item level 1–42, weight 1000): (7–9)% increased stealth
T4 → T7 (item level 19–76, weight 700): (11–15)% increased stealth
T3 → T6 (item level 43–129, weight 400): (15–20)% increased stealth
T2 → T5 (item level 77–∞, weight 180): (19–26)% increased stealth
T1 → T4 (item level 130–∞, weight 60): (24–32)% increased stealth
#% increased stealth at night ×2 T5 → T8 (item level 1–42, weight 1000): (14–18)% increased stealth at night
T4 → T7 (item level 19–76, weight 700): (22–29)% increased stealth at night
T3 → T6 (item level 43–129, weight 400): (30–40)% increased stealth at night
T2 → T5 (item level 77–∞, weight 180): (38–52)% increased stealth at night
T1 → T4 (item level 130–∞, weight 60): (48–64)% increased stealth at night
#% increased Strength ×3 T3 → T6 (item level 1–96, weight 1000): (3.2–4)% increased Strength
T2 → T5 (item level 43–∞, weight 600): (4–5.2)% increased Strength
T1 → T4 (item level 97–∞, weight 250): (5.2–6.4)% increased Strength
#% increased strength of potions you brew T5 → T8 (item level 1–42, weight 1000): (4–6)% increased strength of potions you brew
T4 → T7 (item level 19–76, weight 700): (7–9)% increased strength of potions you brew
T3 → T6 (item level 43–129, weight 400): (10–12)% increased strength of potions you brew
T2 → T5 (item level 77–∞, weight 180): (13–16)% increased strength of potions you brew
T1 → T4 (item level 130–∞, weight 60): (17–20)% increased strength of potions you brew
#% increased strike damage ×2 T3 → T6 (item level 1–96, weight 1000): (5–6)% increased strike damage
T2 → T5 (item level 43–∞, weight 600): (6–8)% increased strike damage
T1 → T4 (item level 97–∞, weight 250): (8–9.5)% increased strike damage
#% increased swim speed ×2 T5 → T8 (item level 1–42, weight 1000): (3.5–4.5)% increased swim speed
T4 → T7 (item level 19–76, weight 700): (5.5–7.5)% increased swim speed
T3 → T6 (item level 43–129, weight 400): (7.5–10)% increased swim speed
T2 → T5 (item level 77–∞, weight 180): (9.5–13)% increased swim speed
T1 → T4 (item level 130–∞, weight 60): (12–16)% increased swim speed
#% increased swim speed at low stamina ×2 T5 → T8 (item level 1–42, weight 1000): (7–9)% increased swim speed at low stamina
T4 → T7 (item level 19–76, weight 700): (11–15)% increased swim speed at low stamina
T3 → T6 (item level 43–129, weight 400): (15–20)% increased swim speed at low stamina
T2 → T5 (item level 77–∞, weight 180): (19–26)% increased swim speed at low stamina
T1 → T4 (item level 130–∞, weight 60): (24–32)% increased swim speed at low stamina
#% increased swim speed out of combat ×2 T5 → T8 (item level 1–42, weight 1000): (3.5–4.5)% increased swim speed out of combat
T4 → T7 (item level 19–76, weight 700): (5.5–7.5)% increased swim speed out of combat
T3 → T6 (item level 43–129, weight 400): (7.5–10)% increased swim speed out of combat
T2 → T5 (item level 77–∞, weight 180): (9.5–13)% increased swim speed out of combat
T1 → T4 (item level 130–∞, weight 60): (12–16)% increased swim speed out of combat
#% increased sword attack speed T3 → T6 (item level 1–96, weight 1000): (1.6–2)% increased sword attack speed
T2 → T5 (item level 43–∞, weight 600): (2–2.6)% increased sword attack speed
T1 → T4 (item level 97–∞, weight 250): (2.6–3.2)% increased sword attack speed
#% increased sword critical strike chance T3 → T6 (item level 1–96, weight 1000): (10–12)% increased sword critical strike chance
T2 → T5 (item level 43–∞, weight 600): (12–16)% increased sword critical strike chance
T1 → T4 (item level 97–∞, weight 250): (16–19)% increased sword critical strike chance
#% increased sword damage T3 → T6 (item level 1–96, weight 1000): (6.5–8)% increased sword damage
T2 → T5 (item level 43–∞, weight 600): (8–10.5)% increased sword damage
T1 → T4 (item level 97–∞, weight 250): (10.5–13)% increased sword damage
#% increased thorns ×3 T3 → T6 (item level 1–96, weight 1000): (6.5–8)% increased thorns
T2 → T5 (item level 43–∞, weight 600): (8–10.5)% increased thorns
T1 → T4 (item level 97–∞, weight 250): (10.5–13)% increased thorns
#% increased thorns ×4 T5 → T8 (item level 1–42, weight 1000): (7–9)% increased thorns
T4 → T7 (item level 19–76, weight 700): (11–15)% increased thorns
T3 → T6 (item level 43–129, weight 400): (15–20)% increased thorns
T2 → T5 (item level 77–∞, weight 180): (19–26)% increased thorns
T1 → T4 (item level 130–∞, weight 60): (24–32)% increased thorns
#% increased thorns at low life ×4 T5 → T8 (item level 1–42, weight 1000): (14–18)% increased thorns at low life
T4 → T7 (item level 19–76, weight 700): (22–29)% increased thorns at low life
T3 → T6 (item level 43–129, weight 400): (30–40)% increased thorns at low life
T2 → T5 (item level 77–∞, weight 180): (38–52)% increased thorns at low life
T1 → T4 (item level 130–∞, weight 60): (48–64)% increased thorns at low life
#% increased throwing attack speed ×2 T3 → T6 (item level 1–96, weight 1000): (1.6–2)% increased throwing attack speed
T2 → T5 (item level 43–∞, weight 600): (2–2.6)% increased throwing attack speed
T1 → T4 (item level 97–∞, weight 250): (2.6–3.2)% increased throwing attack speed
#% increased throwing attack speed on this item T5 → T8 (item level 1–42, weight 1000): (1.7–2.3)% increased throwing attack speed on this item
T4 → T7 (item level 19–76, weight 700): (2.7–3.7)% increased throwing attack speed on this item
T3 → T6 (item level 43–129, weight 400): (3.7–5.1)% increased throwing attack speed on this item
T2 → T5 (item level 77–∞, weight 180): (4.8–6.4)% increased throwing attack speed on this item
T1 → T4 (item level 130–∞, weight 60): (6–8)% increased throwing attack speed on this item
#% increased throwing critical strike chance ×2 T3 → T6 (item level 1–96, weight 1000): (10–12)% increased throwing critical strike chance
T2 → T5 (item level 43–∞, weight 600): (12–16)% increased throwing critical strike chance
T1 → T4 (item level 97–∞, weight 250): (16–19)% increased throwing critical strike chance
#% increased throwing critical strike chance T5 → T8 (item level 1–42, weight 1000): (10–14)% increased throwing critical strike chance
T4 → T7 (item level 19–76, weight 700): (16–22)% increased throwing critical strike chance
T3 → T6 (item level 43–129, weight 400): (22–30)% increased throwing critical strike chance
T2 → T5 (item level 77–∞, weight 180): (29–39)% increased throwing critical strike chance
T1 → T4 (item level 130–∞, weight 60): (36–48)% increased throwing critical strike chance
#% increased throwing damage ×3 T3 → T6 (item level 1–96, weight 1000): (5–6)% increased throwing damage
T2 → T5 (item level 43–∞, weight 600): (6–8)% increased throwing damage
T1 → T4 (item level 97–∞, weight 250): (8–9.5)% increased throwing damage
#% increased throwing damage T5 → T8 (item level 1–42, weight 1000): (5–7)% increased throwing damage
T4 → T7 (item level 19–76, weight 700): (8–11)% increased throwing damage
T3 → T6 (item level 43–129, weight 400): (11–15)% increased throwing damage
T2 → T5 (item level 77–∞, weight 180): (14.5–19.5)% increased throwing damage
T1 → T4 (item level 130–∞, weight 60): (18–24)% increased throwing damage
#% increased tower shield block power T3 → T6 (item level 1–96, weight 1000): (5–6)% increased tower shield block power
T2 → T5 (item level 43–∞, weight 600): (6–8)% increased tower shield block power
T1 → T4 (item level 97–∞, weight 250): (8–9.5)% increased tower shield block power
#% increased trap critical strike chance T3 → T6 (item level 1–96, weight 1000): (10–12)% increased trap critical strike chance
T2 → T5 (item level 43–∞, weight 600): (12–16)% increased trap critical strike chance
T1 → T4 (item level 97–∞, weight 250): (16–19)% increased trap critical strike chance
#% increased trap damage T3 → T6 (item level 1–96, weight 1000): (6.5–8)% increased trap damage
T2 → T5 (item level 43–∞, weight 600): (8–10.5)% increased trap damage
T1 → T4 (item level 97–∞, weight 250): (10.5–13)% increased trap damage
#% increased trinket duration T5 → T8 (item level 1–42, weight 1000): (6–10)% increased trinket duration
T4 → T7 (item level 19–76, weight 700): (11–15)% increased trinket duration
T3 → T6 (item level 43–129, weight 400): (16–20)% increased trinket duration
T2 → T5 (item level 77–∞, weight 180): (21–26)% increased trinket duration
T1 → T4 (item level 130–∞, weight 60): (27–35)% increased trinket duration
#% increased trinket effect T3 → T6 (item level 1–96, weight 1000): (5–6)% increased trinket effect
T2 → T5 (item level 43–∞, weight 600): (6–8)% increased trinket effect
T1 → T4 (item level 97–∞, weight 250): (8–9.5)% increased trinket effect
#% increased trinket effect T5 → T8 (item level 1–42, weight 1000): (4–6)% increased trinket effect
T4 → T7 (item level 19–76, weight 700): (7–9)% increased trinket effect
T3 → T6 (item level 43–129, weight 400): (10–12)% increased trinket effect
T2 → T5 (item level 77–∞, weight 180): (13–16)% increased trinket effect
T1 → T4 (item level 130–∞, weight 60): (17–20)% increased trinket effect
#% increased two-handed attack speed T3 → T6 (item level 1–96, weight 1000): (1.6–2)% increased two-handed attack speed
T2 → T5 (item level 43–∞, weight 600): (2–2.6)% increased two-handed attack speed
T1 → T4 (item level 97–∞, weight 250): (2.6–3.2)% increased two-handed attack speed
#% increased two-handed critical strike chance ×2 T3 → T6 (item level 1–96, weight 1000): (10–12)% increased two-handed critical strike chance
T2 → T5 (item level 43–∞, weight 600): (12–16)% increased two-handed critical strike chance
T1 → T4 (item level 97–∞, weight 250): (16–19)% increased two-handed critical strike chance
#% increased two-handed damage T3 → T6 (item level 1–96, weight 1000): (5–6)% increased two-handed damage
T2 → T5 (item level 43–∞, weight 600): (6–8)% increased two-handed damage
T1 → T4 (item level 97–∞, weight 250): (8–9.5)% increased two-handed damage
#% increased two-handed damage in melee ×2 T3 → T6 (item level 1–96, weight 1000): (5–6)% increased two-handed damage in melee
T2 → T5 (item level 43–∞, weight 600): (6–8)% increased two-handed damage in melee
T1 → T4 (item level 97–∞, weight 250): (8–9.5)% increased two-handed damage in melee
#% increased unarmed damage T5 → T8 (item level 1–42, weight 1000): (5.5–7.5)% increased unarmed damage
T4 → T7 (item level 19–76, weight 700): (8.5–12)% increased unarmed damage
T3 → T6 (item level 43–129, weight 400): (12–16)% increased unarmed damage
T2 → T5 (item level 77–∞, weight 180): (15–20.5)% increased unarmed damage
T1 → T4 (item level 130–∞, weight 60): (19–26)% increased unarmed damage
#% overflowing chance to chain an additional time T5 → T8 (item level 1–42, weight 1000): (5–8)% overflowing chance to chain an additional time
T4 → T7 (item level 19–76, weight 700): (9–12)% overflowing chance to chain an additional time
T3 → T6 (item level 43–129, weight 400): (13–17)% overflowing chance to chain an additional time
T2 → T5 (item level 77–∞, weight 180): (18–22)% overflowing chance to chain an additional time
T1 → T4 (item level 130–∞, weight 60): (23–28)% overflowing chance to chain an additional time
#% overflowing chance to fire an additional projectile T5 → T8 (item level 1–42, weight 1000): (5–8)% overflowing chance to fire an additional projectile
T4 → T7 (item level 19–76, weight 700): (9–12)% overflowing chance to fire an additional projectile
T3 → T6 (item level 43–129, weight 400): (13–17)% overflowing chance to fire an additional projectile
T2 → T5 (item level 77–∞, weight 180): (18–22)% overflowing chance to fire an additional projectile
T1 → T4 (item level 130–∞, weight 60): (23–28)% overflowing chance to fire an additional projectile
#% overflowing chance to pierce an additional target T5 → T8 (item level 1–42, weight 1000): (5–8)% overflowing chance to pierce an additional target
T4 → T7 (item level 19–76, weight 700): (9–12)% overflowing chance to pierce an additional target
T3 → T6 (item level 43–129, weight 400): (13–17)% overflowing chance to pierce an additional target
T2 → T5 (item level 77–∞, weight 180): (18–22)% overflowing chance to pierce an additional target
T1 → T4 (item level 130–∞, weight 60): (23–28)% overflowing chance to pierce an additional target
#% overflowing chance to ricochet an additional time T5 → T8 (item level 1–42, weight 1000): (5–8)% overflowing chance to ricochet an additional time
T4 → T7 (item level 19–76, weight 700): (9–12)% overflowing chance to ricochet an additional time
T3 → T6 (item level 43–129, weight 400): (13–17)% overflowing chance to ricochet an additional time
T2 → T5 (item level 77–∞, weight 180): (18–22)% overflowing chance to ricochet an additional time
T1 → T4 (item level 130–∞, weight 60): (23–28)% overflowing chance to ricochet an additional time
#% reduced alternative attack stamina cost ×2 T3 → T6 (item level 1–96, weight 1000): (4–3.2)% reduced alternative attack stamina cost
T2 → T5 (item level 43–∞, weight 600): (5.2–4)% reduced alternative attack stamina cost
T1 → T4 (item level 97–∞, weight 250): (6.4–5.2)% reduced alternative attack stamina cost
#% reduced alternative attack stamina cost T5 → T8 (item level 1–42, weight 1000): (4.5–3.5)% reduced alternative attack stamina cost
T4 → T7 (item level 19–76, weight 700): (7.5–5.5)% reduced alternative attack stamina cost
T3 → T6 (item level 43–129, weight 400): (10–7.5)% reduced alternative attack stamina cost
T2 → T5 (item level 77–∞, weight 180): (13–9.5)% reduced alternative attack stamina cost
T1 → T4 (item level 130–∞, weight 60): (16–12)% reduced alternative attack stamina cost
#% reduced attack stamina cost T5 → T8 (item level 1–42, weight 1000): (4.5–3.5)% reduced attack stamina cost
T4 → T7 (item level 19–76, weight 700): (7.5–5.5)% reduced attack stamina cost
T3 → T6 (item level 43–129, weight 400): (10–7.5)% reduced attack stamina cost
T2 → T5 (item level 77–∞, weight 180): (13–9.5)% reduced attack stamina cost
T1 → T4 (item level 130–∞, weight 60): (16–12)% reduced attack stamina cost
#% reduced axe stamina cost T3 → T6 (item level 1–96, weight 1000): (4–3.2)% reduced axe stamina cost
T2 → T5 (item level 43–∞, weight 600): (5.2–4)% reduced axe stamina cost
T1 → T4 (item level 97–∞, weight 250): (6.4–5.2)% reduced axe stamina cost
#% reduced block stamina cost T3 → T6 (item level 1–96, weight 1000): (2–1.6)% reduced block stamina cost
T2 → T5 (item level 43–∞, weight 600): (2.6–2)% reduced block stamina cost
T1 → T4 (item level 97–∞, weight 250): (3.2–2.6)% reduced block stamina cost
#% reduced block stamina cost ×2 T5 → T8 (item level 1–42, weight 1000): (2.3–1.7)% reduced block stamina cost
T4 → T7 (item level 19–76, weight 700): (3.7–2.7)% reduced block stamina cost
T3 → T6 (item level 43–129, weight 400): (5.1–3.7)% reduced block stamina cost
T2 → T5 (item level 77–∞, weight 180): (6.4–4.8)% reduced block stamina cost
T1 → T4 (item level 130–∞, weight 60): (8–6)% reduced block stamina cost
#% reduced block stamina cost T5 → T8 (item level 1–42, weight 1000): (6–4)% reduced block stamina cost
T4 → T7 (item level 19–76, weight 700): (9–7)% reduced block stamina cost
T3 → T6 (item level 43–129, weight 400): (12–10)% reduced block stamina cost
T2 → T5 (item level 77–∞, weight 180): (15–13)% reduced block stamina cost
T1 → T4 (item level 130–∞, weight 60): (20–16)% reduced block stamina cost
#% reduced bomb stamina cost T3 → T6 (item level 1–96, weight 1000): (4–3.2)% reduced bomb stamina cost
T2 → T5 (item level 43–∞, weight 600): (5.2–4)% reduced bomb stamina cost
T1 → T4 (item level 97–∞, weight 250): (6.4–5.2)% reduced bomb stamina cost
#% reduced bow draw stamina cost T3 → T6 (item level 1–96, weight 1000): (4–3.2)% reduced bow draw stamina cost
T2 → T5 (item level 43–∞, weight 600): (5.2–4)% reduced bow draw stamina cost
T1 → T4 (item level 97–∞, weight 250): (6.4–5.2)% reduced bow draw stamina cost
#% reduced bow draw stamina cost T5 → T8 (item level 1–42, weight 1000): (4.5–3.5)% reduced bow draw stamina cost
T4 → T7 (item level 19–76, weight 700): (7.5–5.5)% reduced bow draw stamina cost
T3 → T6 (item level 43–129, weight 400): (10–7.5)% reduced bow draw stamina cost
T2 → T5 (item level 77–∞, weight 180): (13–9.5)% reduced bow draw stamina cost
T1 → T4 (item level 130–∞, weight 60): (16–12)% reduced bow draw stamina cost
#% reduced bow stamina cost T3 → T6 (item level 1–96, weight 1000): (4–3.2)% reduced bow stamina cost
T2 → T5 (item level 43–∞, weight 600): (5.2–4)% reduced bow stamina cost
T1 → T4 (item level 97–∞, weight 250): (6.4–5.2)% reduced bow stamina cost
#% reduced buckler stamina cost when blocking ×2 T3 → T6 (item level 1–96, weight 1000): (4–3.2)% reduced buckler stamina cost when blocking
T2 → T5 (item level 43–∞, weight 600): (5.2–4)% reduced buckler stamina cost when blocking
T1 → T4 (item level 97–∞, weight 250): (6.4–5.2)% reduced buckler stamina cost when blocking
#% reduced burning duration on you T5 → T8 (item level 1–42, weight 1000): (8–12)% reduced burning duration on you
T4 → T7 (item level 19–76, weight 700): (13–19)% reduced burning duration on you
T3 → T6 (item level 43–129, weight 400): (20–27)% reduced burning duration on you
T2 → T5 (item level 77–∞, weight 180): (28–36)% reduced burning duration on you
T1 → T4 (item level 130–∞, weight 60): (37–46)% reduced burning duration on you
#% reduced cast stamina and eitr cost T3 → T6 (item level 1–96, weight 1000): (2 → 4–1.6 → 3.2)% reduced cast stamina and eitr cost
T2 → T5 (item level 43–∞, weight 600): (2.6 → 5.2–2 → 4)% reduced cast stamina and eitr cost
T1 → T4 (item level 97–∞, weight 250): (3.2 → 6.4–2.6 → 5.2)% reduced cast stamina and eitr cost
T0 (item level 1–∞, weight 0): (4 → 8–3.6 → 7.2)% reduced cast stamina and eitr cost
#% reduced cast stamina and eitr cost T5 → T8 (item level 1–42, weight 1000): (4.5–3.5)% reduced cast stamina and eitr cost
T4 → T7 (item level 19–76, weight 700): (7.5–5.5)% reduced cast stamina and eitr cost
T3 → T6 (item level 43–129, weight 400): (10–7.5)% reduced cast stamina and eitr cost
T2 → T5 (item level 77–∞, weight 180): (13–9.5)% reduced cast stamina and eitr cost
T1 → T4 (item level 130–∞, weight 60): (16–12)% reduced cast stamina and eitr cost
#% reduced charged attack stamina cost ×2 T3 → T6 (item level 1–96, weight 1000): (4 → 8–3.2 → 6.5)% reduced charged attack stamina cost
T2 → T5 (item level 43–∞, weight 600): (5.2 → 10.5–4 → 8)% reduced charged attack stamina cost
T1 → T4 (item level 97–∞, weight 250): (6.4 → 13–5.2 → 10.5)% reduced charged attack stamina cost
T0 (item level 1–∞, weight 0): (8 → 16–7.2 → 14.5)% reduced charged attack stamina cost
#% reduced chill duration on you T5 → T8 (item level 1–42, weight 1000): (8–12)% reduced chill duration on you
T4 → T7 (item level 19–76, weight 700): (13–19)% reduced chill duration on you
T3 → T6 (item level 43–129, weight 400): (20–27)% reduced chill duration on you
T2 → T5 (item level 77–∞, weight 180): (28–36)% reduced chill duration on you
T1 → T4 (item level 130–∞, weight 60): (37–46)% reduced chill duration on you
#% reduced club stamina cost T3 → T6 (item level 1–96, weight 1000): (2 → 4–1.6 → 3.2)% reduced club stamina cost
T2 → T5 (item level 43–∞, weight 600): (2.6 → 5.2–2 → 4)% reduced club stamina cost
T1 → T4 (item level 97–∞, weight 250): (3.2 → 6.4–2.6 → 5.2)% reduced club stamina cost
T0 (item level 1–∞, weight 0): (4 → 8–3.6 → 7.2)% reduced club stamina cost
#% reduced cost T5 → T8 (item level 1–42, weight 1000): (4.5–3.5)% reduced cost
T4 → T7 (item level 19–76, weight 700): (7.5–5.5)% reduced cost
T3 → T6 (item level 43–129, weight 400): (10–7.5)% reduced cost
T2 → T5 (item level 77–∞, weight 180): (13–9.5)% reduced cost
T1 → T4 (item level 130–∞, weight 60): (16–12)% reduced cost
#% reduced cost T5 → T8 (item level 1–42, weight 1000): (3.4–2.5)% reduced cost
T4 → T7 (item level 19–76, weight 700): (5.5–4.1)% reduced cost
T3 → T6 (item level 43–129, weight 400): (7.6–5.6)% reduced cost
T2 → T5 (item level 77–∞, weight 180): (9.7–7.1)% reduced cost
T1 → T4 (item level 130–∞, weight 60): (12.1–8.9)% reduced cost
#% reduced cost at low stamina ×2 T5 → T8 (item level 1–42, weight 1000): (7–5)% reduced cost at low stamina
T4 → T7 (item level 19–76, weight 700): (11–8)% reduced cost at low stamina
T3 → T6 (item level 43–129, weight 400): (15–11)% reduced cost at low stamina
T2 → T5 (item level 77–∞, weight 180): (19.5–14.5)% reduced cost at low stamina
T1 → T4 (item level 130–∞, weight 60): (24–18)% reduced cost at low stamina
#% reduced cost while airborne #% reduced cost airborne → #% reduced cost while airborne
T3 → T6 (item level 1–96, weight 1000): (6 → 12–5 → 10)% reduced cost while airborne
T2 → T5 (item level 43–∞, weight 600): (8 → 16–6 → 12)% reduced cost while airborne
T1 → T4 (item level 97–∞, weight 250): (9.5 → 19–8 → 16)% reduced cost while airborne
T0 (item level 1–∞, weight 0): (12 → 24–11 → 22)% reduced cost while airborne
#% reduced cost while moving ×2 T3 → T6 (item level 1–96, weight 1000): (2.5 → 5–2 → 4)% reduced cost while moving
T2 → T5 (item level 43–∞, weight 600): (3.2 → 6.5–2.5 → 5)% reduced cost while moving
T1 → T4 (item level 97–∞, weight 250): (4 → 8–3.2 → 6.5)% reduced cost while moving
T0 (item level 1–∞, weight 0): (5 → 10–4.5 → 9)% reduced cost while moving
#% reduced cost while on Chilled Ground T5 → T8 (item level 1–42, weight 1000): (1–2)% reduced cost while on Chilled Ground
T4 → T7 (item level 19–76, weight 700): (2–3)% reduced cost while on Chilled Ground
T3 → T6 (item level 43–129, weight 400): (3–4)% reduced cost while on Chilled Ground
T2 → T5 (item level 77–∞, weight 180): (4–5)% reduced cost while on Chilled Ground
T1 → T4 (item level 130–∞, weight 60): (6–7)% reduced cost while on Chilled Ground
#% reduced crossbow stamina cost T3 → T6 (item level 1–96, weight 1000): (3 → 4–2.4 → 3.2)% reduced crossbow stamina cost
T2 → T5 (item level 43–∞, weight 600): (3.9 → 5.2–3 → 4)% reduced crossbow stamina cost
T1 → T4 (item level 97–∞, weight 250): (4.8 → 6.4–3.9 → 5.2)% reduced crossbow stamina cost
T0 (item level 1–∞, weight 0): (6 → 8–5.4 → 7.2)% reduced crossbow stamina cost
#% reduced damage taken T3 → T6 (item level 1–96, weight 1000): (1.5–1.2)% reduced damage taken
T2 → T5 (item level 43–∞, weight 600): (2–1.5)% reduced damage taken
T1 → T4 (item level 97–∞, weight 250): (2.4–2)% reduced damage taken
#% reduced damage taken ×2 T5 → T8 (item level 1–42, weight 1000): (1.7–1.3)% reduced damage taken
T4 → T7 (item level 19–76, weight 700): (2.8–2)% reduced damage taken
T3 → T6 (item level 43–129, weight 400): (3.8–2.8)% reduced damage taken
T2 → T5 (item level 77–∞, weight 180): (4.8–3.6)% reduced damage taken
T1 → T4 (item level 130–∞, weight 60): (6–4.5)% reduced damage taken
#% reduced damage taken at low life ×2 T5 → T8 (item level 1–42, weight 1000): (3.7–2.7)% reduced damage taken at low life
T4 → T7 (item level 19–76, weight 700): (5.9–4.4)% reduced damage taken at low life
T3 → T6 (item level 43–129, weight 400): (8.1–6)% reduced damage taken at low life
T2 → T5 (item level 77–∞, weight 180): (10.3–7.6)% reduced damage taken at low life
T1 → T4 (item level 130–∞, weight 60): (12.9–9.5)% reduced damage taken at low life
#% reduced damage taken for minions T3 → T6 (item level 1–96, weight 1000): (1.5–1.2)% reduced damage taken for minions
T2 → T5 (item level 43–∞, weight 600): (2–1.5)% reduced damage taken for minions
T1 → T4 (item level 97–∞, weight 250): (2.4–2)% reduced damage taken for minions
#% reduced damage taken for pets T3 → T6 (item level 1–96, weight 1000): (1.5–1.2)% reduced damage taken for pets
T2 → T5 (item level 43–∞, weight 600): (2–1.5)% reduced damage taken for pets
T1 → T4 (item level 97–∞, weight 250): (2.4–2)% reduced damage taken for pets
#% reduced damage taken while using fists ×2 T5 → T8 (item level 1–42, weight 1000): (1.7–1.3)% reduced damage taken while using fists
T4 → T7 (item level 19–76, weight 700): (2.8–2)% reduced damage taken while using fists
T3 → T6 (item level 43–129, weight 400): (3.8–2.8)% reduced damage taken while using fists
T2 → T5 (item level 77–∞, weight 180): (4.8–3.6)% reduced damage taken while using fists
T1 → T4 (item level 130–∞, weight 60): (6–4.5)% reduced damage taken while using fists
#% reduced damage taken while using fists at low life ×2 T5 → T8 (item level 1–42, weight 1000): (3.7–2.7)% reduced damage taken while using fists at low life
T4 → T7 (item level 19–76, weight 700): (5.9–4.4)% reduced damage taken while using fists at low life
T3 → T6 (item level 43–129, weight 400): (8.1–6)% reduced damage taken while using fists at low life
T2 → T5 (item level 77–∞, weight 180): (10.3–7.6)% reduced damage taken while using fists at low life
T1 → T4 (item level 130–∞, weight 60): (12.9–9.5)% reduced damage taken while using fists at low life
#% reduced dodge stamina cost T3 → T6 (item level 1–96, weight 1000): (4–3.2)% reduced dodge stamina cost
T2 → T5 (item level 43–∞, weight 600): (5.2–4)% reduced dodge stamina cost
T1 → T4 (item level 97–∞, weight 250): (6.4–5.2)% reduced dodge stamina cost
#% reduced dodge stamina cost ×2 T5 → T8 (item level 1–42, weight 1000): (4.5–3.5)% reduced dodge stamina cost
T4 → T7 (item level 19–76, weight 700): (7.5–5.5)% reduced dodge stamina cost
T3 → T6 (item level 43–129, weight 400): (10–7.5)% reduced dodge stamina cost
T2 → T5 (item level 77–∞, weight 180): (13–9.5)% reduced dodge stamina cost
T1 → T4 (item level 130–∞, weight 60): (16–12)% reduced dodge stamina cost
#% reduced dodge stamina cost T5 → T8 (item level 1–42, weight 1000): (6–4)% reduced dodge stamina cost
T4 → T7 (item level 19–76, weight 700): (9–7)% reduced dodge stamina cost
T3 → T6 (item level 43–129, weight 400): (12–10)% reduced dodge stamina cost
T2 → T5 (item level 77–∞, weight 180): (15–13)% reduced dodge stamina cost
T1 → T4 (item level 130–∞, weight 60): (20–16)% reduced dodge stamina cost
#% reduced eitr cost ×3 T3 → T6 (item level 1–96, weight 1000): (4–3.2)% reduced eitr cost
T2 → T5 (item level 43–∞, weight 600): (5.2–4)% reduced eitr cost
T1 → T4 (item level 97–∞, weight 250): (6.4–5.2)% reduced eitr cost
#% reduced eitr cost T5 → T8 (item level 1–42, weight 1000): (4.5–3.5)% reduced eitr cost
T4 → T7 (item level 19–76, weight 700): (7.5–5.5)% reduced eitr cost
T3 → T6 (item level 43–129, weight 400): (10–7.5)% reduced eitr cost
T2 → T5 (item level 77–∞, weight 180): (13–9.5)% reduced eitr cost
T1 → T4 (item level 130–∞, weight 60): (16–12)% reduced eitr cost
#% reduced eitr cost at low eitr T5 → T8 (item level 1–42, weight 1000): (9–7)% reduced eitr cost at low eitr
T4 → T7 (item level 19–76, weight 700): (15–11)% reduced eitr cost at low eitr
T3 → T6 (item level 43–129, weight 400): (20–15)% reduced eitr cost at low eitr
T2 → T5 (item level 77–∞, weight 180): (26–19)% reduced eitr cost at low eitr
T1 → T4 (item level 130–∞, weight 60): (32–24)% reduced eitr cost at low eitr
#% reduced eitr cost at night T5 → T8 (item level 1–42, weight 1000): (9–7)% reduced eitr cost at night
T4 → T7 (item level 19–76, weight 700): (15–11)% reduced eitr cost at night
T3 → T6 (item level 43–129, weight 400): (20–15)% reduced eitr cost at night
T2 → T5 (item level 77–∞, weight 180): (26–19)% reduced eitr cost at night
T1 → T4 (item level 130–∞, weight 60): (32–24)% reduced eitr cost at night
#% reduced eitr cost if started at full life T5 → T8 (item level 1–42, weight 1000): (6–4.5)% reduced eitr cost if started at full life
T4 → T7 (item level 19–76, weight 700): (9.5–7)% reduced eitr cost if started at full life
T3 → T6 (item level 43–129, weight 400): (13–9.5)% reduced eitr cost if started at full life
T2 → T5 (item level 77–∞, weight 180): (16.5–12.5)% reduced eitr cost if started at full life
T1 → T4 (item level 130–∞, weight 60): (21–15.5)% reduced eitr cost if started at full life
#% reduced elemental staff stamina and eitr cost T3 → T6 (item level 1–96, weight 1000): (2 → 4–1.6 → 3.2)% reduced elemental staff stamina and eitr cost
T2 → T5 (item level 43–∞, weight 600): (2.6 → 5.2–2 → 4)% reduced elemental staff stamina and eitr cost
T1 → T4 (item level 97–∞, weight 250): (3.2 → 6.4–2.6 → 5.2)% reduced elemental staff stamina and eitr cost
T0 (item level 1–∞, weight 0): (4 → 8–3.6 → 7.2)% reduced elemental staff stamina and eitr cost
#% reduced fall damage T3 → T6 (item level 1–96, weight 1000): (3–2.4)% reduced fall damage
T2 → T5 (item level 43–∞, weight 600): (3.9–3)% reduced fall damage
T1 → T4 (item level 97–∞, weight 250): (4.8–3.9)% reduced fall damage
#% reduced fall damage ×2 T5 → T8 (item level 1–42, weight 1000): (3.4–2.5)% reduced fall damage
T4 → T7 (item level 19–76, weight 700): (5.5–4.1)% reduced fall damage
T3 → T6 (item level 43–129, weight 400): (7.6–5.6)% reduced fall damage
T2 → T5 (item level 77–∞, weight 180): (9.7–7.1)% reduced fall damage
T1 → T4 (item level 130–∞, weight 60): (12.1–8.9)% reduced fall damage
#% reduced fist damage taken T3 → T6 (item level 1–96, weight 1000): (1.5–1.2)% reduced fist damage taken
T2 → T5 (item level 43–∞, weight 600): (2–1.5)% reduced fist damage taken
T1 → T4 (item level 97–∞, weight 250): (2.4–2)% reduced fist damage taken
#% reduced fist stamina cost T3 → T6 (item level 1–96, weight 1000): (2 → 4–1.6 → 3.2)% reduced fist stamina cost
T2 → T5 (item level 43–∞, weight 600): (2.6 → 5.2–2 → 4)% reduced fist stamina cost
T1 → T4 (item level 97–∞, weight 250): (3.2 → 6.4–2.6 → 5.2)% reduced fist stamina cost
T0 (item level 1–∞, weight 0): (4 → 8–3.6 → 7.2)% reduced fist stamina cost
#% reduced gliding stamina cost ×2 T5 → T8 (item level 1–42, weight 1000): (4.5–3.5)% reduced gliding stamina cost
T4 → T7 (item level 19–76, weight 700): (7.5–5.5)% reduced gliding stamina cost
T3 → T6 (item level 43–129, weight 400): (10–7.5)% reduced gliding stamina cost
T2 → T5 (item level 77–∞, weight 180): (13–9.5)% reduced gliding stamina cost
T1 → T4 (item level 130–∞, weight 60): (16–12)% reduced gliding stamina cost
#% reduced jump stamina cost ×2 T3 → T6 (item level 1–96, weight 1000): (4–3.2)% reduced jump stamina cost
T2 → T5 (item level 43–∞, weight 600): (5.2–4)% reduced jump stamina cost
T1 → T4 (item level 97–∞, weight 250): (6.4–5.2)% reduced jump stamina cost
#% reduced jump stamina cost ×2 T5 → T8 (item level 1–42, weight 1000): (4.5–3.5)% reduced jump stamina cost
T4 → T7 (item level 19–76, weight 700): (7.5–5.5)% reduced jump stamina cost
T3 → T6 (item level 43–129, weight 400): (10–7.5)% reduced jump stamina cost
T2 → T5 (item level 77–∞, weight 180): (13–9.5)% reduced jump stamina cost
T1 → T4 (item level 130–∞, weight 60): (16–12)% reduced jump stamina cost
#% reduced jump stamina cost T5 → T8 (item level 1–42, weight 1000): (6–4)% reduced jump stamina cost
T4 → T7 (item level 19–76, weight 700): (9–7)% reduced jump stamina cost
T3 → T6 (item level 43–129, weight 400): (12–10)% reduced jump stamina cost
T2 → T5 (item level 77–∞, weight 180): (15–13)% reduced jump stamina cost
T1 → T4 (item level 130–∞, weight 60): (20–16)% reduced jump stamina cost
#% reduced knife stamina cost T3 → T6 (item level 1–96, weight 1000): (4–3.2)% reduced knife stamina cost
T2 → T5 (item level 43–∞, weight 600): (5.2–4)% reduced knife stamina cost
T1 → T4 (item level 97–∞, weight 250): (6.4–5.2)% reduced knife stamina cost
#% reduced magical stamina and eitr cost T3 → T6 (item level 1–96, weight 1000): (1.5–1.2)% reduced magical stamina and eitr cost
T2 → T5 (item level 43–∞, weight 600): (2–1.5)% reduced magical stamina and eitr cost
T1 → T4 (item level 97–∞, weight 250): (2.4–2)% reduced magical stamina and eitr cost
#% reduced magical stamina and eitr cost T5 → T8 (item level 1–42, weight 1000): (3.4–2.5)% reduced magical stamina and eitr cost
T4 → T7 (item level 19–76, weight 700): (5.5–4.1)% reduced magical stamina and eitr cost
T3 → T6 (item level 43–129, weight 400): (7.6–5.6)% reduced magical stamina and eitr cost
T2 → T5 (item level 77–∞, weight 180): (9.7–7.1)% reduced magical stamina and eitr cost
T1 → T4 (item level 130–∞, weight 60): (12.1–8.9)% reduced magical stamina and eitr cost
#% reduced melee stamina cost T5 → T8 (item level 1–42, weight 1000): (3.4–2.5)% reduced melee stamina cost
T4 → T7 (item level 19–76, weight 700): (5.5–4.1)% reduced melee stamina cost
T3 → T6 (item level 43–129, weight 400): (7.6–5.6)% reduced melee stamina cost
T2 → T5 (item level 77–∞, weight 180): (9.7–7.1)% reduced melee stamina cost
T1 → T4 (item level 130–∞, weight 60): (12.1–8.9)% reduced melee stamina cost
#% reduced melee stamina cost with attacks T3 → T6 (item level 1–96, weight 1000): (2 → 4–1.6 → 3.2)% reduced melee stamina cost with attacks
T2 → T5 (item level 43–∞, weight 600): (2.6 → 5.2–2 → 4)% reduced melee stamina cost with attacks
T1 → T4 (item level 97–∞, weight 250): (3.2 → 6.4–2.6 → 5.2)% reduced melee stamina cost with attacks
T0 (item level 1–∞, weight 0): (4 → 8–3.6 → 7.2)% reduced melee stamina cost with attacks
#% reduced noise T3 → T6 (item level 1–96, weight 1000): (4–3.2)% reduced noise
T2 → T5 (item level 43–∞, weight 600): (5.2–4)% reduced noise
T1 → T4 (item level 97–∞, weight 250): (6.4–5.2)% reduced noise
#% reduced noise ×2 T5 → T8 (item level 1–42, weight 1000): (4.5–3.5)% reduced noise
T4 → T7 (item level 19–76, weight 700): (7.5–5.5)% reduced noise
T3 → T6 (item level 43–129, weight 400): (10–7.5)% reduced noise
T2 → T5 (item level 77–∞, weight 180): (13–9.5)% reduced noise
T1 → T4 (item level 130–∞, weight 60): (16–12)% reduced noise
#% reduced noise while running ×2 T5 → T8 (item level 1–42, weight 1000): (6–4.5)% reduced noise while running
T4 → T7 (item level 19–76, weight 700): (9.5–7)% reduced noise while running
T3 → T6 (item level 43–129, weight 400): (13–9.5)% reduced noise while running
T2 → T5 (item level 77–∞, weight 180): (16.5–12.5)% reduced noise while running
T1 → T4 (item level 130–∞, weight 60): (21–15.5)% reduced noise while running
#% reduced noise while sneaking ×2 T5 → T8 (item level 1–42, weight 1000): (7–5)% reduced noise while sneaking
T4 → T7 (item level 19–76, weight 700): (11–8)% reduced noise while sneaking
T3 → T6 (item level 43–129, weight 400): (15–11)% reduced noise while sneaking
T2 → T5 (item level 77–∞, weight 180): (19.5–14.5)% reduced noise while sneaking
T1 → T4 (item level 130–∞, weight 60): (24–18)% reduced noise while sneaking
#% reduced one-handed stamina cost with attacks ×2 T3 → T6 (item level 1–96, weight 1000): (2 → 4–1.6 → 3.2)% reduced one-handed stamina cost with attacks
T2 → T5 (item level 43–∞, weight 600): (2.6 → 5.2–2 → 4)% reduced one-handed stamina cost with attacks
T1 → T4 (item level 97–∞, weight 250): (3.2 → 6.4–2.6 → 5.2)% reduced one-handed stamina cost with attacks
T0 (item level 1–∞, weight 0): (4 → 8–3.6 → 7.2)% reduced one-handed stamina cost with attacks
#% reduced pickaxe stamina cost T3 → T6 (item level 1–96, weight 1000): (2 → 4–1.6 → 3.2)% reduced pickaxe stamina cost
T2 → T5 (item level 43–∞, weight 600): (2.6 → 5.2–2 → 4)% reduced pickaxe stamina cost
T1 → T4 (item level 97–∞, weight 250): (3.2 → 6.4–2.6 → 5.2)% reduced pickaxe stamina cost
T0 (item level 1–∞, weight 0): (4 → 8–3.6 → 7.2)% reduced pickaxe stamina cost
#% reduced poison duration on you T5 → T8 (item level 1–42, weight 1000): (8–12)% reduced poison duration on you
T4 → T7 (item level 19–76, weight 700): (13–19)% reduced poison duration on you
T3 → T6 (item level 43–129, weight 400): (20–27)% reduced poison duration on you
T2 → T5 (item level 77–∞, weight 180): (28–36)% reduced poison duration on you
T1 → T4 (item level 130–∞, weight 60): (37–46)% reduced poison duration on you
#% reduced polearm stamina cost T3 → T6 (item level 1–96, weight 1000): (4–3.2)% reduced polearm stamina cost
T2 → T5 (item level 43–∞, weight 600): (5.2–4)% reduced polearm stamina cost
T1 → T4 (item level 97–∞, weight 250): (6.4–5.2)% reduced polearm stamina cost
#% reduced polearm stamina cost with attacks T3 → T6 (item level 1–96, weight 1000): (2 → 4–1.6 → 3.2)% reduced polearm stamina cost with attacks
T2 → T5 (item level 43–∞, weight 600): (2.6 → 5.2–2 → 4)% reduced polearm stamina cost with attacks
T1 → T4 (item level 97–∞, weight 250): (3.2 → 6.4–2.6 → 5.2)% reduced polearm stamina cost with attacks
T0 (item level 1–∞, weight 0): (4 → 8–3.6 → 7.2)% reduced polearm stamina cost with attacks
#% reduced running stamina cost T3 → T6 (item level 1–96, weight 1000): (4–3.2)% reduced running stamina cost
T2 → T5 (item level 43–∞, weight 600): (5.2–4)% reduced running stamina cost
T1 → T4 (item level 97–∞, weight 250): (6.4–5.2)% reduced running stamina cost
#% reduced running stamina cost ×2 T5 → T8 (item level 1–42, weight 1000): (4.5–3.5)% reduced running stamina cost
T4 → T7 (item level 19–76, weight 700): (7.5–5.5)% reduced running stamina cost
T3 → T6 (item level 43–129, weight 400): (10–7.5)% reduced running stamina cost
T2 → T5 (item level 77–∞, weight 180): (13–9.5)% reduced running stamina cost
T1 → T4 (item level 130–∞, weight 60): (16–12)% reduced running stamina cost
#% reduced running stamina cost T5 → T8 (item level 1–42, weight 1000): (6–4)% reduced running stamina cost
T4 → T7 (item level 19–76, weight 700): (9–7)% reduced running stamina cost
T3 → T6 (item level 43–129, weight 400): (12–10)% reduced running stamina cost
T2 → T5 (item level 77–∞, weight 180): (15–13)% reduced running stamina cost
T1 → T4 (item level 130–∞, weight 60): (20–16)% reduced running stamina cost
#% reduced scepter stamina and eitr cost with attacks ×2 T3 → T6 (item level 1–96, weight 1000): (2 → 4–1.6 → 3.2)% reduced scepter stamina and eitr cost with attacks
T2 → T5 (item level 43–∞, weight 600): (2.6 → 5.2–2 → 4)% reduced scepter stamina and eitr cost with attacks
T1 → T4 (item level 97–∞, weight 250): (3.2 → 6.4–2.6 → 5.2)% reduced scepter stamina and eitr cost with attacks
T0 (item level 1–∞, weight 0): (4 → 8–3.6 → 7.2)% reduced scepter stamina and eitr cost with attacks
#% reduced shock duration on you T5 → T8 (item level 1–42, weight 1000): (8–12)% reduced shock duration on you
T4 → T7 (item level 19–76, weight 700): (13–19)% reduced shock duration on you
T3 → T6 (item level 43–129, weight 400): (20–27)% reduced shock duration on you
T2 → T5 (item level 77–∞, weight 180): (28–36)% reduced shock duration on you
T1 → T4 (item level 130–∞, weight 60): (37–46)% reduced shock duration on you
#% reduced shooting stamina cost T5 → T8 (item level 1–42, weight 1000): (3.4–2.5)% reduced shooting stamina cost
T4 → T7 (item level 19–76, weight 700): (5.5–4.1)% reduced shooting stamina cost
T3 → T6 (item level 43–129, weight 400): (7.6–5.6)% reduced shooting stamina cost
T2 → T5 (item level 77–∞, weight 180): (9.7–7.1)% reduced shooting stamina cost
T1 → T4 (item level 130–∞, weight 60): (12.1–8.9)% reduced shooting stamina cost
#% reduced slam stamina cost T3 → T6 (item level 1–96, weight 1000): (2 → 4–1.6 → 3.2)% reduced slam stamina cost
T2 → T5 (item level 43–∞, weight 600): (2.6 → 5.2–2 → 4)% reduced slam stamina cost
T1 → T4 (item level 97–∞, weight 250): (3.2 → 6.4–2.6 → 5.2)% reduced slam stamina cost
T0 (item level 1–∞, weight 0): (4 → 8–3.6 → 7.2)% reduced slam stamina cost
#% reduced sneaking stamina cost ×2 T3 → T6 (item level 1–96, weight 1000): (4–3.2)% reduced sneaking stamina cost
T2 → T5 (item level 43–∞, weight 600): (5.2–4)% reduced sneaking stamina cost
T1 → T4 (item level 97–∞, weight 250): (6.4–5.2)% reduced sneaking stamina cost
#% reduced sneaking stamina cost ×2 T5 → T8 (item level 1–42, weight 1000): (4.5–3.5)% reduced sneaking stamina cost
T4 → T7 (item level 19–76, weight 700): (7.5–5.5)% reduced sneaking stamina cost
T3 → T6 (item level 43–129, weight 400): (10–7.5)% reduced sneaking stamina cost
T2 → T5 (item level 77–∞, weight 180): (13–9.5)% reduced sneaking stamina cost
T1 → T4 (item level 130–∞, weight 60): (16–12)% reduced sneaking stamina cost
#% reduced spear stamina cost T3 → T6 (item level 1–96, weight 1000): (4–3.2)% reduced spear stamina cost
T2 → T5 (item level 43–∞, weight 600): (5.2–4)% reduced spear stamina cost
T1 → T4 (item level 97–∞, weight 250): (6.4–5.2)% reduced spear stamina cost
#% reduced staff eitr cost T3 → T6 (item level 1–96, weight 1000): (4–3.2)% reduced staff eitr cost
T2 → T5 (item level 43–∞, weight 600): (5.2–4)% reduced staff eitr cost
T1 → T4 (item level 97–∞, weight 250): (6.4–5.2)% reduced staff eitr cost
#% reduced staff stamina and eitr cost T3 → T6 (item level 1–96, weight 1000): (2 → 4–1.6 → 3.2)% reduced staff stamina and eitr cost
T2 → T5 (item level 43–∞, weight 600): (2.6 → 5.2–2 → 4)% reduced staff stamina and eitr cost
T1 → T4 (item level 97–∞, weight 250): (3.2 → 6.4–2.6 → 5.2)% reduced staff stamina and eitr cost
T0 (item level 1–∞, weight 0): (4 → 8–3.6 → 7.2)% reduced staff stamina and eitr cost
#% reduced stamina cost of attacks with this item T5 → T8 (item level 1–42, weight 1000): (4–6)% reduced stamina cost of attacks with this item
T4 → T7 (item level 19–76, weight 700): (7–9)% reduced stamina cost of attacks with this item
T3 → T6 (item level 43–129, weight 400): (10–12)% reduced stamina cost of attacks with this item
T2 → T5 (item level 77–∞, weight 180): (13–15)% reduced stamina cost of attacks with this item
T1 → T4 (item level 130–∞, weight 60): (16–20)% reduced stamina cost of attacks with this item
#% reduced swimming stamina cost ×2 T3 → T6 (item level 1–96, weight 1000): (4–3.2)% reduced swimming stamina cost
T2 → T5 (item level 43–∞, weight 600): (5.2–4)% reduced swimming stamina cost
T1 → T4 (item level 97–∞, weight 250): (6.4–5.2)% reduced swimming stamina cost
#% reduced swimming stamina cost ×2 T5 → T8 (item level 1–42, weight 1000): (4.5–3.5)% reduced swimming stamina cost
T4 → T7 (item level 19–76, weight 700): (7.5–5.5)% reduced swimming stamina cost
T3 → T6 (item level 43–129, weight 400): (10–7.5)% reduced swimming stamina cost
T2 → T5 (item level 77–∞, weight 180): (13–9.5)% reduced swimming stamina cost
T1 → T4 (item level 130–∞, weight 60): (16–12)% reduced swimming stamina cost
#% reduced swimming stamina cost T5 → T8 (item level 1–42, weight 1000): (6–4)% reduced swimming stamina cost
T4 → T7 (item level 19–76, weight 700): (9–7)% reduced swimming stamina cost
T3 → T6 (item level 43–129, weight 400): (12–10)% reduced swimming stamina cost
T2 → T5 (item level 77–∞, weight 180): (15–13)% reduced swimming stamina cost
T1 → T4 (item level 130–∞, weight 60): (20–16)% reduced swimming stamina cost
#% reduced sword stamina cost with attacks T3 → T6 (item level 1–96, weight 1000): (2 → 4–1.6 → 3.2)% reduced sword stamina cost with attacks
T2 → T5 (item level 43–∞, weight 600): (2.6 → 5.2–2 → 4)% reduced sword stamina cost with attacks
T1 → T4 (item level 97–∞, weight 250): (3.2 → 6.4–2.6 → 5.2)% reduced sword stamina cost with attacks
T0 (item level 1–∞, weight 0): (4 → 8–3.6 → 7.2)% reduced sword stamina cost with attacks
#% reduced throwing stamina cost ×2 T5 → T8 (item level 1–42, weight 1000): (3.4–2.5)% reduced throwing stamina cost
T4 → T7 (item level 19–76, weight 700): (5.5–4.1)% reduced throwing stamina cost
T3 → T6 (item level 43–129, weight 400): (7.6–5.6)% reduced throwing stamina cost
T2 → T5 (item level 77–∞, weight 180): (9.7–7.1)% reduced throwing stamina cost
T1 → T4 (item level 130–∞, weight 60): (12.1–8.9)% reduced throwing stamina cost
#% reduced tower shield stamina cost when blocking T3 → T6 (item level 1–96, weight 1000): (4–3.2)% reduced tower shield stamina cost when blocking
T2 → T5 (item level 43–∞, weight 600): (5.2–4)% reduced tower shield stamina cost when blocking
T1 → T4 (item level 97–∞, weight 250): (6.4–5.2)% reduced tower shield stamina cost when blocking
#% reduced two-handed stamina cost with attacks T3 → T6 (item level 1–96, weight 1000): (2 → 4–1.6 → 3.2)% reduced two-handed stamina cost with attacks
T2 → T5 (item level 43–∞, weight 600): (2.6 → 5.2–2 → 4)% reduced two-handed stamina cost with attacks
T1 → T4 (item level 97–∞, weight 250): (3.2 → 6.4–2.6 → 5.2)% reduced two-handed stamina cost with attacks
T0 (item level 1–∞, weight 0): (4 → 8–3.6 → 7.2)% reduced two-handed stamina cost with attacks
#% rune shield recharge delay ×3 T3 → T6 (item level 1–96, weight 1000): (−5–−4)% rune shield recharge delay
T2 → T5 (item level 43–∞, weight 600): (−6.5–−5)% rune shield recharge delay
T1 → T4 (item level 97–∞, weight 250): (−8–−6.5)% rune shield recharge delay
#% rune shield recharge delay ×2 T5 → T8 (item level 1–42, weight 1000): (−6–−4)% rune shield recharge delay
T4 → T7 (item level 19–76, weight 700): (−9–−7)% rune shield recharge delay
T3 → T6 (item level 43–129, weight 400): (−12.5–−9.5)% rune shield recharge delay
T2 → T5 (item level 77–∞, weight 180): (−16–−12)% rune shield recharge delay
T1 → T4 (item level 130–∞, weight 60): (−20–−15)% rune shield recharge delay
#% rune shield recharge delay at low rune shield ×2 T5 → T8 (item level 1–42, weight 1000): (−12–−8)% rune shield recharge delay at low rune shield
T4 → T7 (item level 19–76, weight 700): (−18–−14)% rune shield recharge delay at low rune shield
T3 → T6 (item level 43–129, weight 400): (−25–−19)% rune shield recharge delay at low rune shield
T2 → T5 (item level 77–∞, weight 180): (−32–−24)% rune shield recharge delay at low rune shield
T1 → T4 (item level 130–∞, weight 60): (−40–−30)% rune shield recharge delay at low rune shield
#% rune shield recharge delay on block recently ×2 T5 → T8 (item level 1–42, weight 1000): (−12–−8)% rune shield recharge delay on block recently
T4 → T7 (item level 19–76, weight 700): (−18–−14)% rune shield recharge delay on block recently
T3 → T6 (item level 43–129, weight 400): (−25–−19)% rune shield recharge delay on block recently
T2 → T5 (item level 77–∞, weight 180): (−32–−24)% rune shield recharge delay on block recently
T1 → T4 (item level 130–∞, weight 60): (−40–−30)% rune shield recharge delay on block recently
+# additional strikes T3 → T6 (item level 1–96, weight 1000): +(0.32–0.4) additional strikes
T2 → T5 (item level 43–∞, weight 600): +(0.4–0.52) additional strikes
T1 → T4 (item level 97–∞, weight 250): +(0.52–0.64) additional strikes
+# armour ×3 T5 → T8 (item level 1–42, weight 1000): +(2–3) armour
T4 → T7 (item level 19–76, weight 700): +(3–4) armour
T3 → T6 (item level 43–129, weight 400): +(4–5) armour
T2 → T5 (item level 77–∞, weight 180): +(5–6) armour
T1 → T4 (item level 130–∞, weight 60): +(6–8) armour
+# armour ×3 T3 → T6 (item level 1–96, weight 1000): +(2–3) armour
T2 → T5 (item level 43–∞, weight 600): +(2–3) armour
T1 → T4 (item level 97–∞, weight 250): +(3–4) armour
+# armour at low life ×2 T5 → T8 (item level 1–42, weight 1000): +(3–5) armour at low life
T4 → T7 (item level 19–76, weight 700): +(5–7) armour at low life
T3 → T6 (item level 43–129, weight 400): +(7–10) armour at low life
T2 → T5 (item level 77–∞, weight 180): +(10–13) armour at low life
T1 → T4 (item level 130–∞, weight 60): +(12–16) armour at low life
+# armour at night ×2 T5 → T8 (item level 1–42, weight 1000): +(3–5) armour at night
T4 → T7 (item level 19–76, weight 700): +(5–7) armour at night
T3 → T6 (item level 43–129, weight 400): +(7–10) armour at night
T2 → T5 (item level 77–∞, weight 180): +(10–13) armour at night
T1 → T4 (item level 130–∞, weight 60): +(12–16) armour at night
+# armour for minions T5 → T8 (item level 1–42, weight 1000): +(3–5) armour for minions
T4 → T7 (item level 19–76, weight 700): +(6–9) armour for minions
T3 → T6 (item level 43–129, weight 400): +(10–14) armour for minions
T2 → T5 (item level 77–∞, weight 180): +(15–20) armour for minions
T1 → T4 (item level 130–∞, weight 60): +(21–28) armour for minions
+# arrows per bow shot T3 → T4 (item level 43 → 130–129 → ∞, weight 400 → 60): +1 arrows per bow shot
T2 (item level 77–∞, weight 180): +(1–2) arrows per bow shot
T1 (item level 130–∞, weight 60): +2 arrows per bow shot
+# blunt damage T5 → T8 (item level 1–42, weight 1000): +(1–2) blunt damage
T4 → T7 (item level 19–76, weight 700): +(3–4) blunt damage
T3 → T6 (item level 43–129, weight 400): +(5–7) blunt damage
T2 → T5 (item level 77–∞, weight 180): +(8–11) blunt damage
T1 → T4 (item level 130–∞, weight 60): +(12–16) blunt damage
+# bounce T3 → T4 (item level 43 → 130–129 → ∞, weight 400 → 60): +1 bounce
T2 → T0 (item level 77 → 1–∞, weight 180 → 0): +1 → +3 bounce
T1 (item level 130–∞, weight 60): +1 bounce
T0 (item level 1–∞, weight 0): +2 bounce
+# carry weight ×3 T3 → T6 (item level 1–96, weight 1000): +(10–12) carry weight
T2 → T5 (item level 43–∞, weight 600): +(12–16) carry weight
T1 → T4 (item level 97–∞, weight 250): +(16–19) carry weight
+# carry weight ×2 T5 → T8 (item level 1–42, weight 1000): +(10–14) carry weight
T4 → T7 (item level 19–76, weight 700): +(16–22) carry weight
T3 → T6 (item level 43–129, weight 400): +(22–30) carry weight
T2 → T5 (item level 77–∞, weight 180): +(29–39) carry weight
T1 → T4 (item level 130–∞, weight 60): +(36–48) carry weight
+# carry weight on a road ×2 T5 → T8 (item level 1–42, weight 1000): +(10–14) carry weight on a road
T4 → T7 (item level 19–76, weight 700): +(16–22) carry weight on a road
T3 → T6 (item level 43–129, weight 400): +(22–30) carry weight on a road
T2 → T5 (item level 77–∞, weight 180): +(29–39) carry weight on a road
T1 → T4 (item level 130–∞, weight 60): +(36–48) carry weight on a road
+# comfort level ×2 T3 → T6 (item level 1–96, weight 1000): +(0.8–1) comfort level
T2 → T5 (item level 43–∞, weight 600): +(1–1.3) comfort level
T1 → T4 (item level 97–∞, weight 250): +(1.3–1.6) comfort level
+# Dexterity ×3 T5 → T8 (item level 1–42, weight 1000): +(5–7) Dexterity
T4 → T7 (item level 19–76, weight 700): +(8–11) Dexterity
T3 → T6 (item level 43–129, weight 400): +(11–15) Dexterity
T2 → T5 (item level 77–∞, weight 180): +(14–19) Dexterity
T1 → T4 (item level 130–∞, weight 60): +(18–24) Dexterity
+# Dexterity ×6 T3 → T6 (item level 1–96, weight 1000): +(5–6) Dexterity
T2 → T5 (item level 43–∞, weight 600): +(6–8) Dexterity
T1 → T4 (item level 97–∞, weight 250): +(8–10) Dexterity
+# eitr on block T3 → T6 (item level 1–96, weight 1000): +(4–5) eitr on block
T2 → T5 (item level 43–∞, weight 600): +(5–6) eitr on block
T1 → T4 (item level 97–∞, weight 250): +(6–8) eitr on block
+# eitr on block ×2 T5 → T8 (item level 1–42, weight 1000): +(2–3) eitr on block
T4 → T7 (item level 19–76, weight 700): +(3–4) eitr on block
T3 → T6 (item level 43–129, weight 400): +(4–5) eitr on block
T2 → T5 (item level 77–∞, weight 180): +(5–6) eitr on block
T1 → T4 (item level 130–∞, weight 60): +(6–8) eitr on block
+# eitr on ignite T3 → T6 (item level 1–96, weight 1000): +(6–8) eitr on ignite
T2 → T5 (item level 43–∞, weight 600): +(8–10) eitr on ignite
T1 → T4 (item level 97–∞, weight 250): +(10–12) eitr on ignite
+# eitr on ignite ×2 T5 → T8 (item level 1–42, weight 1000): +(3–5) eitr on ignite
T4 → T7 (item level 19–76, weight 700): +(5–7) eitr on ignite
T3 → T6 (item level 43–129, weight 400): +(7–10) eitr on ignite
T2 → T5 (item level 77–∞, weight 180): +(10–13) eitr on ignite
T1 → T4 (item level 130–∞, weight 60): +(12–16) eitr on ignite
+# eitr on kill T3 → T6 (item level 1–96, weight 1000): +(8–10) eitr on kill
T2 → T5 (item level 43–∞, weight 600): +(10–13) eitr on kill
T1 → T4 (item level 97–∞, weight 250): +(13–16) eitr on kill
+# eitr on kill T5 → T8 (item level 1–42, weight 1000): +(4–6) eitr on kill
T4 → T7 (item level 19–76, weight 700): +(7–9) eitr on kill
T3 → T6 (item level 43–129, weight 400): +(9–13) eitr on kill
T2 → T5 (item level 77–∞, weight 180): +(12–16) eitr on kill
T1 → T4 (item level 130–∞, weight 60): +(15–20) eitr on kill
+# eitr on parry T3 → T6 (item level 1–96, weight 1000): +(6–8) eitr on parry
T2 → T5 (item level 43–∞, weight 600): +(8–10) eitr on parry
T1 → T4 (item level 97–∞, weight 250): +(10–12) eitr on parry
+# eitr on parry ×2 T5 → T8 (item level 1–42, weight 1000): +(3–5) eitr on parry
T4 → T7 (item level 19–76, weight 700): +(5–7) eitr on parry
T3 → T6 (item level 43–129, weight 400): +(7–10) eitr on parry
T2 → T5 (item level 77–∞, weight 180): +(10–13) eitr on parry
T1 → T4 (item level 130–∞, weight 60): +(12–16) eitr on parry
+# endurance threshold ×3 T3 → T6 (item level 1–96, weight 1000): +(4–5) endurance threshold
T2 → T5 (item level 43–∞, weight 600): +(5–6) endurance threshold
T1 → T4 (item level 97–∞, weight 250): +(6–8) endurance threshold
+# endurance threshold ×4 T5 → T8 (item level 1–42, weight 1000): +(4–6) endurance threshold
T4 → T7 (item level 19–76, weight 700): +(7–9) endurance threshold
T3 → T6 (item level 43–129, weight 400): +(9–13) endurance threshold
T2 → T5 (item level 77–∞, weight 180): +(12–16) endurance threshold
T1 → T4 (item level 130–∞, weight 60): +(15–20) endurance threshold
+# endurance threshold per # points of maximum health ×2 T5 → T8 (item level 1–42, weight 1000): +(0.35–0.45) endurance threshold per 10 points of maximum health
T4 → T7 (item level 19–76, weight 700): +(0.55–0.75) endurance threshold per 10 points of maximum health
T3 → T6 (item level 43–129, weight 400): +(0.75–1) endurance threshold per 10 points of maximum health
T2 → T5 (item level 77–∞, weight 180): +(0.95–1.3) endurance threshold per 10 points of maximum health
T1 → T4 (item level 130–∞, weight 60): +(1.2–1.6) endurance threshold per 10 points of maximum health
+# evasion rating ×3 T5 → T8 (item level 1–42, weight 1000): +(1.5–3) evasion rating
T4 → T7 (item level 19–76, weight 700): +(3–5.25) evasion rating
T3 → T6 (item level 43–129, weight 400): +(5.25–8.25) evasion rating
T2 → T5 (item level 77–∞, weight 180): +(8.25–12) evasion rating
T1 → T4 (item level 130–∞, weight 60): +(12–16.5) evasion rating
+# fire damage T5 → T8 (item level 1–42, weight 1000): +(1–2) fire damage
T4 → T7 (item level 19–76, weight 700): +(3–4) fire damage
T3 → T6 (item level 43–129, weight 400): +(5–7) fire damage
T2 → T5 (item level 77–∞, weight 180): +(8–11) fire damage
T1 → T4 (item level 130–∞, weight 60): +(12–16) fire damage
+# fortification on block ×2 T5 → T8 (item level 1–42, weight 1000): +(0.35–0.45) fortification on block
T4 → T7 (item level 19–76, weight 700): +(0.55–0.75) fortification on block
T3 → T6 (item level 43–129, weight 400): +(0.75–1) fortification on block
T2 → T5 (item level 77–∞, weight 180): +(0.95–1.3) fortification on block
T1 → T4 (item level 130–∞, weight 60): +(1.2–1.6) fortification on block
+# frost damage T5 → T8 (item level 1–42, weight 1000): +(1–2) frost damage
T4 → T7 (item level 19–76, weight 700): +(3–4) frost damage
T3 → T6 (item level 43–129, weight 400): +(5–7) frost damage
T2 → T5 (item level 77–∞, weight 180): +(8–11) frost damage
T1 → T4 (item level 130–∞, weight 60): +(12–16) frost damage
+# health on block T3 → T6 (item level 1–96, weight 1000): +(2–3) health on block
T2 → T5 (item level 43–∞, weight 600): +(2–3) health on block
T1 → T4 (item level 97–∞, weight 250): +(3–4) health on block
+# health on kill ×2 T3 → T6 (item level 1–96, weight 1000): +(3–4) health on kill
T2 → T5 (item level 43–∞, weight 600): +(4–5) health on kill
T1 → T4 (item level 97–∞, weight 250): +(5–6) health on kill
+# health on kill T5 → T8 (item level 1–42, weight 1000): +(2–3) health on kill
T4 → T7 (item level 19–76, weight 700): +(3–4) health on kill
T3 → T6 (item level 43–129, weight 400): +(4–5) health on kill
T2 → T5 (item level 77–∞, weight 180): +(5–6) health on kill
T1 → T4 (item level 130–∞, weight 60): +(6–8) health on kill
+# health on parry ×2 T5 → T8 (item level 1–42, weight 1000): +(2–3) health on parry
T4 → T7 (item level 19–76, weight 700): +(3–4) health on parry
T3 → T6 (item level 43–129, weight 400): +(4–5) health on parry
T2 → T5 (item level 77–∞, weight 180): +(5–6) health on parry
T1 → T4 (item level 130–∞, weight 60): +(6–8) health on parry
+# health per point of physical damage prevented by your defence when hit ×2 T3 → T6 (item level 1–96, weight 1000): +(0.008–0.01) health per point of physical damage prevented by your defence when hit
T2 → T5 (item level 43–∞, weight 600): +(0.01–0.013) health per point of physical damage prevented by your defence when hit
T1 → T4 (item level 97–∞, weight 250): +(0.013–0.016) health per point of physical damage prevented by your defence when hit
+# health regeneration ×3 T3 → T6 (item level 1–96, weight 1000): +(0.24–0.3) health regeneration
T2 → T5 (item level 43–∞, weight 600): +(0.3–0.39) health regeneration
T1 → T4 (item level 97–∞, weight 250): +(0.39–0.48) health regeneration
+# health regeneration ×2 T5 → T8 (item level 1–42, weight 1000): +(0.26–0.34) health regeneration
T4 → T7 (item level 19–76, weight 700): +(0.41–0.55) health regeneration
T3 → T6 (item level 43–129, weight 400): +(0.56–0.76) health regeneration
T2 → T5 (item level 77–∞, weight 180): +(0.71–0.97) health regeneration
T1 → T4 (item level 130–∞, weight 60): +(0.89–1.21) health regeneration
+# health regeneration T5 → T8 (item level 1–42, weight 1000): +(0.5–1) health regeneration
T4 → T7 (item level 19–76, weight 700): +(1.5–2) health regeneration
T3 → T6 (item level 43–129, weight 400): +(2.5–3) health regeneration
T2 → T5 (item level 77–∞, weight 180): +(3.5–4) health regeneration
T1 → T4 (item level 130–∞, weight 60): +(4.5–5) health regeneration
+# ice crystal limit T3 → T6 (item level 1–∞, weight 1000): +1 ice crystal limit
T1 → T4 (item level 97–∞, weight 150): +2 ice crystal limit
+# impale limit T3 → T4 (item level 43 → 130–129 → ∞, weight 400 → 60): +1 impale limit
T2 (item level 77–∞, weight 180): +(1–2) impale limit
T1 (item level 130–∞, weight 60): +2 impale limit
+# Intelligence ×3 T5 → T8 (item level 1–42, weight 1000): +(5–7) Intelligence
T4 → T7 (item level 19–76, weight 700): +(8–11) Intelligence
T3 → T6 (item level 43–129, weight 400): +(11–15) Intelligence
T2 → T5 (item level 77–∞, weight 180): +(14–19) Intelligence
T1 → T4 (item level 130–∞, weight 60): +(18–24) Intelligence
+# Intelligence ×3 T3 → T6 (item level 1–96, weight 1000): +(5–6) Intelligence
T2 → T5 (item level 43–∞, weight 600): +(6–8) Intelligence
T1 → T4 (item level 97–∞, weight 250): +(8–10) Intelligence
+# lightning damage T5 → T8 (item level 1–42, weight 1000): +(1–2) lightning damage
T4 → T7 (item level 19–76, weight 700): +(3–4) lightning damage
T3 → T6 (item level 43–129, weight 400): +(5–7) lightning damage
T2 → T5 (item level 77–∞, weight 180): +(8–11) lightning damage
T1 → T4 (item level 130–∞, weight 60): +(12–16) lightning damage
+# limit T3 → T6 (item level 1–∞, weight 1000): +1 limit
T1 → T4 (item level 97–∞, weight 150): +2 limit
+# loaded bolts T5 → T8 (item level 1–42, weight 1000): +(1–2) loaded bolts
T4 → T7 (item level 19–76, weight 700): +(2–3) loaded bolts
T3 → T6 (item level 43–129, weight 400): +(3–4) loaded bolts
T2 → T5 (item level 77–∞, weight 180): +(4–6) loaded bolts
T1 → T4 (item level 130–∞, weight 60): +(6–8) loaded bolts
+# maximum eitr ×6 T3 → T6 (item level 1–96, weight 1000): +(4–5) maximum eitr
T2 → T5 (item level 43–∞, weight 600): +(5–6) maximum eitr
T1 → T4 (item level 97–∞, weight 250): +(6–8) maximum eitr
+# maximum eitr ×2 T5 → T8 (item level 1–42, weight 1000): +(4–6) maximum eitr
T4 → T7 (item level 19–76, weight 700): +(7–9) maximum eitr
T3 → T6 (item level 43–129, weight 400): +(9–13) maximum eitr
T2 → T5 (item level 77–∞, weight 180): +(12–16) maximum eitr
T1 → T4 (item level 130–∞, weight 60): +(15–20) maximum eitr
+# maximum eitr while fed ×2 T5 → T8 (item level 1–42, weight 1000): +(5–7) maximum eitr while fed
T4 → T7 (item level 19–76, weight 700): +(9–12) maximum eitr while fed
T3 → T6 (item level 43–129, weight 400): +(12–16) maximum eitr while fed
T2 → T5 (item level 77–∞, weight 180): +(15–21) maximum eitr while fed
T1 → T4 (item level 130–∞, weight 60): +(19–26) maximum eitr while fed
+# maximum fortification T3 → T6 (item level 1–96, weight 1000): +(2–3) maximum fortification
T2 → T5 (item level 43–∞, weight 600): +(2–3) maximum fortification
T1 → T4 (item level 97–∞, weight 250): +(3–4) maximum fortification
+# maximum health ×3 T3 → T6 (item level 1–96, weight 1000): +(6–8) maximum health
T2 → T5 (item level 43–∞, weight 600): +(8–10) maximum health
T1 → T4 (item level 97–∞, weight 250): +(10–13) maximum health
+# maximum health ×2 T5 → T8 (item level 1–42, weight 1000): +(7–9) maximum health
T4 → T7 (item level 19–76, weight 700): +(11–15) maximum health
T3 → T6 (item level 43–129, weight 400): +(15–20) maximum health
T2 → T5 (item level 77–∞, weight 180): +(19–26) maximum health
T1 → T4 (item level 130–∞, weight 60): +(24–32) maximum health
+# maximum health while fed ×2 T5 → T8 (item level 1–42, weight 1000): +(8–12) maximum health while fed
T4 → T7 (item level 19–76, weight 700): +(14–18) maximum health while fed
T3 → T6 (item level 43–129, weight 400): +(19–25) maximum health while fed
T2 → T5 (item level 77–∞, weight 180): +(24–32) maximum health while fed
T1 → T4 (item level 130–∞, weight 60): +(30–40) maximum health while fed
+# maximum rage T3 → T6 (item level 1–96, weight 1000): +(2–3) maximum rage
T2 → T5 (item level 43–∞, weight 600): +(2–3) maximum rage
T1 → T4 (item level 97–∞, weight 250): +(3–4) maximum rage
+# maximum stamina ×2 T5 → T8 (item level 1–42, weight 1000): +(7–9) maximum stamina
T4 → T7 (item level 19–76, weight 700): +(11–15) maximum stamina
T3 → T6 (item level 43–129, weight 400): +(15–20) maximum stamina
T2 → T5 (item level 77–∞, weight 180): +(19–26) maximum stamina
T1 → T4 (item level 130–∞, weight 60): +(24–32) maximum stamina
+# of linked ally damage taken by you T3 → T6 (item level 1–96, weight 1000): +(0.016–0.02) of linked ally damage taken by you
T2 → T5 (item level 43–∞, weight 600): +(0.02–0.026) of linked ally damage taken by you
T1 → T4 (item level 97–∞, weight 250): +(0.026–0.032) of linked ally damage taken by you
+# piercing damage T5 → T8 (item level 1–42, weight 1000): +(1–2) piercing damage
T4 → T7 (item level 19–76, weight 700): +(3–4) piercing damage
T3 → T6 (item level 43–129, weight 400): +(5–7) piercing damage
T2 → T5 (item level 77–∞, weight 180): +(8–11) piercing damage
T1 → T4 (item level 130–∞, weight 60): +(12–16) piercing damage
+# poison damage T5 → T8 (item level 1–42, weight 1000): +(1–2) poison damage
T4 → T7 (item level 19–76, weight 700): +(3–4) poison damage
T3 → T6 (item level 43–129, weight 400): +(5–7) poison damage
T2 → T5 (item level 77–∞, weight 180): +(8–11) poison damage
T1 → T4 (item level 130–∞, weight 60): +(12–16) poison damage
+# projectile chain T3 → T4 (item level 43 → 130–129 → ∞, weight 400 → 60): +1 projectile chain
T2 → T0 (item level 77 → 1–∞, weight 180 → 0): +1 → +3 projectile chain
T1 (item level 130–∞, weight 60): +1 projectile chain
T0 (item level 1–∞, weight 0): +2 projectile chain
+# projectiles per shot or throw T3 → T4 (item level 43 → 130–129 → ∞, weight 400 → 60): +1 projectiles per shot or throw
T2 → T0 (item level 77 → 1–∞, weight 180 → 0): +1 → +3 projectiles per shot or throw
T1 (item level 130–∞, weight 60): +1 projectiles per shot or throw
T0 (item level 1–∞, weight 0): +2 projectiles per shot or throw
+# rune shield ×4 T5 → T8 (item level 1–42, weight 1000): +(7–9) rune shield
T4 → T7 (item level 19–76, weight 700): +(11–15) rune shield
T3 → T6 (item level 43–129, weight 400): +(15–20) rune shield
T2 → T5 (item level 77–∞, weight 180): +(19–26) rune shield
T1 → T4 (item level 130–∞, weight 60): +(24–32) rune shield
+# rune shield ×6 T3 → T6 (item level 1–96, weight 1000): +(6–8) rune shield
T2 → T5 (item level 43–∞, weight 600): +(8–10) rune shield
T1 → T4 (item level 97–∞, weight 250): +(10–13) rune shield
+# rune shield for minions T5 → T8 (item level 1–42, weight 1000): +(5–8) rune shield for minions
T4 → T7 (item level 19–76, weight 700): +(9–14) rune shield for minions
T3 → T6 (item level 43–129, weight 400): +(15–22) rune shield for minions
T2 → T5 (item level 77–∞, weight 180): +(23–32) rune shield for minions
T1 → T4 (item level 130–∞, weight 60): +(33–45) rune shield for minions
+# rune shield while rested T3 → T6 (item level 1–96, weight 1000): +(11–14) rune shield while rested
T2 → T5 (item level 43–∞, weight 600): +(14–18) rune shield while rested
T1 → T4 (item level 97–∞, weight 250): +(18–22) rune shield while rested
+# s adrenaline decay delay T3 → T6 (item level 1–96, weight 1000): +(0.4–0.5) s adrenaline decay delay
T2 → T5 (item level 43–∞, weight 600): +(0.5–0.65) s adrenaline decay delay
T1 → T4 (item level 97–∞, weight 250): +(0.65–0.8) s adrenaline decay delay
+# s aura linger duration T3 → T6 (item level 1–96, weight 1000): +(1–1.2) s aura linger duration
T2 → T5 (item level 43–∞, weight 600): +(1.2–1.6) s aura linger duration
T1 → T4 (item level 97–∞, weight 250): +(1.6–1.9) s aura linger duration
+# s link retention T3 → T6 (item level 1–96, weight 1000): +(0.4–0.5) s link retention
T2 → T5 (item level 43–∞, weight 600): +(0.5–0.65) s link retention
T1 → T4 (item level 97–∞, weight 250): +(0.65–0.8) s link retention
+# slashing damage T5 → T8 (item level 1–42, weight 1000): +(1–2) slashing damage
T4 → T7 (item level 19–76, weight 700): +(3–4) slashing damage
T3 → T6 (item level 43–129, weight 400): +(5–7) slashing damage
T2 → T5 (item level 77–∞, weight 180): +(8–11) slashing damage
T1 → T4 (item level 130–∞, weight 60): +(12–16) slashing damage
+# spirit damage T5 → T8 (item level 1–42, weight 1000): +(1–2) spirit damage
T4 → T7 (item level 19–76, weight 700): +(3–4) spirit damage
T3 → T6 (item level 43–129, weight 400): +(5–7) spirit damage
T2 → T5 (item level 77–∞, weight 180): +(8–11) spirit damage
T1 → T4 (item level 130–∞, weight 60): +(12–16) spirit damage
+# spore limit T3 → T6 (item level 1–∞, weight 1000): +1 spore limit
T1 → T4 (item level 97–∞, weight 150): +2 spore limit
+# stamina on crit T3 → T6 (item level 1–96, weight 1000): +(4–5) stamina on crit
T2 → T5 (item level 43–∞, weight 600): +(5–6) stamina on crit
T1 → T4 (item level 97–∞, weight 250): +(6–8) stamina on crit
+# stamina on kill ×2 T3 → T6 (item level 1–96, weight 1000): +(6–8) stamina on kill
T2 → T5 (item level 43–∞, weight 600): +(8–10) stamina on kill
T1 → T4 (item level 97–∞, weight 250): +(10–13) stamina on kill
+# stamina on kill T5 → T8 (item level 1–42, weight 1000): +(3–5) stamina on kill
T4 → T7 (item level 19–76, weight 700): +(5–7) stamina on kill
T3 → T6 (item level 43–129, weight 400): +(7–10) stamina on kill
T2 → T5 (item level 77–∞, weight 180): +(10–13) stamina on kill
T1 → T4 (item level 130–∞, weight 60): +(12–16) stamina on kill
+# stamina on parry ×2 T3 → T6 (item level 1–96, weight 1000): +(5–6) stamina on parry
T2 → T5 (item level 43–∞, weight 600): +(6–8) stamina on parry
T1 → T4 (item level 97–∞, weight 250): +(8–10) stamina on parry
+# stamina on parry ×3 T5 → T8 (item level 1–42, weight 1000): +(2–3) stamina on parry
T4 → T7 (item level 19–76, weight 700): +(3–4) stamina on parry
T3 → T6 (item level 43–129, weight 400): +(4–6) stamina on parry
T2 → T5 (item level 77–∞, weight 180): +(6–8) stamina on parry
T1 → T4 (item level 130–∞, weight 60): +(7–10) stamina on parry
+# Strength ×3 T5 → T8 (item level 1–42, weight 1000): +(5–7) Strength
T4 → T7 (item level 19–76, weight 700): +(8–11) Strength
T3 → T6 (item level 43–129, weight 400): +(11–15) Strength
T2 → T5 (item level 77–∞, weight 180): +(14–19) Strength
T1 → T4 (item level 130–∞, weight 60): +(18–24) Strength
+# Strength ×6 T3 → T6 (item level 1–96, weight 1000): +(5–6) Strength
T2 → T5 (item level 43–∞, weight 600): +(6–8) Strength
T1 → T4 (item level 97–∞, weight 250): +(8–10) Strength
+# targets pierced by crossbow bolts T3 → T4 (item level 43 → 130–129 → ∞, weight 400 → 60): +1 targets pierced by crossbow bolts
T2 → T0 (item level 77 → 1–∞, weight 180 → 0): +1 → +3 targets pierced by crossbow bolts
T1 (item level 130–∞, weight 60): +1 targets pierced by crossbow bolts
T0 (item level 1–∞, weight 0): +2 targets pierced by crossbow bolts
+# thorns ×3 T3 → T6 (item level 1–96, weight 1000): +(3–4) thorns
T2 → T5 (item level 43–∞, weight 600): +(4–5) thorns
T1 → T4 (item level 97–∞, weight 250): +(5–6) thorns
+# thorns ×4 T5 → T8 (item level 1–42, weight 1000): +(3–5) thorns
T4 → T7 (item level 19–76, weight 700): +(5–7) thorns
T3 → T6 (item level 43–129, weight 400): +(7–10) thorns
T2 → T5 (item level 77–∞, weight 180): +(10–13) thorns
T1 → T4 (item level 130–∞, weight 60): +(12–16) thorns
+# thorns on block ×4 T5 → T8 (item level 1–42, weight 1000): +(5–7) thorns on block
T4 → T7 (item level 19–76, weight 700): +(8–11) thorns on block
T3 → T6 (item level 43–129, weight 400): +(11–15) thorns on block
T2 → T5 (item level 77–∞, weight 180): +(14–19) thorns on block
T1 → T4 (item level 130–∞, weight 60): +(18–24) thorns on block
+# thorns per # points of current armour ×2 T3 → T6 (item level 1–96, weight 1000): +(0.02–0.025) thorns per 20 points of current armour
T2 → T5 (item level 43–∞, weight 600): +(0.025–0.032) thorns per 20 points of current armour
T1 → T4 (item level 97–∞, weight 250): +(0.032–0.04) thorns per 20 points of current armour
+# thorns per point of current armour ×4 T5 → T8 (item level 1–42, weight 1000): +(0.021–0.029) thorns per point of current armour
T4 → T7 (item level 19–76, weight 700): +(0.034–0.046) thorns per point of current armour
T3 → T6 (item level 43–129, weight 400): +(0.047–0.063) thorns per point of current armour
T2 → T5 (item level 77–∞, weight 180): +(0.059–0.08) thorns per point of current armour
T1 → T4 (item level 130–∞, weight 60): +(0.074–0.101) thorns per point of current armour
+# to build range while holding this tool T5 → T8 (item level 1–42, weight 1000): +(0.5–1) to build range while holding this tool
T4 → T7 (item level 19–76, weight 700): +(1–1.5) to build range while holding this tool
T3 → T6 (item level 43–129, weight 400): +(1.5–2) to build range while holding this tool
T2 → T5 (item level 77–∞, weight 180): +(2–2.5) to build range while holding this tool
T1 → T4 (item level 130–∞, weight 60): +(2.5–3) to build range while holding this tool
+# to carry weight while holding this tool T5 → T8 (item level 1–42, weight 1000): +(10–20) to carry weight while holding this tool
T4 → T7 (item level 19–76, weight 700): +(21–30) to carry weight while holding this tool
T3 → T6 (item level 43–129, weight 400): +(31–40) to carry weight while holding this tool
T2 → T5 (item level 77–∞, weight 180): +(41–50) to carry weight while holding this tool
T1 → T4 (item level 130–∞, weight 60): +(51–60) to carry weight while holding this tool
+# to Finesse T5 → T8 (item level 1–42, weight 1000): +(2–4) to Finesse
T4 → T7 (item level 19–76, weight 700): +(5–7) to Finesse
T3 → T6 (item level 43–129, weight 400): +(8–10) to Finesse
T2 → T5 (item level 77–∞, weight 180): +(11–13) to Finesse
T1 → T4 (item level 130–∞, weight 60): +(14–17) to Finesse
+# to item quality T2 → T5 (item level 43–∞, weight 100): +1 to item quality
T1 → T4 (item level 130–∞, weight 40): +(1–2) to item quality
+# to maximum eitr ×3 T5 → T8 (item level 1–42, weight 1000): +(5–9) to maximum eitr
T4 → T7 (item level 19–76, weight 700): +(10–14) to maximum eitr
T3 → T6 (item level 43–129, weight 400): +(15–22) to maximum eitr
T2 → T5 (item level 77–∞, weight 180): +(23–30) to maximum eitr
T1 → T4 (item level 130–∞, weight 60): +(31–40) to maximum eitr
+# to maximum health ×2 T5 → T8 (item level 1–42, weight 1000): +(5–9) to maximum health
T4 → T7 (item level 19–76, weight 700): +(10–14) to maximum health
T3 → T6 (item level 43–129, weight 400): +(15–22) to maximum health
T2 → T5 (item level 77–∞, weight 180): +(23–30) to maximum health
T1 → T4 (item level 130–∞, weight 60): +(31–40) to maximum health
+# to maximum health T5 → T8 (item level 1–42, weight 1000): +(5–9) to maximum health
T4 → T7 (item level 19–76, weight 700): +(10–14) to maximum health
T3 → T6 (item level 43–129, weight 400): +(15–22) to maximum health
T2 → T5 (item level 77–∞, weight 180): +(23–30) to maximum health
T1 → T4 (item level 130–∞, weight 60): +(31–40) to maximum health
T0 (item level 1–∞, weight 0): +(46–52) to maximum health
+# to maximum stamina ×3 T5 → T8 (item level 1–42, weight 1000): +(5–9) to maximum stamina
T4 → T7 (item level 19–76, weight 700): +(10–14) to maximum stamina
T3 → T6 (item level 43–129, weight 400): +(15–22) to maximum stamina
T2 → T5 (item level 77–∞, weight 180): +(23–30) to maximum stamina
T1 → T4 (item level 130–∞, weight 60): +(31–40) to maximum stamina
+# to Might T5 → T8 (item level 1–42, weight 1000): +(2–4) to Might
T4 → T7 (item level 19–76, weight 700): +(5–7) to Might
T3 → T6 (item level 43–129, weight 400): +(8–10) to Might
T2 → T5 (item level 77–∞, weight 180): +(11–13) to Might
T1 → T4 (item level 130–∞, weight 60): +(14–17) to Might
+# to Spirit T5 → T8 (item level 1–42, weight 1000): +(2–4) to Spirit
T4 → T7 (item level 19–76, weight 700): +(5–7) to Spirit
T3 → T6 (item level 43–129, weight 400): +(8–10) to Spirit
T2 → T5 (item level 77–∞, weight 180): +(11–13) to Spirit
T1 → T4 (item level 130–∞, weight 60): +(14–17) to Spirit
+# unarmed damage per # points of "Strength" T5 → T8 (item level 1–42, weight 1000): +(0.35–0.45) unarmed damage per 12 points of "Strength"
T4 → T7 (item level 19–76, weight 700): +(0.55–0.75) unarmed damage per 12 points of "Strength"
T3 → T6 (item level 43–129, weight 400): +(0.75–1) unarmed damage per 12 points of "Strength"
T2 → T5 (item level 77–∞, weight 180): +(0.95–1.3) unarmed damage per 12 points of "Strength"
T1 → T4 (item level 130–∞, weight 60): +(1.2–1.6) unarmed damage per 12 points of "Strength"
+#% absorption rate for infusion T5 → T8 (item level 1–42, weight 1000): +(4–6)% absorption rate for infusion
T4 → T7 (item level 19–76, weight 700): +(7–10)% absorption rate for infusion
T3 → T6 (item level 43–129, weight 400): +(11–15)% absorption rate for infusion
T2 → T5 (item level 77–∞, weight 180): +(16–21)% absorption rate for infusion
T1 → T4 (item level 130–∞, weight 60): +(22–28)% absorption rate for infusion
+#% adrenaline gain T3 → T6 (item level 1–96, weight 1000): +(3.2–4)% adrenaline gain
T2 → T5 (item level 43–∞, weight 600): +(4–5.2)% adrenaline gain
T1 → T4 (item level 97–∞, weight 250): +(5.2–6.4)% adrenaline gain
+#% alternative attack critical strike damage T3 → T6 (item level 1–96, weight 1000): +(8–10)% alternative attack critical strike damage
T2 → T5 (item level 43–∞, weight 600): +(10–13)% alternative attack critical strike damage
T1 → T4 (item level 97–∞, weight 250): +(13–16)% alternative attack critical strike damage
+#% alternative attack critical strike damage T5 → T8 (item level 1–42, weight 1000): +(8–12)% alternative attack critical strike damage
T4 → T7 (item level 19–76, weight 700): +(14–18)% alternative attack critical strike damage
T3 → T6 (item level 43–129, weight 400): +(19–25)% alternative attack critical strike damage
T2 → T5 (item level 77–∞, weight 180): +(24–32)% alternative attack critical strike damage
T1 → T4 (item level 130–∞, weight 60): +(30–40)% alternative attack critical strike damage
+#% applied oil duration T3 → T6 (item level 1–96, weight 1000): +(6.5–8)% applied oil duration
T2 → T5 (item level 43–∞, weight 600): +(8–10.5)% applied oil duration
T1 → T4 (item level 97–∞, weight 250): +(10.5–13)% applied oil duration
+#% applied oil effect T3 → T6 (item level 1–96, weight 1000): +(5–6)% applied oil effect
T2 → T5 (item level 43–∞, weight 600): +(6–8)% applied oil effect
T1 → T4 (item level 97–∞, weight 250): +(8–9.5)% applied oil effect
+#% aura effect T3 → T6 (item level 1–96, weight 1000): +(3.2–4)% aura effect
T2 → T5 (item level 43–∞, weight 600): +(4–5.2)% aura effect
T1 → T4 (item level 97–∞, weight 250): +(5.2–6.4)% aura effect
+#% axe critical strike damage T3 → T6 (item level 1–96, weight 1000): +(6.5–8)% axe critical strike damage
T2 → T5 (item level 43–∞, weight 600): +(8–10.5)% axe critical strike damage
T1 → T4 (item level 97–∞, weight 250): +(10.5–13)% axe critical strike damage
+#% blast resistance T3 → T6 (item level 1–96, weight 1000): +(6.5–8)% blast resistance
T2 → T5 (item level 43–∞, weight 600): +(8–10.5)% blast resistance
T1 → T4 (item level 97–∞, weight 250): +(10.5–13)% blast resistance
+#% blast resistance ×2 T5 → T8 (item level 1–42, weight 1000): +(7–9)% blast resistance
T4 → T7 (item level 19–76, weight 700): +(11–15)% blast resistance
T3 → T6 (item level 43–129, weight 400): +(15–20)% blast resistance
T2 → T5 (item level 77–∞, weight 180): +(19–26)% blast resistance
T1 → T4 (item level 130–∞, weight 60): +(24–32)% blast resistance
+#% blast resistance at low life ×2 T5 → T8 (item level 1–42, weight 1000): +(14–18)% blast resistance at low life
T4 → T7 (item level 19–76, weight 700): +(22–29)% blast resistance at low life
T3 → T6 (item level 43–129, weight 400): +(30–40)% blast resistance at low life
T2 → T5 (item level 77–∞, weight 180): +(38–52)% blast resistance at low life
T1 → T4 (item level 130–∞, weight 60): +(48–64)% blast resistance at low life
+#% bomb critical strike damage T3 → T6 (item level 1–96, weight 1000): +(6.5–8)% bomb critical strike damage
T2 → T5 (item level 43–∞, weight 600): +(8–10.5)% bomb critical strike damage
T1 → T4 (item level 97–∞, weight 250): +(10.5–13)% bomb critical strike damage
+#% bow critical strike damage T3 → T6 (item level 1–96, weight 1000): +(6.5–8)% bow critical strike damage
T2 → T5 (item level 43–∞, weight 600): +(8–10.5)% bow critical strike damage
T1 → T4 (item level 97–∞, weight 250): +(10.5–13)% bow critical strike damage
+#% chance to immobilize on hit T3 → T6 (item level 1–96, weight 1000): +(3.2–4)% chance to immobilize on hit
T2 → T5 (item level 43–∞, weight 600): +(4–5.2)% chance to immobilize on hit
T1 → T4 (item level 97–∞, weight 250): +(5.2–6.4)% chance to immobilize on hit
+#% club critical strike damage T3 → T6 (item level 1–96, weight 1000): +(6.5–8)% club critical strike damage
T2 → T5 (item level 43–∞, weight 600): +(8–10.5)% club critical strike damage
T1 → T4 (item level 97–∞, weight 250): +(10.5–13)% club critical strike damage
+#% cold resistance T3 → T6 (item level 1–96, weight 1000): +(2.4–3)% cold resistance
T2 → T5 (item level 43–∞, weight 600): +(3–3.9)% cold resistance
T1 → T4 (item level 97–∞, weight 250): +(3.9–4.8)% cold resistance
+#% cold resistance ×2 T5 → T8 (item level 1–42, weight 1000): +(8–12)% cold resistance
T4 → T7 (item level 19–76, weight 700): +(14–18)% cold resistance
T3 → T6 (item level 43–129, weight 400): +(19–25)% cold resistance
T2 → T5 (item level 77–∞, weight 180): +(24–32)% cold resistance
T1 → T4 (item level 130–∞, weight 60): +(30–40)% cold resistance
+#% consumed mead duration fermented mead T3 → T6 (item level 1–96, weight 1000): +(6.5–8)% consumed mead duration fermented mead
T2 → T5 (item level 43–∞, weight 600): +(8–10.5)% consumed mead duration fermented mead
T1 → T4 (item level 97–∞, weight 250): +(10.5–13)% consumed mead duration fermented mead
+#% critical strike chance for minions T5 → T8 (item level 1–42, weight 1000): +(2–3)% critical strike chance for minions
T4 → T7 (item level 19–76, weight 700): +(4–5)% critical strike chance for minions
T3 → T6 (item level 43–129, weight 400): +(6–7)% critical strike chance for minions
T2 → T5 (item level 77–∞, weight 180): +(8–9)% critical strike chance for minions
T1 → T4 (item level 130–∞, weight 60): +(10–12)% critical strike chance for minions
+#% critical strike damage ×6 T3 → T6 (item level 1–96, weight 1000): +(5–6)% critical strike damage
T2 → T5 (item level 43–∞, weight 600): +(6–8)% critical strike damage
T1 → T4 (item level 97–∞, weight 250): +(8–9.5)% critical strike damage
+#% critical strike damage ×2 T5 → T8 (item level 1–42, weight 1000): +(7–9)% critical strike damage
T4 → T7 (item level 19–76, weight 700): +(11–15)% critical strike damage
T3 → T6 (item level 43–129, weight 400): +(15–20)% critical strike damage
T2 → T5 (item level 77–∞, weight 180): +(19–26)% critical strike damage
T1 → T4 (item level 130–∞, weight 60): +(24–32)% critical strike damage
+#% critical strike damage T5 → T8 (item level 1–42, weight 1000): +(5–7)% critical strike damage
T4 → T7 (item level 19–76, weight 700): +(8–11)% critical strike damage
T3 → T6 (item level 43–129, weight 400): +(11–15)% critical strike damage
T2 → T5 (item level 77–∞, weight 180): +(14.5–19.5)% critical strike damage
T1 → T4 (item level 130–∞, weight 60): +(18–24)% critical strike damage
+#% critical strike damage against distant enemies T5 → T8 (item level 1–42, weight 1000): +(8–12)% critical strike damage against distant enemies
T4 → T7 (item level 19–76, weight 700): +(14–18)% critical strike damage against distant enemies
T3 → T6 (item level 43–129, weight 400): +(19–25)% critical strike damage against distant enemies
T2 → T5 (item level 77–∞, weight 180): +(24–32)% critical strike damage against distant enemies
T1 → T4 (item level 130–∞, weight 60): +(30–40)% critical strike damage against distant enemies
+#% critical strike damage against full life enemies T5 → T8 (item level 1–42, weight 1000): +(5–7)% critical strike damage against full life enemies
T4 → T7 (item level 19–76, weight 700): +(8–11)% critical strike damage against full life enemies
T3 → T6 (item level 43–129, weight 400): +(11–15)% critical strike damage against full life enemies
T2 → T5 (item level 77–∞, weight 180): +(14.5–19.5)% critical strike damage against full life enemies
T1 → T4 (item level 130–∞, weight 60): +(18–24)% critical strike damage against full life enemies
+#% critical strike damage against low life enemies T5 → T8 (item level 1–42, weight 1000): +(8–12)% critical strike damage against low life enemies
T4 → T7 (item level 19–76, weight 700): +(14–18)% critical strike damage against low life enemies
T3 → T6 (item level 43–129, weight 400): +(19–25)% critical strike damage against low life enemies
T2 → T5 (item level 77–∞, weight 180): +(24–32)% critical strike damage against low life enemies
T1 → T4 (item level 130–∞, weight 60): +(30–40)% critical strike damage against low life enemies
+#% critical strike damage against moving targets T3 → T6 (item level 1–96, weight 1000): +(8–10)% critical strike damage against moving targets
T2 → T5 (item level 43–∞, weight 600): +(10–13)% critical strike damage against moving targets
T1 → T4 (item level 97–∞, weight 250): +(13–16)% critical strike damage against moving targets
+#% critical strike damage against moving targets T5 → T8 (item level 1–42, weight 1000): +(8–12)% critical strike damage against moving targets
T4 → T7 (item level 19–76, weight 700): +(14–18)% critical strike damage against moving targets
T3 → T6 (item level 43–129, weight 400): +(19–25)% critical strike damage against moving targets
T2 → T5 (item level 77–∞, weight 180): +(24–32)% critical strike damage against moving targets
T1 → T4 (item level 130–∞, weight 60): +(30–40)% critical strike damage against moving targets
+#% critical strike damage against staggered targets T5 → T8 (item level 1–42, weight 1000): +(8–12)% critical strike damage against staggered targets
T4 → T7 (item level 19–76, weight 700): +(14–18)% critical strike damage against staggered targets
T3 → T6 (item level 43–129, weight 400): +(19–25)% critical strike damage against staggered targets
T2 → T5 (item level 77–∞, weight 180): +(24–32)% critical strike damage against staggered targets
T1 → T4 (item level 130–∞, weight 60): +(30–40)% critical strike damage against staggered targets
+#% critical strike damage at night T5 → T8 (item level 1–42, weight 1000): +(10–14)% critical strike damage at night
T4 → T7 (item level 19–76, weight 700): +(16–22)% critical strike damage at night
T3 → T6 (item level 43–129, weight 400): +(22–30)% critical strike damage at night
T2 → T5 (item level 77–∞, weight 180): +(29–39)% critical strike damage at night
T1 → T4 (item level 130–∞, weight 60): +(36–48)% critical strike damage at night
+#% critical strike damage for minions T5 → T8 (item level 1–42, weight 1000): +(10–15)% critical strike damage for minions
T4 → T7 (item level 19–76, weight 700): +(16–22)% critical strike damage for minions
T3 → T6 (item level 43–129, weight 400): +(23–30)% critical strike damage for minions
T2 → T5 (item level 77–∞, weight 180): +(31–40)% critical strike damage for minions
T1 → T4 (item level 130–∞, weight 60): +(41–50)% critical strike damage for minions
+#% critical strike damage if started at full life T5 → T8 (item level 1–42, weight 1000): +(7–9)% critical strike damage if started at full life
T4 → T7 (item level 19–76, weight 700): +(11–15)% critical strike damage if started at full life
T3 → T6 (item level 43–129, weight 400): +(15–20)% critical strike damage if started at full life
T2 → T5 (item level 77–∞, weight 180): +(19–26)% critical strike damage if started at full life
T1 → T4 (item level 130–∞, weight 60): +(24–32)% critical strike damage if started at full life
+#% critical strike damage on an unaware target T3 → T6 (item level 1–96, weight 1000): +(8–10)% critical strike damage on an unaware target
T2 → T5 (item level 43–∞, weight 600): +(10–13)% critical strike damage on an unaware target
T1 → T4 (item level 97–∞, weight 250): +(13–16)% critical strike damage on an unaware target
+#% critical strike damage on an unaware target T5 → T8 (item level 1–42, weight 1000): +(8–12)% critical strike damage on an unaware target
T4 → T7 (item level 19–76, weight 700): +(14–18)% critical strike damage on an unaware target
T3 → T6 (item level 43–129, weight 400): +(19–25)% critical strike damage on an unaware target
T2 → T5 (item level 77–∞, weight 180): +(24–32)% critical strike damage on an unaware target
T1 → T4 (item level 130–∞, weight 60): +(30–40)% critical strike damage on an unaware target
+#% crossbow additional projectile chance T5 → T8 (item level 1–42, weight 1000): +(10–16)% crossbow additional projectile chance
T4 → T7 (item level 19–76, weight 700): +(18–24)% crossbow additional projectile chance
T3 → T6 (item level 43–129, weight 400): +(26–34)% crossbow additional projectile chance
T2 → T5 (item level 77–∞, weight 180): +(36–44)% crossbow additional projectile chance
T1 → T4 (item level 130–∞, weight 60): +(46–56)% crossbow additional projectile chance
+#% crossbow critical strike damage T3 → T6 (item level 1–96, weight 1000): +(6.5–8)% crossbow critical strike damage
T2 → T5 (item level 43–∞, weight 600): +(8–10.5)% crossbow critical strike damage
T1 → T4 (item level 97–∞, weight 250): +(10.5–13)% crossbow critical strike damage
+#% crossbow fire rate T5 → T8 (item level 1–42, weight 1000): +(5–8)% crossbow fire rate
T4 → T7 (item level 19–76, weight 700): +(9–12)% crossbow fire rate
T3 → T6 (item level 43–129, weight 400): +(13–17)% crossbow fire rate
T2 → T5 (item level 77–∞, weight 180): +(18–22)% crossbow fire rate
T1 → T4 (item level 130–∞, weight 60): +(23–28)% crossbow fire rate
+#% damage over time multiplier T5 → T8 (item level 1–42, weight 1000): +(2–4)% damage over time multiplier
T4 → T7 (item level 19–76, weight 700): +(5–7)% damage over time multiplier
T3 → T6 (item level 43–129, weight 400): +(8–11)% damage over time multiplier
T2 → T5 (item level 77–∞, weight 180): +(12–15)% damage over time multiplier
T1 → T4 (item level 130–∞, weight 60): +(16–20)% damage over time multiplier
+#% damage over time multiplier T5 → T8 (item level 1–42, weight 1000): +(1–2)% damage over time multiplier
T4 → T7 (item level 19–76, weight 700): +(2–3)% damage over time multiplier
T3 → T6 (item level 43–129, weight 400): +(3–4)% damage over time multiplier
T2 → T5 (item level 77–∞, weight 180): +(4–5)% damage over time multiplier
T1 → T4 (item level 130–∞, weight 60): +(5–7)% damage over time multiplier
+#% damage over time multiplier T5 → T8 (item level 1–42, weight 1000): +(1–2)% damage over time multiplier
T4 → T7 (item level 19–76, weight 700): +(3–4)% damage over time multiplier
T3 → T6 (item level 43–129, weight 400): +(5–6)% damage over time multiplier
T2 → T5 (item level 77–∞, weight 180): +(7–9)% damage over time multiplier
T1 → T4 (item level 130–∞, weight 60): +(10–12)% damage over time multiplier
+#% damage resistance for minions T5 → T8 (item level 1–42, weight 1000): +(5–8)% damage resistance for minions
T4 → T7 (item level 19–76, weight 700): +(9–12)% damage resistance for minions
T3 → T6 (item level 43–129, weight 400): +(13–17)% damage resistance for minions
T2 → T5 (item level 77–∞, weight 180): +(18–23)% damage resistance for minions
T1 → T4 (item level 130–∞, weight 60): +(24–30)% damage resistance for minions
+#% double blast T3 → T6 (item level 1–96, weight 1000): +(3.2–4)% double blast
T2 → T5 (item level 43–∞, weight 600): +(4–5.2)% double blast
T1 → T4 (item level 97–∞, weight 250): +(5.2–6.4)% double blast
+#% double blast T5 → T8 (item level 1–42, weight 1000): +(3.5–4.5)% double blast
T4 → T7 (item level 19–76, weight 700): +(5.5–7.5)% double blast
T3 → T6 (item level 43–129, weight 400): +(7.5–10)% double blast
T2 → T5 (item level 77–∞, weight 180): +(9.5–13)% double blast
T1 → T4 (item level 130–∞, weight 60): +(12–16)% double blast
+#% dual-wielding critical strike damage ×2 T3 → T6 (item level 1–96, weight 1000): +(6.5–8)% dual-wielding critical strike damage
T2 → T5 (item level 43–∞, weight 600): +(8–10.5)% dual-wielding critical strike damage
T1 → T4 (item level 97–∞, weight 250): +(10.5–13)% dual-wielding critical strike damage
+#% eitr leech ×2 T3 → T6 (item level 1–96, weight 1000): +(0.16–0.2)% eitr leech
T2 → T5 (item level 43–∞, weight 600): +(0.2–0.26)% eitr leech
T1 → T4 (item level 97–∞, weight 250): +(0.26–0.32)% eitr leech
+#% eitr regeneration shared with linked allies T3 → T6 (item level 1–96, weight 1000): +(1.6–2)% eitr regeneration shared with linked allies
T2 → T5 (item level 43–∞, weight 600): +(2–2.6)% eitr regeneration shared with linked allies
T1 → T4 (item level 97–∞, weight 250): +(2.6–3.2)% eitr regeneration shared with linked allies
+#% elemental resistance T3 → T6 (item level 1–96, weight 1000): +(2.4–3)% elemental resistance
T2 → T5 (item level 43–∞, weight 600): +(3–3.9)% elemental resistance
T1 → T4 (item level 97–∞, weight 250): +(3.9–4.8)% elemental resistance
+#% elemental resistance ×2 T5 → T8 (item level 1–42, weight 1000): +(2.5–3.4)% elemental resistance
T4 → T7 (item level 19–76, weight 700): +(4.1–5.5)% elemental resistance
T3 → T6 (item level 43–129, weight 400): +(5.6–7.6)% elemental resistance
T2 → T5 (item level 77–∞, weight 180): +(7.1–9.7)% elemental resistance
T1 → T4 (item level 130–∞, weight 60): +(8.9–12.1)% elemental resistance
+#% elemental resistance at full eitr ×2 T5 → T8 (item level 1–42, weight 1000): +(3.5–5)% elemental resistance at full eitr
T4 → T7 (item level 19–76, weight 700): +(6–8)% elemental resistance at full eitr
T3 → T6 (item level 43–129, weight 400): +(8–11)% elemental resistance at full eitr
T2 → T5 (item level 77–∞, weight 180): +(10.5–14)% elemental resistance at full eitr
T1 → T4 (item level 130–∞, weight 60): +(13–17.5)% elemental resistance at full eitr
+#% elemental resistance at low life ×2 T5 → T8 (item level 1–42, weight 1000): +(5–7)% elemental resistance at low life
T4 → T7 (item level 19–76, weight 700): +(8–11)% elemental resistance at low life
T3 → T6 (item level 43–129, weight 400): +(11–15)% elemental resistance at low life
T2 → T5 (item level 77–∞, weight 180): +(14.5–19.5)% elemental resistance at low life
T1 → T4 (item level 130–∞, weight 60): +(18–24)% elemental resistance at low life
+#% elemental resistance when hit recently ×2 T5 → T8 (item level 1–42, weight 1000): +(5–7)% elemental resistance when hit recently
T4 → T7 (item level 19–76, weight 700): +(8–11)% elemental resistance when hit recently
T3 → T6 (item level 43–129, weight 400): +(11–15)% elemental resistance when hit recently
T2 → T5 (item level 77–∞, weight 180): +(14.5–19.5)% elemental resistance when hit recently
T1 → T4 (item level 130–∞, weight 60): +(18–24)% elemental resistance when hit recently
+#% elemental staff critical strike damage T3 → T6 (item level 1–96, weight 1000): +(6.5–8)% elemental staff critical strike damage
T2 → T5 (item level 43–∞, weight 600): +(8–10.5)% elemental staff critical strike damage
T1 → T4 (item level 97–∞, weight 250): +(10.5–13)% elemental staff critical strike damage
+#% endurance T3 → T6 (item level 1–96, weight 1000): +(1.6–2)% endurance
T2 → T5 (item level 43–∞, weight 600): +(2–2.6)% endurance
T1 → T4 (item level 97–∞, weight 250): +(2.6–3.2)% endurance
+#% endurance ×2 T5 → T8 (item level 1–42, weight 1000): +(1.7–2.3)% endurance
T4 → T7 (item level 19–76, weight 700): +(2.7–3.7)% endurance
T3 → T6 (item level 43–129, weight 400): +(3.7–5.1)% endurance
T2 → T5 (item level 77–∞, weight 180): +(4.8–6.4)% endurance
T1 → T4 (item level 130–∞, weight 60): +(6–8)% endurance
+#% endurance with the shield up ×2 T5 → T8 (item level 1–42, weight 1000): +(2.5–3.4)% endurance with the shield up
T4 → T7 (item level 19–76, weight 700): +(4.1–5.5)% endurance with the shield up
T3 → T6 (item level 43–129, weight 400): +(5.6–7.6)% endurance with the shield up
T2 → T5 (item level 77–∞, weight 180): +(7.1–9.7)% endurance with the shield up
T1 → T4 (item level 130–∞, weight 60): +(8.9–12.1)% endurance with the shield up
+#% equipment ease ×2 T5 → T8 (item level 1–42, weight 1000): +(5–7)% equipment ease
T4 → T7 (item level 19–76, weight 700): +(8–11)% equipment ease
T3 → T6 (item level 43–129, weight 400): +(11–15)% equipment ease
T2 → T5 (item level 77–∞, weight 180): +(14.5–19.5)% equipment ease
T1 → T4 (item level 130–∞, weight 60): +(18–24)% equipment ease
+#% equipment ease out of combat ×2 T5 → T8 (item level 1–42, weight 1000): +(5–7)% equipment ease out of combat
T4 → T7 (item level 19–76, weight 700): +(8–11)% equipment ease out of combat
T3 → T6 (item level 43–129, weight 400): +(11–15)% equipment ease out of combat
T2 → T5 (item level 77–∞, weight 180): +(14.5–19.5)% equipment ease out of combat
T1 → T4 (item level 130–∞, weight 60): +(18–24)% equipment ease out of combat
+#% fire damage over time multiplier T5 → T8 (item level 1–42, weight 1000): +(2–3)% fire damage over time multiplier
T4 → T7 (item level 19–76, weight 700): +(3–4)% fire damage over time multiplier
T3 → T6 (item level 43–129, weight 400): +(4–5)% fire damage over time multiplier
T2 → T5 (item level 77–∞, weight 180): +(6–7)% fire damage over time multiplier
T1 → T4 (item level 130–∞, weight 60): +(8–10)% fire damage over time multiplier
+#% fire damage over time multiplier T5 → T8 (item level 1–42, weight 1000): +(2–3)% fire damage over time multiplier
T4 → T7 (item level 19–76, weight 700): +(4–6)% fire damage over time multiplier
T3 → T6 (item level 43–129, weight 400): +(7–9)% fire damage over time multiplier
T2 → T5 (item level 77–∞, weight 180): +(10–13)% fire damage over time multiplier
T1 → T4 (item level 130–∞, weight 60): +(14–18)% fire damage over time multiplier
+#% fire damage over time multiplier T5 → T8 (item level 1–42, weight 1000): +(3–5)% fire damage over time multiplier
T4 → T7 (item level 19–76, weight 700): +(6–9)% fire damage over time multiplier
T3 → T6 (item level 43–129, weight 400): +(10–14)% fire damage over time multiplier
T2 → T5 (item level 77–∞, weight 180): +(15–19)% fire damage over time multiplier
T1 → T4 (item level 130–∞, weight 60): +(20–25)% fire damage over time multiplier
+#% fire resistance ×2 T3 → T6 (item level 1–96, weight 1000): +(2.4–3)% fire resistance
T2 → T5 (item level 43–∞, weight 600): +(3–3.9)% fire resistance
T1 → T4 (item level 97–∞, weight 250): +(3.9–4.8)% fire resistance
+#% fire resistance T5 → T8 (item level 1–42, weight 1000): +(4–7)% fire resistance
T4 → T7 (item level 19–76, weight 700): +(8–11)% fire resistance
T3 → T6 (item level 43–129, weight 400): +(12–16)% fire resistance
T2 → T5 (item level 77–∞, weight 180): +(17–21)% fire resistance
T1 → T4 (item level 130–∞, weight 60): +(22–26)% fire resistance
+#% fire resistance ×6 T5 → T8 (item level 1–42, weight 1000): +(5–7)% fire resistance
T4 → T7 (item level 19–76, weight 700): +(8–11)% fire resistance
T3 → T6 (item level 43–129, weight 400): +(11–15)% fire resistance
T2 → T5 (item level 77–∞, weight 180): +(14.5–19.5)% fire resistance
T1 → T4 (item level 130–∞, weight 60): +(18–24)% fire resistance
+#% fire resistance T5 → T8 (item level 1–42, weight 1000): +(3–5)% fire resistance
T4 → T7 (item level 19–76, weight 700): +(6–8)% fire resistance
T3 → T6 (item level 43–129, weight 400): +(9–11)% fire resistance
T2 → T5 (item level 77–∞, weight 180): +(12–14)% fire resistance
T1 → T4 (item level 130–∞, weight 60): +(15–18)% fire resistance
+#% fire resistance penetration T3 → T6 (item level 1–96, weight 1000): +(3.2–4)% fire resistance penetration
T2 → T5 (item level 43–∞, weight 600): +(4–5.2)% fire resistance penetration
T1 → T4 (item level 97–∞, weight 250): +(5.2–6.4)% fire resistance penetration
+#% fist critical strike damage T3 → T6 (item level 1–96, weight 1000): +(6.5–8)% fist critical strike damage
T2 → T5 (item level 43–∞, weight 600): +(8–10.5)% fist critical strike damage
T1 → T4 (item level 97–∞, weight 250): +(10.5–13)% fist critical strike damage
+#% fortification effect T3 → T6 (item level 1–96, weight 1000): +(3.2–4)% fortification effect
T2 → T5 (item level 43–∞, weight 600): +(4–5.2)% fortification effect
T1 → T4 (item level 97–∞, weight 250): +(5.2–6.4)% fortification effect
+#% frost damage over time multiplier T5 → T8 (item level 1–42, weight 1000): +(2–3)% frost damage over time multiplier
T4 → T7 (item level 19–76, weight 700): +(3–4)% frost damage over time multiplier
T3 → T6 (item level 43–129, weight 400): +(4–5)% frost damage over time multiplier
T2 → T5 (item level 77–∞, weight 180): +(6–7)% frost damage over time multiplier
T1 → T4 (item level 130–∞, weight 60): +(8–10)% frost damage over time multiplier
+#% frost damage over time multiplier T5 → T8 (item level 1–42, weight 1000): +(2–3)% frost damage over time multiplier
T4 → T7 (item level 19–76, weight 700): +(4–6)% frost damage over time multiplier
T3 → T6 (item level 43–129, weight 400): +(7–9)% frost damage over time multiplier
T2 → T5 (item level 77–∞, weight 180): +(10–13)% frost damage over time multiplier
T1 → T4 (item level 130–∞, weight 60): +(14–18)% frost damage over time multiplier
+#% frost damage over time multiplier T5 → T8 (item level 1–42, weight 1000): +(3–5)% frost damage over time multiplier
T4 → T7 (item level 19–76, weight 700): +(6–9)% frost damage over time multiplier
T3 → T6 (item level 43–129, weight 400): +(10–14)% frost damage over time multiplier
T2 → T5 (item level 77–∞, weight 180): +(15–19)% frost damage over time multiplier
T1 → T4 (item level 130–∞, weight 60): +(20–25)% frost damage over time multiplier
+#% frost resistance T3 → T6 (item level 1–96, weight 1000): +(2.4–3)% frost resistance
T2 → T5 (item level 43–∞, weight 600): +(3–3.9)% frost resistance
T1 → T4 (item level 97–∞, weight 250): +(3.9–4.8)% frost resistance
+#% frost resistance T5 → T8 (item level 1–42, weight 1000): +(4–7)% frost resistance
T4 → T7 (item level 19–76, weight 700): +(8–11)% frost resistance
T3 → T6 (item level 43–129, weight 400): +(12–16)% frost resistance
T2 → T5 (item level 77–∞, weight 180): +(17–21)% frost resistance
T1 → T4 (item level 130–∞, weight 60): +(22–26)% frost resistance
+#% frost resistance ×4 T5 → T8 (item level 1–42, weight 1000): +(5–7)% frost resistance
T4 → T7 (item level 19–76, weight 700): +(8–11)% frost resistance
T3 → T6 (item level 43–129, weight 400): +(11–15)% frost resistance
T2 → T5 (item level 77–∞, weight 180): +(14.5–19.5)% frost resistance
T1 → T4 (item level 130–∞, weight 60): +(18–24)% frost resistance
+#% frost resistance T5 → T8 (item level 1–42, weight 1000): +(3–5)% frost resistance
T4 → T7 (item level 19–76, weight 700): +(6–8)% frost resistance
T3 → T6 (item level 43–129, weight 400): +(9–11)% frost resistance
T2 → T5 (item level 77–∞, weight 180): +(12–14)% frost resistance
T1 → T4 (item level 130–∞, weight 60): +(15–18)% frost resistance
+#% frost resistance penetration T3 → T6 (item level 1–96, weight 1000): +(3.2–4)% frost resistance penetration
T2 → T5 (item level 43–∞, weight 600): +(4–5.2)% frost resistance penetration
T1 → T4 (item level 97–∞, weight 250): +(5.2–6.4)% frost resistance penetration
+#% glancing blow chance T3 → T6 (item level 1–96, weight 1000): +(1.6–2)% glancing blow chance
T2 → T5 (item level 43–∞, weight 600): +(2–2.6)% glancing blow chance
T1 → T4 (item level 97–∞, weight 250): +(2.6–3.2)% glancing blow chance
+#% glancing blow chance at low stamina T3 → T6 (item level 1–96, weight 1000): +(3.2–4)% glancing blow chance at low stamina
T2 → T5 (item level 43–∞, weight 600): +(4–5.2)% glancing blow chance at low stamina
T1 → T4 (item level 97–∞, weight 250): +(5.2–6.4)% glancing blow chance at low stamina
+#% glancing blow damage reduction T3 → T6 (item level 1–96, weight 1000): +(1.6–2)% glancing blow damage reduction
T2 → T5 (item level 43–∞, weight 600): +(2–2.6)% glancing blow damage reduction
T1 → T4 (item level 97–∞, weight 250): +(2.6–3.2)% glancing blow damage reduction
+#% healing effect T3 → T6 (item level 1–96, weight 1000): +(5–6)% healing effect
T2 → T5 (item level 43–∞, weight 600): +(6–8)% healing effect
T1 → T4 (item level 97–∞, weight 250): +(8–9.5)% healing effect
+#% healing effect on drinking a mead recently T3 → T6 (item level 1–96, weight 1000): +(7–9)% healing effect on drinking a mead recently
T2 → T5 (item level 43–∞, weight 600): +(9–11.5)% healing effect on drinking a mead recently
T1 → T4 (item level 97–∞, weight 250): +(11.5–14.5)% healing effect on drinking a mead recently
+#% health regeneration shared with linked allies ×2 T3 → T6 (item level 1–96, weight 1000): +(1.6–2)% health regeneration shared with linked allies
T2 → T5 (item level 43–∞, weight 600): +(2–2.6)% health regeneration shared with linked allies
T1 → T4 (item level 97–∞, weight 250): +(2.6–3.2)% health regeneration shared with linked allies
+#% health regeneration tick frequency T3 → T6 (item level 1–96, weight 1000): +(5–6)% health regeneration tick frequency
T2 → T5 (item level 43–∞, weight 600): +(6–8)% health regeneration tick frequency
T1 → T4 (item level 97–∞, weight 250): +(8–9.5)% health regeneration tick frequency
+#% inflicted wet effect T3 → T6 (item level 1–96, weight 1000): +(8–10)% inflicted wet effect
T2 → T5 (item level 43–∞, weight 600): +(10–13)% inflicted wet effect
T1 → T4 (item level 97–∞, weight 250): +(13–16)% inflicted wet effect
+#% knife critical strike damage T3 → T6 (item level 1–96, weight 1000): +(6.5–8)% knife critical strike damage
T2 → T5 (item level 43–∞, weight 600): +(8–10.5)% knife critical strike damage
T1 → T4 (item level 97–∞, weight 250): +(10.5–13)% knife critical strike damage
+#% knockback resistance of base T3 → T6 (item level 1–96, weight 1000): +(3.2–4)% knockback resistance of base
T2 → T5 (item level 43–∞, weight 600): +(4–5.2)% knockback resistance of base
T1 → T4 (item level 97–∞, weight 250): +(5.2–6.4)% knockback resistance of base
+#% knockback resistance of base per # points of maximum carry capacity T3 → T6 (item level 1–96, weight 1000): +(0.8–1)% knockback resistance of base per 100 points of maximum carry capacity
T2 → T5 (item level 43–∞, weight 600): +(1–1.3)% knockback resistance of base per 100 points of maximum carry capacity
T1 → T4 (item level 97–∞, weight 250): +(1.3–1.6)% knockback resistance of base per 100 points of maximum carry capacity
+#% life leech from physical attack damage +#% life leech → +#% life leech from physical attack damage
T3 → T6 (item level 1–96, weight 1000): +(0.16–0.2)% life leech from physical attack damage
T2 → T5 (item level 43–∞, weight 600): +(0.2–0.26)% life leech from physical attack damage
T1 → T4 (item level 97–∞, weight 250): +(0.26–0.32)% life leech from physical attack damage
T0 (item level 1–∞, weight 0): +(0.36–0.4)% life leech from physical attack damage
+#% life leech from physical attack damage +#% life leech → +#% life leech from physical attack damage
T5 → T8 (item level 1–42, weight 1000): +(0.17–0.23)% life leech from physical attack damage
T4 → T7 (item level 19–76, weight 700): +(0.27–0.37)% life leech from physical attack damage
T3 → T6 (item level 43–129, weight 400): +(0.37–0.51)% life leech from physical attack damage
T2 → T5 (item level 77–∞, weight 180): +(0.48–0.64)% life leech from physical attack damage
T1 → T4 (item level 130–∞, weight 60): +(0.6–0.8)% life leech from physical attack damage
T0 (item level 1–∞, weight 0): +(0.76–1.03)% life leech from physical attack damage
+#% life leech from physical attack damage against low life enemies +#% life leech against low life enemies → +#% life leech from physical attack damage against low life enemies
T3 → T6 (item level 1–96, weight 1000): +(0.16–0.2)% life leech from physical attack damage against low life enemies
T2 → T5 (item level 43–∞, weight 600): +(0.2–0.26)% life leech from physical attack damage against low life enemies
T1 → T4 (item level 97–∞, weight 250): +(0.26–0.32)% life leech from physical attack damage against low life enemies
T0 (item level 1–∞, weight 0): +(0.36–0.4)% life leech from physical attack damage against low life enemies
+#% life leech from physical attack damage against low life enemies +#% life leech against low life enemies → +#% life leech from physical attack damage against low life enemies
T5 → T8 (item level 1–42, weight 1000): +(0.17–0.23)% life leech from physical attack damage against low life enemies
T4 → T7 (item level 19–76, weight 700): +(0.27–0.37)% life leech from physical attack damage against low life enemies
T3 → T6 (item level 43–129, weight 400): +(0.37–0.51)% life leech from physical attack damage against low life enemies
T2 → T5 (item level 77–∞, weight 180): +(0.48–0.64)% life leech from physical attack damage against low life enemies
T1 → T4 (item level 130–∞, weight 60): +(0.6–0.8)% life leech from physical attack damage against low life enemies
T0 (item level 1–∞, weight 0): +(0.76–1.03)% life leech from physical attack damage against low life enemies
+#% life leech from physical attack damage at low life +#% life leech at low life → +#% life leech from physical attack damage at low life
T3 → T6 (item level 1–96, weight 1000): +(0.32–0.4)% life leech from physical attack damage at low life
T2 → T5 (item level 43–∞, weight 600): +(0.4–0.52)% life leech from physical attack damage at low life
T1 → T4 (item level 97–∞, weight 250): +(0.52–0.64)% life leech from physical attack damage at low life
T0 (item level 1–∞, weight 0): +(0.72–0.8)% life leech from physical attack damage at low life
+#% life leech from physical attack damage at low life +#% life leech at low life → +#% life leech from physical attack damage at low life
T5 → T8 (item level 1–42, weight 1000): +(0.35–0.45)% life leech from physical attack damage at low life
T4 → T7 (item level 19–76, weight 700): +(0.55–0.75)% life leech from physical attack damage at low life
T3 → T6 (item level 43–129, weight 400): +(0.75–1)% life leech from physical attack damage at low life
T2 → T5 (item level 77–∞, weight 180): +(0.95–1.3)% life leech from physical attack damage at low life
T1 → T4 (item level 130–∞, weight 60): +(1.2–1.6)% life leech from physical attack damage at low life
T0 (item level 1–∞, weight 0): +(1.55–2.05)% life leech from physical attack damage at low life
+#% life leech from spell damage +#% spell life leech → +#% life leech from spell damage
T5 → T8 (item level 1–42, weight 1000): +(0.17–0.23)% spell life leech from spell damage
T4 → T7 (item level 19–76, weight 700): +(0.27–0.37)% spell life leech from spell damage
T3 → T6 (item level 43–129, weight 400): +(0.37–0.51)% spell life leech from spell damage
T2 → T5 (item level 77–∞, weight 180): +(0.48–0.64)% spell life leech from spell damage
T1 → T4 (item level 130–∞, weight 60): +(0.6–0.8)% spell life leech from spell damage
T0 (item level 1–∞, weight 0): +(0.76–1.03)% spell life leech from spell damage
+#% life leech from spell damage at low life +#% spell life leech at low life → +#% life leech from spell damage at low life
T5 → T8 (item level 1–42, weight 1000): +(0.35–0.45)% spell life leech from spell damage at low life
T4 → T7 (item level 19–76, weight 700): +(0.55–0.75)% spell life leech from spell damage at low life
T3 → T6 (item level 43–129, weight 400): +(0.75–1)% spell life leech from spell damage at low life
T2 → T5 (item level 77–∞, weight 180): +(0.95–1.3)% spell life leech from spell damage at low life
T1 → T4 (item level 130–∞, weight 60): +(1.2–1.6)% spell life leech from spell damage at low life
T0 (item level 1–∞, weight 0): +(1.55–2.05)% spell life leech from spell damage at low life
+#% lightning damage over time multiplier T5 → T8 (item level 1–42, weight 1000): +(2–3)% lightning damage over time multiplier
T4 → T7 (item level 19–76, weight 700): +(3–4)% lightning damage over time multiplier
T3 → T6 (item level 43–129, weight 400): +(4–5)% lightning damage over time multiplier
T2 → T5 (item level 77–∞, weight 180): +(6–7)% lightning damage over time multiplier
T1 → T4 (item level 130–∞, weight 60): +(8–10)% lightning damage over time multiplier
+#% lightning damage over time multiplier T5 → T8 (item level 1–42, weight 1000): +(2–3)% lightning damage over time multiplier
T4 → T7 (item level 19–76, weight 700): +(4–6)% lightning damage over time multiplier
T3 → T6 (item level 43–129, weight 400): +(7–9)% lightning damage over time multiplier
T2 → T5 (item level 77–∞, weight 180): +(10–13)% lightning damage over time multiplier
T1 → T4 (item level 130–∞, weight 60): +(14–18)% lightning damage over time multiplier
+#% lightning damage over time multiplier T5 → T8 (item level 1–42, weight 1000): +(3–5)% lightning damage over time multiplier
T4 → T7 (item level 19–76, weight 700): +(6–9)% lightning damage over time multiplier
T3 → T6 (item level 43–129, weight 400): +(10–14)% lightning damage over time multiplier
T2 → T5 (item level 77–∞, weight 180): +(15–19)% lightning damage over time multiplier
T1 → T4 (item level 130–∞, weight 60): +(20–25)% lightning damage over time multiplier
+#% lightning resistance T3 → T6 (item level 1–96, weight 1000): +(2.4–3)% lightning resistance
T2 → T5 (item level 43–∞, weight 600): +(3–3.9)% lightning resistance
T1 → T4 (item level 97–∞, weight 250): +(3.9–4.8)% lightning resistance
+#% lightning resistance T5 → T8 (item level 1–42, weight 1000): +(4–7)% lightning resistance
T4 → T7 (item level 19–76, weight 700): +(8–11)% lightning resistance
T3 → T6 (item level 43–129, weight 400): +(12–16)% lightning resistance
T2 → T5 (item level 77–∞, weight 180): +(17–21)% lightning resistance
T1 → T4 (item level 130–∞, weight 60): +(22–26)% lightning resistance
+#% lightning resistance ×6 T5 → T8 (item level 1–42, weight 1000): +(7–9)% lightning resistance
T4 → T7 (item level 19–76, weight 700): +(11–15)% lightning resistance
T3 → T6 (item level 43–129, weight 400): +(15–20)% lightning resistance
T2 → T5 (item level 77–∞, weight 180): +(19–26)% lightning resistance
T1 → T4 (item level 130–∞, weight 60): +(24–32)% lightning resistance
+#% lightning resistance T5 → T8 (item level 1–42, weight 1000): +(3–5)% lightning resistance
T4 → T7 (item level 19–76, weight 700): +(6–8)% lightning resistance
T3 → T6 (item level 43–129, weight 400): +(9–11)% lightning resistance
T2 → T5 (item level 77–∞, weight 180): +(12–14)% lightning resistance
T1 → T4 (item level 130–∞, weight 60): +(15–18)% lightning resistance
+#% lightning resistance penetration T3 → T6 (item level 1–96, weight 1000): +(3.2–4)% lightning resistance penetration
T2 → T5 (item level 43–∞, weight 600): +(4–5.2)% lightning resistance penetration
T1 → T4 (item level 97–∞, weight 250): +(5.2–6.4)% lightning resistance penetration
+#% link contact area T3 → T6 (item level 1–96, weight 1000): +(3.2–4)% link contact area
T2 → T5 (item level 43–∞, weight 600): +(4–5.2)% link contact area
T1 → T4 (item level 97–∞, weight 250): +(5.2–6.4)% link contact area
+#% link range T3 → T6 (item level 1–96, weight 1000): +(3.2–4)% link range
T2 → T5 (item level 43–∞, weight 600): +(4–5.2)% link range
T1 → T4 (item level 97–∞, weight 250): +(5.2–6.4)% link range
+#% maximum carry capacity T3 → T6 (item level 1–96, weight 1000): +(3.2–4)% maximum carry capacity
T2 → T5 (item level 43–∞, weight 600): +(4–5.2)% maximum carry capacity
T1 → T4 (item level 97–∞, weight 250): +(5.2–6.4)% maximum carry capacity
+#% of maximum health becomes rune shield ×2 T5 → T8 (item level 1–42, weight 1000): +(4–6)% of maximum health becomes rune shield
T4 → T7 (item level 19–76, weight 700): +(7–9)% of maximum health becomes rune shield
T3 → T6 (item level 43–129, weight 400): +(9.5–12.5)% of maximum health becomes rune shield
T2 → T5 (item level 77–∞, weight 180): +(12–16)% of maximum health becomes rune shield
T1 → T4 (item level 130–∞, weight 60): +(15–20)% of maximum health becomes rune shield
+#% oil application speed T3 → T6 (item level 1–96, weight 1000): +(3.2–4)% oil application speed
T2 → T5 (item level 43–∞, weight 600): +(4–5.2)% oil application speed
T1 → T4 (item level 97–∞, weight 250): +(5.2–6.4)% oil application speed
+#% onslaught chance T5 → T8 (item level 1–42, weight 1000): +(3.5–4.5)% onslaught chance
T4 → T7 (item level 19–76, weight 700): +(5.5–7.5)% onslaught chance
T3 → T6 (item level 43–129, weight 400): +(7.5–10)% onslaught chance
T2 → T5 (item level 77–∞, weight 180): +(9.5–13)% onslaught chance
T1 → T4 (item level 130–∞, weight 60): +(12–16)% onslaught chance
+#% onslaught chance on kill ×2 T3 → T6 (item level 1–96, weight 1000): +(3.2–4)% onslaught chance on kill
T2 → T5 (item level 43–∞, weight 600): +(4–5.2)% onslaught chance on kill
T1 → T4 (item level 97–∞, weight 250): +(5.2–6.4)% onslaught chance on kill
+#% phantom strike chance +#% Phantom strike chance → +#% phantom strike chance
T3 → T6 (item level 1–96, weight 1000): +(3.2–4)% Phantom → phantom strike chance
T2 → T5 (item level 43–∞, weight 600): +(4–5.2)% Phantom → phantom strike chance
T1 → T4 (item level 97–∞, weight 250): +(5.2–6.4)% Phantom → phantom strike chance
T0 (item level 1–∞, weight 0): +(7.2–8)% Phantom → phantom strike chance
+#% phantom strike crit damage +#% Phantom strike crit damage → +#% phantom strike crit damage
T3 → T6 (item level 1–96, weight 1000): +(6.5–8)% Phantom → phantom strike crit damage
T2 → T5 (item level 43–∞, weight 600): +(8–10.5)% Phantom → phantom strike crit damage
T1 → T4 (item level 97–∞, weight 250): +(10.5–13)% Phantom → phantom strike crit damage
T0 (item level 1–∞, weight 0): +(14.5–16)% Phantom → phantom strike crit damage
+#% physical damage over time multiplier T5 → T8 (item level 1–42, weight 1000): +(2–3)% physical damage over time multiplier
T4 → T7 (item level 19–76, weight 700): +(3–4)% physical damage over time multiplier
T3 → T6 (item level 43–129, weight 400): +(4–5)% physical damage over time multiplier
T2 → T5 (item level 77–∞, weight 180): +(6–7)% physical damage over time multiplier
T1 → T4 (item level 130–∞, weight 60): +(8–10)% physical damage over time multiplier
+#% physical damage over time multiplier T5 → T8 (item level 1–42, weight 1000): +(2–3)% physical damage over time multiplier
T4 → T7 (item level 19–76, weight 700): +(4–6)% physical damage over time multiplier
T3 → T6 (item level 43–129, weight 400): +(7–9)% physical damage over time multiplier
T2 → T5 (item level 77–∞, weight 180): +(10–13)% physical damage over time multiplier
T1 → T4 (item level 130–∞, weight 60): +(14–18)% physical damage over time multiplier
+#% physical damage over time multiplier T5 → T8 (item level 1–42, weight 1000): +(3–5)% physical damage over time multiplier
T4 → T7 (item level 19–76, weight 700): +(6–9)% physical damage over time multiplier
T3 → T6 (item level 43–129, weight 400): +(10–14)% physical damage over time multiplier
T2 → T5 (item level 77–∞, weight 180): +(15–19)% physical damage over time multiplier
T1 → T4 (item level 130–∞, weight 60): +(20–25)% physical damage over time multiplier
+#% pickaxe critical strike damage T3 → T6 (item level 1–96, weight 1000): +(6.5–8)% pickaxe critical strike damage
T2 → T5 (item level 43–∞, weight 600): +(8–10.5)% pickaxe critical strike damage
T1 → T4 (item level 97–∞, weight 250): +(10.5–13)% pickaxe critical strike damage
+#% poison damage over time multiplier T5 → T8 (item level 1–42, weight 1000): +(2–3)% poison damage over time multiplier
T4 → T7 (item level 19–76, weight 700): +(3–4)% poison damage over time multiplier
T3 → T6 (item level 43–129, weight 400): +(4–5)% poison damage over time multiplier
T2 → T5 (item level 77–∞, weight 180): +(6–7)% poison damage over time multiplier
T1 → T4 (item level 130–∞, weight 60): +(8–10)% poison damage over time multiplier
+#% poison damage over time multiplier T5 → T8 (item level 1–42, weight 1000): +(2–3)% poison damage over time multiplier
T4 → T7 (item level 19–76, weight 700): +(4–6)% poison damage over time multiplier
T3 → T6 (item level 43–129, weight 400): +(7–9)% poison damage over time multiplier
T2 → T5 (item level 77–∞, weight 180): +(10–13)% poison damage over time multiplier
T1 → T4 (item level 130–∞, weight 60): +(14–18)% poison damage over time multiplier
+#% poison damage over time multiplier T5 → T8 (item level 1–42, weight 1000): +(3–5)% poison damage over time multiplier
T4 → T7 (item level 19–76, weight 700): +(6–9)% poison damage over time multiplier
T3 → T6 (item level 43–129, weight 400): +(10–14)% poison damage over time multiplier
T2 → T5 (item level 77–∞, weight 180): +(15–19)% poison damage over time multiplier
T1 → T4 (item level 130–∞, weight 60): +(20–25)% poison damage over time multiplier
+#% poison resistance T3 → T6 (item level 1–96, weight 1000): +(2.4–3)% poison resistance
T2 → T5 (item level 43–∞, weight 600): +(3–3.9)% poison resistance
T1 → T4 (item level 97–∞, weight 250): +(3.9–4.8)% poison resistance
+#% poison resistance T5 → T8 (item level 1–42, weight 1000): +(4–7)% poison resistance
T4 → T7 (item level 19–76, weight 700): +(8–11)% poison resistance
T3 → T6 (item level 43–129, weight 400): +(12–16)% poison resistance
T2 → T5 (item level 77–∞, weight 180): +(17–21)% poison resistance
T1 → T4 (item level 130–∞, weight 60): +(22–26)% poison resistance
+#% poison resistance ×4 T5 → T8 (item level 1–42, weight 1000): +(7–9)% poison resistance
T4 → T7 (item level 19–76, weight 700): +(11–15)% poison resistance
T3 → T6 (item level 43–129, weight 400): +(15–20)% poison resistance
T2 → T5 (item level 77–∞, weight 180): +(19–26)% poison resistance
T1 → T4 (item level 130–∞, weight 60): +(24–32)% poison resistance
+#% poison resistance T5 → T8 (item level 1–42, weight 1000): +(3–5)% poison resistance
T4 → T7 (item level 19–76, weight 700): +(6–8)% poison resistance
T3 → T6 (item level 43–129, weight 400): +(9–11)% poison resistance
T2 → T5 (item level 77–∞, weight 180): +(12–14)% poison resistance
T1 → T4 (item level 130–∞, weight 60): +(15–18)% poison resistance
+#% poison resistance penetration T3 → T6 (item level 1–96, weight 1000): +(3.2–4)% poison resistance penetration
T2 → T5 (item level 43–∞, weight 600): +(4–5.2)% poison resistance penetration
T1 → T4 (item level 97–∞, weight 250): +(5.2–6.4)% poison resistance penetration
+#% polearm critical strike damage T3 → T6 (item level 1–96, weight 1000): +(6.5–8)% polearm critical strike damage
T2 → T5 (item level 43–∞, weight 600): +(8–10.5)% polearm critical strike damage
T1 → T4 (item level 97–∞, weight 250): +(10.5–13)% polearm critical strike damage
+#% projectile critical strike damage ×2 T3 → T6 (item level 1–96, weight 1000): +(6.5–8)% projectile critical strike damage
T2 → T5 (item level 43–∞, weight 600): +(8–10.5)% projectile critical strike damage
T1 → T4 (item level 97–∞, weight 250): +(10.5–13)% projectile critical strike damage
+#% rage effect T3 → T6 (item level 1–96, weight 1000): +(3.2–4)% rage effect
T2 → T5 (item level 43–∞, weight 600): +(4–5.2)% rage effect
T1 → T4 (item level 97–∞, weight 250): +(5.2–6.4)% rage effect
+#% rarity of items dropped by enemies you kill T5 → T8 (item level 1–42, weight 1000): +(8–12)% rarity of items dropped by enemies you kill
T4 → T7 (item level 19–76, weight 700): +(13–18)% rarity of items dropped by enemies you kill
T3 → T6 (item level 43–129, weight 400): +(19–24)% rarity of items dropped by enemies you kill
T2 → T5 (item level 77–∞, weight 180): +(25–30)% rarity of items dropped by enemies you kill
T1 → T4 (item level 130–∞, weight 60): +(31–40)% rarity of items dropped by enemies you kill
+#% reflect ×3 T3 → T6 (item level 1–96, weight 1000): +(3.2–4)% reflect
T2 → T5 (item level 43–∞, weight 600): +(4–5.2)% reflect
T1 → T4 (item level 97–∞, weight 250): +(5.2–6.4)% reflect
+#% reflect while moving T3 → T6 (item level 1–96, weight 1000): +(4–5)% reflect while moving
T2 → T5 (item level 43–∞, weight 600): +(5–6.5)% reflect while moving
T1 → T4 (item level 97–∞, weight 250): +(6.5–8)% reflect while moving
+#% reflect with the shield up T3 → T6 (item level 1–96, weight 1000): +(5–6)% reflect with the shield up
T2 → T5 (item level 43–∞, weight 600): +(6–8)% reflect with the shield up
T1 → T4 (item level 97–∞, weight 250): +(8–9.5)% reflect with the shield up
+#% rune shield regeneration shared with linked allies T3 → T6 (item level 1–96, weight 1000): +(1.6–2)% rune shield regeneration shared with linked allies
T2 → T5 (item level 43–∞, weight 600): +(2–2.6)% rune shield regeneration shared with linked allies
T1 → T4 (item level 97–∞, weight 250): +(2.6–3.2)% rune shield regeneration shared with linked allies
+#% scepter critical strike damage ×2 T3 → T6 (item level 1–96, weight 1000): +(6.5–8)% scepter critical strike damage
T2 → T5 (item level 43–∞, weight 600): +(8–10.5)% scepter critical strike damage
T1 → T4 (item level 97–∞, weight 250): +(10.5–13)% scepter critical strike damage
+#% shock stagger chance T5 → T8 (item level 1–42, weight 1000): +(5–7)% shock stagger chance
T4 → T7 (item level 19–76, weight 700): +(8–11)% shock stagger chance
T3 → T6 (item level 43–129, weight 400): +(11–15)% shock stagger chance
T2 → T5 (item level 77–∞, weight 180): +(14.5–19.5)% shock stagger chance
T1 → T4 (item level 130–∞, weight 60): +(18–24)% shock stagger chance
+#% spear critical strike damage T3 → T6 (item level 1–96, weight 1000): +(6.5–8)% spear critical strike damage
T2 → T5 (item level 43–∞, weight 600): +(8–10.5)% spear critical strike damage
T1 → T4 (item level 97–∞, weight 250): +(10.5–13)% spear critical strike damage
+#% spell critical strike damage T3 → T6 (item level 1–96, weight 1000): +(6.5–8)% spell critical strike damage
T2 → T5 (item level 43–∞, weight 600): +(8–10.5)% spell critical strike damage
T1 → T4 (item level 97–∞, weight 250): +(10.5–13)% spell critical strike damage
+#% spell critical strike damage T5 → T8 (item level 1–42, weight 1000): +(7–9)% spell critical strike damage
T4 → T7 (item level 19–76, weight 700): +(11–15)% spell critical strike damage
T3 → T6 (item level 43–129, weight 400): +(15–20)% spell critical strike damage
T2 → T5 (item level 77–∞, weight 180): +(19–26)% spell critical strike damage
T1 → T4 (item level 130–∞, weight 60): +(24–32)% spell critical strike damage
+#% spell life leech from physical attack damage +#% spell life leech → +#% spell life leech from physical attack damage
T3 → T6 (item level 1–96, weight 1000): +(0.16–0.2)% spell life leech from physical attack damage
T2 → T5 (item level 43–∞, weight 600): +(0.2–0.26)% spell life leech from physical attack damage
T1 → T4 (item level 97–∞, weight 250): +(0.26–0.32)% spell life leech from physical attack damage
T0 (item level 1–∞, weight 0): +(0.36–0.4)% spell life leech from physical attack damage
+#% spirit resistance ×2 T3 → T6 (item level 1–96, weight 1000): +(2.4–3)% spirit resistance
T2 → T5 (item level 43–∞, weight 600): +(3–3.9)% spirit resistance
T1 → T4 (item level 97–∞, weight 250): +(3.9–4.8)% spirit resistance
+#% spirit resistance T5 → T8 (item level 1–42, weight 1000): +(4–7)% spirit resistance
T4 → T7 (item level 19–76, weight 700): +(8–11)% spirit resistance
T3 → T6 (item level 43–129, weight 400): +(12–16)% spirit resistance
T2 → T5 (item level 77–∞, weight 180): +(17–21)% spirit resistance
T1 → T4 (item level 130–∞, weight 60): +(22–26)% spirit resistance
+#% spirit resistance T5 → T8 (item level 1–42, weight 1000): +(3–5)% spirit resistance
T4 → T7 (item level 19–76, weight 700): +(6–8)% spirit resistance
T3 → T6 (item level 43–129, weight 400): +(9–11)% spirit resistance
T2 → T5 (item level 77–∞, weight 180): +(12–14)% spirit resistance
T1 → T4 (item level 130–∞, weight 60): +(15–18)% spirit resistance
+#% staff critical strike damage T3 → T6 (item level 1–96, weight 1000): +(6.5–8)% staff critical strike damage
T2 → T5 (item level 43–∞, weight 600): +(8–10.5)% staff critical strike damage
T1 → T4 (item level 97–∞, weight 250): +(10.5–13)% staff critical strike damage
+#% stagger chance against shocked targets T3 → T6 (item level 1–96, weight 1000): +(1.6–2)% stagger chance against shocked targets
T2 → T5 (item level 43–∞, weight 600): +(2–2.6)% stagger chance against shocked targets
T1 → T4 (item level 97–∞, weight 250): +(2.6–3.2)% stagger chance against shocked targets
+#% stagger recovery ×2 T3 → T6 (item level 1–96, weight 1000): +(3.2–4)% stagger recovery
T2 → T5 (item level 43–∞, weight 600): +(4–5.2)% stagger recovery
T1 → T4 (item level 97–∞, weight 250): +(5.2–6.4)% stagger recovery
+#% stagger resistance ×3 T3 → T6 (item level 1–96, weight 1000): +(3.2–4)% stagger resistance
T2 → T5 (item level 43–∞, weight 600): +(4–5.2)% stagger resistance
T1 → T4 (item level 97–∞, weight 250): +(5.2–6.4)% stagger resistance
+#% stagger resistance ×2 T5 → T8 (item level 1–42, weight 1000): +(3.5–4.5)% stagger resistance
T4 → T7 (item level 19–76, weight 700): +(5.5–7.5)% stagger resistance
T3 → T6 (item level 43–129, weight 400): +(7.5–10)% stagger resistance
T2 → T5 (item level 77–∞, weight 180): +(9.5–13)% stagger resistance
T1 → T4 (item level 130–∞, weight 60): +(12–16)% stagger resistance
+#% stagger resistance T5 → T8 (item level 1–42, weight 1000): +(6–10)% stagger resistance
T4 → T7 (item level 19–76, weight 700): +(11–15)% stagger resistance
T3 → T6 (item level 43–129, weight 400): +(16–20)% stagger resistance
T2 → T5 (item level 77–∞, weight 180): +(21–26)% stagger resistance
T1 → T4 (item level 130–∞, weight 60): +(27–35)% stagger resistance
+#% stagger resistance at low life ×2 T5 → T8 (item level 1–42, weight 1000): +(7–9)% stagger resistance at low life
T4 → T7 (item level 19–76, weight 700): +(11–15)% stagger resistance at low life
T3 → T6 (item level 43–129, weight 400): +(15–20)% stagger resistance at low life
T2 → T5 (item level 77–∞, weight 180): +(19–26)% stagger resistance at low life
T1 → T4 (item level 130–∞, weight 60): +(24–32)% stagger resistance at low life
+#% stagger resistance at low stamina T3 → T6 (item level 1–96, weight 1000): +(6.5–8)% stagger resistance at low stamina
T2 → T5 (item level 43–∞, weight 600): +(8–10.5)% stagger resistance at low stamina
T1 → T4 (item level 97–∞, weight 250): +(10.5–13)% stagger resistance at low stamina
+#% stamina regeneration shared with linked allies T3 → T6 (item level 1–96, weight 1000): +(1.6–2)% stamina regeneration shared with linked allies
T2 → T5 (item level 43–∞, weight 600): +(2–2.6)% stamina regeneration shared with linked allies
T1 → T4 (item level 97–∞, weight 250): +(2.6–3.2)% stamina regeneration shared with linked allies
+#% sword critical strike damage T3 → T6 (item level 1–96, weight 1000): +(6.5–8)% sword critical strike damage
T2 → T5 (item level 43–∞, weight 600): +(8–10.5)% sword critical strike damage
T1 → T4 (item level 97–∞, weight 250): +(10.5–13)% sword critical strike damage
+#% to fire resistance T5 → T8 (item level 1–42, weight 1000): +(4–7)% to fire resistance
T4 → T7 (item level 19–76, weight 700): +(8–11)% to fire resistance
T3 → T6 (item level 43–129, weight 400): +(12–16)% to fire resistance
T2 → T5 (item level 77–∞, weight 180): +(17–21)% to fire resistance
T1 → T4 (item level 130–∞, weight 60): +(22–26)% to fire resistance
+#% to fire resistance T5 → T8 (item level 1–42, weight 1000): +(4–7)% to fire resistance
T4 → T7 (item level 19–76, weight 700): +(8–11)% to fire resistance
T3 → T6 (item level 43–129, weight 400): +(12–16)% to fire resistance
T2 → T5 (item level 77–∞, weight 180): +(17–21)% to fire resistance
T1 → T4 (item level 130–∞, weight 60): +(22–26)% to fire resistance
T0 (item level 1–∞, weight 0): +(30–34)% to fire resistance
+#% to frost resistance T5 → T8 (item level 1–42, weight 1000): +(4–7)% to frost resistance
T4 → T7 (item level 19–76, weight 700): +(8–11)% to frost resistance
T3 → T6 (item level 43–129, weight 400): +(12–16)% to frost resistance
T2 → T5 (item level 77–∞, weight 180): +(17–21)% to frost resistance
T1 → T4 (item level 130–∞, weight 60): +(22–26)% to frost resistance
+#% to frost resistance T5 → T8 (item level 1–42, weight 1000): +(4–7)% to frost resistance
T4 → T7 (item level 19–76, weight 700): +(8–11)% to frost resistance
T3 → T6 (item level 43–129, weight 400): +(12–16)% to frost resistance
T2 → T5 (item level 77–∞, weight 180): +(17–21)% to frost resistance
T1 → T4 (item level 130–∞, weight 60): +(22–26)% to frost resistance
T0 (item level 1–∞, weight 0): +(30–34)% to frost resistance
+#% to item critical strike chance T5 → T8 (item level 1–42, weight 1000): +(0.5–1)% to item critical strike chance
T4 → T7 (item level 19–76, weight 700): +(1–1.5)% to item critical strike chance
T3 → T6 (item level 43–129, weight 400): +(1.5–2.2)% to item critical strike chance
T2 → T5 (item level 77–∞, weight 180): +(2.2–3)% to item critical strike chance
T1 → T4 (item level 130–∞, weight 60): +(3–4)% to item critical strike chance
+#% to lightning resistance T5 → T8 (item level 1–42, weight 1000): +(4–7)% to lightning resistance
T4 → T7 (item level 19–76, weight 700): +(8–11)% to lightning resistance
T3 → T6 (item level 43–129, weight 400): +(12–16)% to lightning resistance
T2 → T5 (item level 77–∞, weight 180): +(17–21)% to lightning resistance
T1 → T4 (item level 130–∞, weight 60): +(22–26)% to lightning resistance
+#% to lightning resistance T5 → T8 (item level 1–42, weight 1000): +(4–7)% to lightning resistance
T4 → T7 (item level 19–76, weight 700): +(8–11)% to lightning resistance
T3 → T6 (item level 43–129, weight 400): +(12–16)% to lightning resistance
T2 → T5 (item level 77–∞, weight 180): +(17–21)% to lightning resistance
T1 → T4 (item level 130–∞, weight 60): +(22–26)% to lightning resistance
T0 (item level 1–∞, weight 0): +(30–34)% to lightning resistance
+#% to poison resistance T5 → T8 (item level 1–42, weight 1000): +(4–7)% to poison resistance
T4 → T7 (item level 19–76, weight 700): +(8–11)% to poison resistance
T3 → T6 (item level 43–129, weight 400): +(12–16)% to poison resistance
T2 → T5 (item level 77–∞, weight 180): +(17–21)% to poison resistance
T1 → T4 (item level 130–∞, weight 60): +(22–26)% to poison resistance
+#% to poison resistance T5 → T8 (item level 1–42, weight 1000): +(4–7)% to poison resistance
T4 → T7 (item level 19–76, weight 700): +(8–11)% to poison resistance
T3 → T6 (item level 43–129, weight 400): +(12–16)% to poison resistance
T2 → T5 (item level 77–∞, weight 180): +(17–21)% to poison resistance
T1 → T4 (item level 130–∞, weight 60): +(22–26)% to poison resistance
T0 (item level 1–∞, weight 0): +(30–34)% to poison resistance
+#% trap critical strike damage T3 → T6 (item level 1–96, weight 1000): +(6.5–8)% trap critical strike damage
T2 → T5 (item level 43–∞, weight 600): +(8–10.5)% trap critical strike damage
T1 → T4 (item level 97–∞, weight 250): +(10.5–13)% trap critical strike damage
+#% trinket effect duration ×3 T3 → T6 (item level 1–96, weight 1000): +(5–6)% trinket effect duration
T2 → T5 (item level 43–∞, weight 600): +(6–8)% trinket effect duration
T1 → T4 (item level 97–∞, weight 250): +(8–9.5)% trinket effect duration
+#% two-handed critical strike damage ×2 T3 → T6 (item level 1–96, weight 1000): +(6.5–8)% two-handed critical strike damage
T2 → T5 (item level 43–∞, weight 600): +(8–10.5)% two-handed critical strike damage
T1 → T4 (item level 97–∞, weight 250): +(10.5–13)% two-handed critical strike damage
+#% wet resistance ×2 T3 → T6 (item level 1–96, weight 1000): +(5–6)% wet resistance
T2 → T5 (item level 43–∞, weight 600): +(6–8)% wet resistance
T1 → T4 (item level 97–∞, weight 250): +(8–9.5)% wet resistance
+#% wet resistance ×2 T5 → T8 (item level 1–42, weight 1000): +(5–7)% wet resistance
T4 → T7 (item level 19–76, weight 700): +(8–11)% wet resistance
T3 → T6 (item level 43–129, weight 400): +(11–15)% wet resistance
T2 → T5 (item level 77–∞, weight 180): +(14.5–19.5)% wet resistance
T1 → T4 (item level 130–∞, weight 60): +(18–24)% wet resistance
+#% wet resistance while sheltered ×2 T5 → T8 (item level 1–42, weight 1000): +(8–11)% wet resistance while sheltered
T4 → T7 (item level 19–76, weight 700): +(13–17)% wet resistance while sheltered
T3 → T6 (item level 43–129, weight 400): +(17–23)% wet resistance while sheltered
T2 → T5 (item level 77–∞, weight 180): +(22–30)% wet resistance while sheltered
T1 → T4 (item level 130–∞, weight 60): +(27–37)% wet resistance while sheltered
A parry gives back #% of the health you lost recently ×2 T5 → T8 (item level 1–42, weight 1000): A parry gives back (4.5–6)% of the health you lost recently
T4 → T7 (item level 19–76, weight 700): A parry gives back (7.5–10)% of the health you lost recently
T3 → T6 (item level 43–129, weight 400): A parry gives back (10–13.5)% of the health you lost recently
T2 → T5 (item level 77–∞, weight 180): A parry gives back (13–17.5)% of the health you lost recently
T1 → T4 (item level 130–∞, weight 60): A parry gives back (16–21.5)% of the health you lost recently
Adds # blunt damage T5 → T8 (item level 1–42, weight 1000): Adds (2–4) blunt damage
T4 → T7 (item level 19–76, weight 700): Adds (5–8) blunt damage
T3 → T6 (item level 43–129, weight 400): Adds (9–14) blunt damage
T2 → T5 (item level 77–∞, weight 180): Adds (15–22) blunt damage
T1 → T4 (item level 130–∞, weight 60): Adds (23–32) blunt damage
Adds # fire damage T5 → T8 (item level 1–42, weight 1000): Adds (2–4) fire damage
T4 → T7 (item level 19–76, weight 700): Adds (5–8) fire damage
T3 → T6 (item level 43–129, weight 400): Adds (9–14) fire damage
T2 → T5 (item level 77–∞, weight 180): Adds (15–22) fire damage
T1 → T4 (item level 130–∞, weight 60): Adds (23–32) fire damage
Adds # frost damage T5 → T8 (item level 1–42, weight 1000): Adds (2–4) frost damage
T4 → T7 (item level 19–76, weight 700): Adds (5–8) frost damage
T3 → T6 (item level 43–129, weight 400): Adds (9–14) frost damage
T2 → T5 (item level 77–∞, weight 180): Adds (15–22) frost damage
T1 → T4 (item level 130–∞, weight 60): Adds (23–32) frost damage
Adds # lightning damage T5 → T8 (item level 1–42, weight 1000): Adds (2–4) lightning damage
T4 → T7 (item level 19–76, weight 700): Adds (5–8) lightning damage
T3 → T6 (item level 43–129, weight 400): Adds (9–14) lightning damage
T2 → T5 (item level 77–∞, weight 180): Adds (15–22) lightning damage
T1 → T4 (item level 130–∞, weight 60): Adds (23–32) lightning damage
Adds # piercing damage T5 → T8 (item level 1–42, weight 1000): Adds (2–4) piercing damage
T4 → T7 (item level 19–76, weight 700): Adds (5–8) piercing damage
T3 → T6 (item level 43–129, weight 400): Adds (9–14) piercing damage
T2 → T5 (item level 77–∞, weight 180): Adds (15–22) piercing damage
T1 → T4 (item level 130–∞, weight 60): Adds (23–32) piercing damage
Adds # poison damage T5 → T8 (item level 1–42, weight 1000): Adds (2–4) poison damage
T4 → T7 (item level 19–76, weight 700): Adds (5–8) poison damage
T3 → T6 (item level 43–129, weight 400): Adds (9–14) poison damage
T2 → T5 (item level 77–∞, weight 180): Adds (15–22) poison damage
T1 → T4 (item level 130–∞, weight 60): Adds (23–32) poison damage
Adds # slashing damage T5 → T8 (item level 1–42, weight 1000): Adds (2–4) slashing damage
T4 → T7 (item level 19–76, weight 700): Adds (5–8) slashing damage
T3 → T6 (item level 43–129, weight 400): Adds (9–14) slashing damage
T2 → T5 (item level 77–∞, weight 180): Adds (15–22) slashing damage
T1 → T4 (item level 130–∞, weight 60): Adds (23–32) slashing damage
Adds # spirit damage T5 → T8 (item level 1–42, weight 1000): Adds (2–4) spirit damage
T4 → T7 (item level 19–76, weight 700): Adds (5–8) spirit damage
T3 → T6 (item level 43–129, weight 400): Adds (9–14) spirit damage
T2 → T5 (item level 77–∞, weight 180): Adds (15–22) spirit damage
T1 → T4 (item level 130–∞, weight 60): Adds (23–32) spirit damage
Deal #% of hit damage to nearby enemies with charged attacks T5 → T8 (item level 1–42, weight 1000): Deal (8–12)% of hit damage to nearby enemies with charged attacks
T4 → T7 (item level 19–76, weight 700): Deal (14–18)% of hit damage to nearby enemies with charged attacks
T3 → T6 (item level 43–129, weight 400): Deal (19–25)% of hit damage to nearby enemies with charged attacks
T2 → T5 (item level 77–∞, weight 180): Deal (24–32)% of hit damage to nearby enemies with charged attacks
T1 → T4 (item level 130–∞, weight 60): Deal (30–40)% of hit damage to nearby enemies with charged attacks
Every # s lightning strikes a random wet enemy within # m T1 → T4 (item level 1–∞, weight 100): Every 1.4 s lightning strikes a random wet enemy within 30 m
Gain #% of physical damage as extra fire damage Gain #% of physical damage as extra fire → Gain #% of physical damage as extra fire damage
T3 → T6 (item level 1–96, weight 1000): Gain (5–6)% of physical damage as extra fire damage
T2 → T5 (item level 43–∞, weight 600): Gain (6–8)% of physical damage as extra fire damage
T1 → T4 (item level 97–∞, weight 250): Gain (8–9.5)% of physical damage as extra fire damage
T0 (item level 1–∞, weight 0): Gain (11–12)% of physical damage as extra fire damage
Gain #% of physical damage as extra frost damage Gain #% of physical damage as extra frost → Gain #% of physical damage as extra frost damage
T3 → T6 (item level 1–96, weight 1000): Gain (5–6)% of physical damage as extra frost damage
T2 → T5 (item level 43–∞, weight 600): Gain (6–8)% of physical damage as extra frost damage
T1 → T4 (item level 97–∞, weight 250): Gain (8–9.5)% of physical damage as extra frost damage
T0 (item level 1–∞, weight 0): Gain (11–12)% of physical damage as extra frost damage
Gain #% of physical damage as extra lightning damage Gain #% of physical damage as extra lightning → Gain #% of physical damage as extra lightning damage
T3 → T6 (item level 1–96, weight 1000): Gain (5–6)% of physical damage as extra lightning damage
T2 → T5 (item level 43–∞, weight 600): Gain (6–8)% of physical damage as extra lightning damage
T1 → T4 (item level 97–∞, weight 250): Gain (8–9.5)% of physical damage as extra lightning damage
T0 (item level 1–∞, weight 0): Gain (11–12)% of physical damage as extra lightning damage
Gain #% of physical damage as extra poison damage Gain #% of physical damage as extra poison → Gain #% of physical damage as extra poison damage
T3 → T6 (item level 1–96, weight 1000): Gain (5–6)% of physical damage as extra poison damage
T2 → T5 (item level 43–∞, weight 600): Gain (6–8)% of physical damage as extra poison damage
T1 → T4 (item level 97–∞, weight 250): Gain (8–9.5)% of physical damage as extra poison damage
T0 (item level 1–∞, weight 0): Gain (11–12)% of physical damage as extra poison damage
Lightning hits have #% chance to chain to a random wet enemy nearby T1 → T4 (item level 1–∞, weight 100): Lightning hits have 35% chance to chain to a random wet enemy nearby
Restore #% of missing health with charged attacks on hit T3 → T6 (item level 1–96, weight 1000): Restore (0.008–0.01)% of missing health with charged attacks on hit
T2 → T5 (item level 43–∞, weight 600): Restore (0.01–0.013)% of missing health with charged attacks on hit
T1 → T4 (item level 97–∞, weight 250): Restore (0.013–0.016)% of missing health with charged attacks on hit
Restore #% of missing health with charged attacks on hit T5 → T8 (item level 1–42, weight 1000): Restore (0.7–0.9)% of missing health with charged attacks on hit
T4 → T7 (item level 19–76, weight 700): Restore (1.1–1.5)% of missing health with charged attacks on hit
T3 → T6 (item level 43–129, weight 400): Restore (1.5–2)% of missing health with charged attacks on hit
T2 → T5 (item level 77–∞, weight 180): Restore (1.9–2.6)% of missing health with charged attacks on hit
T1 → T4 (item level 130–∞, weight 60): Restore (2.4–3.2)% of missing health with charged attacks on hit

New (377)

Show all 327 rows
Name Change
# s rune shield recharge delay while wet U-stormcape (item level 1–∞, weight 0): −1 s rune shield recharge delay while wet
#% chance to attack without spending stamina U-warlegs (item level 1–∞, weight 0): 100% chance to attack without spending stamina
#% chance to evade without spending stamina T6 (item level 1–96, weight 1000): (3.2–4)% chance to evade without spending stamina
T5 (item level 43–∞, weight 600): (4–5.2)% chance to evade without spending stamina
T4 (item level 97–∞, weight 250): (5.2–6.4)% chance to evade without spending stamina
T0 (item level 1–∞, weight 0): (7.2–8)% chance to evade without spending stamina
#% chance to reload instantly after switching ammunition type (cooldown # s) U-magazine (item level 1–∞, weight 0): 100% chance to reload instantly after switching ammunition type (cooldown 6 s)
#% chance to save arrow or bolt on shot U-magazine (item level 1–∞, weight 0): (10–15)% chance to save arrow or bolt on shot
U-quiver (item level 1–∞, weight 0): (10–15)% chance to save arrow or bolt on shot
#% chance to save bomb on bomb throw T6 (item level 1–96, weight 1000): (4–5)% chance to save bomb on bomb throw
T5 (item level 43–∞, weight 600): (5–6.5)% chance to save bomb on bomb throw
T4 (item level 97–∞, weight 250): (6.5–8)% chance to save bomb on bomb throw
T0 (item level 1–∞, weight 0): (9–10)% chance to save bomb on bomb throw
#% increased ailment build-up ×2 T6 (item level 1–96, weight 1000): (13–16)% increased ailment build-up
T5 (item level 43–∞, weight 600): (16–21)% increased ailment build-up
T4 (item level 97–∞, weight 250): (21–26)% increased ailment build-up
T0 (item level 1–∞, weight 0): (29–32)% increased ailment build-up
#% increased ailment build-up against cursed targets U-cursehood (item level 1–∞, weight 0): (20–30)% increased ailment build-up against cursed targets
#% increased ailment build-up with arrows U-reed (item level 1–∞, weight 0): (40–60)% increased ailment build-up with arrows
#% increased area damage T6 (item level 1–96, weight 1000): (5–6)% increased area damage
T5 (item level 43–∞, weight 600): (6–8)% increased area damage
T4 (item level 97–∞, weight 250): (8–9.5)% increased area damage
T0 (item level 1–∞, weight 0): (11–12)% increased area damage
#% increased area of effect U-sledge (item level 1–∞, weight 0): (15–25)% increased area of effect
#% increased armour break build-up with axes per # points of current rage U-axe (item level 1–∞, weight 0): (4–6)% increased armour break build-up with axes per 10 points of current rage
#% increased armour break build-up with blunt damage ×2 T6 (item level 1–96, weight 1000): (13–16)% increased armour break build-up with blunt damage
T5 (item level 43–∞, weight 600): (16–21)% increased armour break build-up with blunt damage
T4 (item level 97–∞, weight 250): (21–26)% increased armour break build-up with blunt damage
T0 (item level 1–∞, weight 0): (29–32)% increased armour break build-up with blunt damage
#% increased armour break duration U-sword (item level 1–∞, weight 0): (20–30)% increased armour break duration
U-ringbarb (item level 1–∞, weight 0): (20–30)% increased armour break duration
#% increased armour effectiveness ×2 T6 (item level 1–96, weight 1000): (1.6–2)% increased armour effectiveness
T5 (item level 43–∞, weight 600): (2–2.6)% increased armour effectiveness
T4 (item level 97–∞, weight 250): (2.6–3.2)% increased armour effectiveness
T0 (item level 1–∞, weight 0): (3.6–4)% increased armour effectiveness
#% increased arrow and bolt range T8 (item level 1–42, weight 1000): (7–9)% increased arrow and bolt range
T7 (item level 19–76, weight 700): (11–15)% increased arrow and bolt range
T6 (item level 43–129, weight 400): (15–20)% increased arrow and bolt range
T5 (item level 77–∞, weight 180): (19–26)% increased arrow and bolt range
T4 (item level 130–∞, weight 60): (24–32)% increased arrow and bolt range
T0 (item level 1–∞, weight 0): (31–41)% increased arrow and bolt range
#% increased attack area of effect T6 (item level 1–96, weight 1000): (3.2–4)% increased attack area of effect
T5 (item level 43–∞, weight 600): (4–5.2)% increased attack area of effect
T4 (item level 97–∞, weight 250): (5.2–6.4)% increased attack area of effect
T0 (item level 1–∞, weight 0): (7.2–8)% increased attack area of effect
#% increased attack damage T6 (item level 1–96, weight 1000): (5–6)% increased attack damage
T5 (item level 43–∞, weight 600): (6–8)% increased attack damage
T4 (item level 97–∞, weight 250): (8–9.5)% increased attack damage
T0 (item level 1–∞, weight 0): (11–12)% increased attack damage
#% increased attack speed for minions T6 (item level 1–96, weight 1000): (1.6–2)% increased attack speed for minions
T5 (item level 43–∞, weight 600): (2–2.6)% increased attack speed for minions
T4 (item level 97–∞, weight 250): (2.6–3.2)% increased attack speed for minions
T0 (item level 1–∞, weight 0): (3.6–4)% increased attack speed for minions
#% increased aura area of effect U-magebody (item level 1–∞, weight 0): (15–25)% increased aura area of effect
#% increased ballista ailment build-up U-hammer (item level 1–∞, weight 0): (20–30)% increased ballista ailment build-up
#% increased ballista damage ×2 T8 (item level 1–42, weight 1000): (8–12)% increased ballista damage
T7 (item level 19–76, weight 700): (13–18)% increased ballista damage
T6 (item level 43–129, weight 400): (19–26)% increased ballista damage
T5 (item level 77–∞, weight 180): (27–35)% increased ballista damage
T4 (item level 130–∞, weight 60): (36–45)% increased ballista damage
#% increased ballista damage T6 (item level 1–96, weight 1000): (8–10)% increased ballista damage
T5 (item level 43–∞, weight 600): (10–13)% increased ballista damage
T4 (item level 97–∞, weight 250): (13–16)% increased ballista damage
T0 (item level 1–∞, weight 0): (18–20)% increased ballista damage
#% increased ballista durability T6 (item level 1–96, weight 1000): (8–10)% increased ballista durability
T5 (item level 43–∞, weight 600): (10–13)% increased ballista durability
T4 (item level 97–∞, weight 250): (13–16)% increased ballista durability
T0 (item level 1–∞, weight 0): (18–20)% increased ballista durability
#% increased ballista durability T8 (item level 1–42, weight 1000): (10–15)% increased ballista durability
T7 (item level 19–76, weight 700): (16–22)% increased ballista durability
T6 (item level 43–129, weight 400): (23–31)% increased ballista durability
T5 (item level 77–∞, weight 180): (32–40)% increased ballista durability
T4 (item level 130–∞, weight 60): (41–55)% increased ballista durability
#% increased ballista fire rate ×2 T8 (item level 1–42, weight 1000): (3–5)% increased ballista fire rate
T7 (item level 19–76, weight 700): (6–8)% increased ballista fire rate
T6 (item level 43–129, weight 400): (9–11)% increased ballista fire rate
T5 (item level 77–∞, weight 180): (12–14)% increased ballista fire rate
T4 (item level 130–∞, weight 60): (15–18)% increased ballista fire rate
#% increased ballista fire rate T6 (item level 1–96, weight 1000): (2.4–3)% increased ballista fire rate
T5 (item level 43–∞, weight 600): (3–3.9)% increased ballista fire rate
T4 (item level 97–∞, weight 250): (3.9–4.8)% increased ballista fire rate
T0 (item level 1–∞, weight 0): (5.4–6)% increased ballista fire rate
#% increased ballista range T8 (item level 1–42, weight 1000): (5–8)% increased ballista range
T7 (item level 19–76, weight 700): (9–12)% increased ballista range
T6 (item level 43–129, weight 400): (13–17)% increased ballista range
T5 (item level 77–∞, weight 180): (18–21)% increased ballista range
T4 (item level 130–∞, weight 60): (22–27)% increased ballista range
#% increased ballista range T6 (item level 1–96, weight 1000): (4–5)% increased ballista range
T5 (item level 43–∞, weight 600): (5–6.5)% increased ballista range
T4 (item level 97–∞, weight 250): (6.5–8)% increased ballista range
T0 (item level 1–∞, weight 0): (9–10)% increased ballista range
#% increased ballista reload speed ×2 T8 (item level 1–42, weight 1000): (5–8)% increased ballista reload speed
T7 (item level 19–76, weight 700): (9–12)% increased ballista reload speed
T6 (item level 43–129, weight 400): (13–17)% increased ballista reload speed
T5 (item level 77–∞, weight 180): (18–21)% increased ballista reload speed
T4 (item level 130–∞, weight 60): (22–27)% increased ballista reload speed
#% increased ballista reload speed T6 (item level 1–96, weight 1000): (4–5)% increased ballista reload speed
T5 (item level 43–∞, weight 600): (5–6.5)% increased ballista reload speed
T4 (item level 97–∞, weight 250): (6.5–8)% increased ballista reload speed
T0 (item level 1–∞, weight 0): (9–10)% increased ballista reload speed
#% increased ballista reload speed at full durability U-hammer (item level 1–∞, weight 0): (20–30)% increased ballista reload speed at full durability
#% increased bleed chance U-axe (item level 1–∞, weight 0): (20–30)% increased bleed chance
U-knife (item level 1–∞, weight 0): (20–30)% increased bleed chance
#% increased bleed damage U-axe (item level 1–∞, weight 0): (30–50)% increased bleed damage
U-knife (item level 1–∞, weight 0): (30–50)% increased bleed damage
#% increased blunt damage with attacks ×2 T6 (item level 1–96, weight 1000): (6.5–8)% increased blunt damage with attacks
T5 (item level 43–∞, weight 600): (8–10.5)% increased blunt damage with attacks
T4 (item level 97–∞, weight 250): (10.5–13)% increased blunt damage with attacks
T0 (item level 1–∞, weight 0): (14.5–16)% increased blunt damage with attacks
#% increased blunt knockback ×2 T6 (item level 1–96, weight 1000): (3.2–4)% increased blunt knockback
T5 (item level 43–∞, weight 600): (4–5.2)% increased blunt knockback
T4 (item level 97–∞, weight 250): (5.2–6.4)% increased blunt knockback
T0 (item level 1–∞, weight 0): (7.2–8)% increased blunt knockback
#% increased bomb area of effect U-minebelt (item level 1–∞, weight 0): (10–15)% increased bomb area of effect
#% increased bow damage T6 (item level 1–96, weight 1000): (10–12)% increased bow damage
T5 (item level 43–∞, weight 600): (12–16)% increased bow damage
T4 (item level 97–∞, weight 250): (16–19)% increased bow damage
T0 (item level 1–∞, weight 0): (22–24)% increased bow damage
#% increased burning build-up U-ringember (item level 1–∞, weight 0): (20–30)% increased burning build-up
U-embersword (item level 1–∞, weight 0): (30–40)% increased burning build-up
#% increased burning damage U-firebody (item level 1–∞, weight 0): (20–30)% increased burning damage
U-embersword (item level 1–∞, weight 0): (30–40)% increased burning damage
#% increased burning damage speed T6 (item level 1–96, weight 1000): (3.2–4)% increased burning damage speed
T5 (item level 43–∞, weight 600): (4–5.2)% increased burning damage speed
T4 (item level 97–∞, weight 250): (5.2–6.4)% increased burning damage speed
T0 (item level 1–∞, weight 0): (7.2–8)% increased burning damage speed
#% increased burning damage speed T8 (item level 1–42, weight 1000): (2–3)% increased burning damage speed
T7 (item level 19–76, weight 700): (4–5)% increased burning damage speed
T6 (item level 43–129, weight 400): (6–7)% increased burning damage speed
T5 (item level 77–∞, weight 180): (8–9)% increased burning damage speed
T4 (item level 130–∞, weight 60): (10–12)% increased burning damage speed
T0 (item level 1–∞, weight 0): (13–14)% increased burning damage speed
#% increased burning damage speed T8 (item level 1–42, weight 1000): (3–4)% increased burning damage speed
T7 (item level 19–76, weight 700): (5–7)% increased burning damage speed
T6 (item level 43–129, weight 400): (8–10)% increased burning damage speed
T5 (item level 77–∞, weight 180): (11–13)% increased burning damage speed
T4 (item level 130–∞, weight 60): (14–17)% increased burning damage speed
T0 (item level 1–∞, weight 0): (18–20)% increased burning damage speed
#% increased burning damage speed T8 (item level 1–42, weight 1000): (4–6)% increased burning damage speed
T7 (item level 19–76, weight 700): (7–10)% increased burning damage speed
T6 (item level 43–129, weight 400): (11–15)% increased burning damage speed
T5 (item level 77–∞, weight 180): (16–20)% increased burning damage speed
T4 (item level 130–∞, weight 60): (21–26)% increased burning damage speed
T0 (item level 1–∞, weight 0): (28–32)% increased burning damage speed
#% increased cast speed ×3 T6 (item level 1–96, weight 1000): (1.6–2)% increased cast speed
T5 (item level 43–∞, weight 600): (2–2.6)% increased cast speed
T4 (item level 97–∞, weight 250): (2.6–3.2)% increased cast speed
T0 (item level 1–∞, weight 0): (3.6–4)% increased cast speed
#% increased chill build-up U-ringfrostharvest (item level 1–∞, weight 0): (20–30)% increased chill build-up
#% increased chill build-up with ground effects T6 (item level 1–96, weight 1000): (13–16)% increased chill build-up with ground effects
T5 (item level 43–∞, weight 600): (16–21)% increased chill build-up with ground effects
T4 (item level 97–∞, weight 250): (21–26)% increased chill build-up with ground effects
T0 (item level 1–∞, weight 0): (29–32)% increased chill build-up with ground effects
#% increased chopping attack speed T8 (item level 1–42, weight 1000): (5–8)% increased chopping attack speed
T7 (item level 19–76, weight 700): (9–12)% increased chopping attack speed
T6 (item level 43–129, weight 400): (13–17)% increased chopping attack speed
T5 (item level 77–∞, weight 180): (18–22)% increased chopping attack speed
T4 (item level 130–∞, weight 60): (23–28)% increased chopping attack speed
#% increased consumed mead duration T6 (item level 1–96, weight 1000): (6.5–8)% increased consumed mead duration
T5 (item level 43–∞, weight 600): (8–10.5)% increased consumed mead duration
T4 (item level 97–∞, weight 250): (10.5–13)% increased consumed mead duration
T0 (item level 1–∞, weight 0): (14.5–16)% increased consumed mead duration
#% increased consumed mead duration U-meadcape (item level 1–∞, weight 0): (20–30)% increased consumed mead duration
#% increased consumed mead effect U-meadcape (item level 1–∞, weight 0): (10–15)% increased consumed mead effect
#% increased critical strike chance against bleeding enemies U-knife (item level 1–∞, weight 0): (30–50)% increased critical strike chance against bleeding enemies
#% increased critical strike chance against enemies with broken armour U-sword (item level 1–∞, weight 0): (30–50)% increased critical strike chance against enemies with broken armour
#% increased critical strike chance for minions T6 (item level 1–96, weight 1000): (10–12)% increased critical strike chance for minions
T5 (item level 43–∞, weight 600): (12–16)% increased critical strike chance for minions
T4 (item level 97–∞, weight 250): (16–19)% increased critical strike chance for minions
T0 (item level 1–∞, weight 0): (22–24)% increased critical strike chance for minions
#% increased crossbow damage per type of bolt fired in the last # seconds U-magazine (item level 1–∞, weight 0): (15–25)% increased crossbow damage per type of bolt fired in the last 10 seconds
#% increased curse effect T6 (item level 1–96, weight 1000): (5–6)% increased curse effect
T5 (item level 43–∞, weight 600): (6–8)% increased curse effect
T4 (item level 97–∞, weight 250): (8–9.5)% increased curse effect
T0 (item level 1–∞, weight 0): (11–12)% increased curse effect
#% increased curse effect duration T6 (item level 1–96, weight 1000): (6.5–8)% increased curse effect duration
T5 (item level 43–∞, weight 600): (8–10.5)% increased curse effect duration
T4 (item level 97–∞, weight 250): (10.5–13)% increased curse effect duration
T0 (item level 1–∞, weight 0): (14.5–16)% increased curse effect duration
#% increased curse effect duration U-cursehood (item level 1–∞, weight 0): (20–30)% increased curse effect duration
U-ringverdict (item level 1–∞, weight 0): (20–30)% increased curse effect duration
#% increased damage against bleeding enemies U-axe (item level 1–∞, weight 0): (20–30)% increased damage against bleeding enemies
#% increased damage against burning targets ×2 T8 (item level 1–42, weight 1000): (7–9)% increased damage against burning targets
T7 (item level 19–76, weight 700): (11–15)% increased damage against burning targets
T6 (item level 43–129, weight 400): (15–20)% increased damage against burning targets
T5 (item level 77–∞, weight 180): (19–26)% increased damage against burning targets
T4 (item level 130–∞, weight 60): (24–32)% increased damage against burning targets
T0 (item level 1–∞, weight 0): (31–41)% increased damage against burning targets
#% increased damage against enemies with broken armour U-sword (item level 1–∞, weight 0): (20–30)% increased damage against enemies with broken armour
#% increased damage against ore T8 (item level 1–42, weight 1000): (10–15)% increased damage against ore
T7 (item level 19–76, weight 700): (16–24)% increased damage against ore
T6 (item level 43–129, weight 400): (25–34)% increased damage against ore
T5 (item level 77–∞, weight 180): (35–44)% increased damage against ore
T4 (item level 130–∞, weight 60): (45–55)% increased damage against ore
#% increased damage against poisoned targets U-reed (item level 1–∞, weight 0): (20–30)% increased damage against poisoned targets
#% increased damage against shocked targets ×2 T8 (item level 1–42, weight 1000): (7–9)% increased damage against shocked targets
T7 (item level 19–76, weight 700): (11–15)% increased damage against shocked targets
T6 (item level 43–129, weight 400): (15–20)% increased damage against shocked targets
T5 (item level 77–∞, weight 180): (19–26)% increased damage against shocked targets
T4 (item level 130–∞, weight 60): (24–32)% increased damage against shocked targets
T0 (item level 1–∞, weight 0): (31–41)% increased damage against shocked targets
#% increased damage against trees T8 (item level 1–42, weight 1000): (10–15)% increased damage against trees
T7 (item level 19–76, weight 700): (16–24)% increased damage against trees
T6 (item level 43–129, weight 400): (25–34)% increased damage against trees
T5 (item level 77–∞, weight 180): (35–44)% increased damage against trees
T4 (item level 130–∞, weight 60): (45–55)% increased damage against trees
#% increased damage for minions ×2 T6 (item level 1–96, weight 1000): (6.5–8)% increased damage for minions
T5 (item level 43–∞, weight 600): (8–10.5)% increased damage for minions
T4 (item level 97–∞, weight 250): (10.5–13)% increased damage for minions
T0 (item level 1–∞, weight 0): (14.5–16)% increased damage for minions
#% increased damage for minions U-shepherd (item level 1–∞, weight 0): (20–40)% increased damage for minions
U-ringlastwatch (item level 1–∞, weight 0): (20–30)% increased damage for minions
#% increased damage for your companion T6 (item level 1–96, weight 1000): (6.5–8)% increased damage for your companion
T5 (item level 43–∞, weight 600): (8–10.5)% increased damage for your companion
T4 (item level 97–∞, weight 250): (10.5–13)% increased damage for your companion
T0 (item level 1–∞, weight 0): (14.5–16)% increased damage for your companion
#% increased damage for your companion while fed T6 (item level 1–96, weight 1000): (10–12)% increased damage for your companion while fed
T5 (item level 43–∞, weight 600): (12–16)% increased damage for your companion while fed
T4 (item level 97–∞, weight 250): (16–19)% increased damage for your companion while fed
T0 (item level 1–∞, weight 0): (22–24)% increased damage for your companion while fed
#% increased damage with mines U-minebelt (item level 1–∞, weight 0): (20–30)% increased damage with mines
#% increased draw and reload speed T6 (item level 1–96, weight 1000): (3.2–4)% increased draw and reload speed
T5 (item level 43–∞, weight 600): (4–5.2)% increased draw and reload speed
T4 (item level 97–∞, weight 250): (5.2–6.4)% increased draw and reload speed
T0 (item level 1–∞, weight 0): (7.2–8)% increased draw and reload speed
#% increased draw and reload speed T8 (item level 1–42, weight 1000): (3.5–4.5)% increased draw and reload speed
T7 (item level 19–76, weight 700): (5.5–7.5)% increased draw and reload speed
T6 (item level 43–129, weight 400): (7.5–10)% increased draw and reload speed
T5 (item level 77–∞, weight 180): (9.5–13)% increased draw and reload speed
T4 (item level 130–∞, weight 60): (12–16)% increased draw and reload speed
T0 (item level 1–∞, weight 0): (15.5–20.5)% increased draw and reload speed
#% increased effect duration ×2 T6 (item level 1–96, weight 1000): (6.5–8)% increased effect duration
T5 (item level 43–∞, weight 600): (8–10.5)% increased effect duration
T4 (item level 97–∞, weight 250): (10.5–13)% increased effect duration
T0 (item level 1–∞, weight 0): (14.5–16)% increased effect duration
#% increased effect duration U-magebody (item level 1–∞, weight 0): (20–30)% increased effect duration
#% increased effect duration for infusion T6 (item level 1–96, weight 1000): (6.5–8)% increased effect duration for infusion
T5 (item level 43–∞, weight 600): (8–10.5)% increased effect duration for infusion
T4 (item level 97–∞, weight 250): (10.5–13)% increased effect duration for infusion
T0 (item level 1–∞, weight 0): (14.5–16)% increased effect duration for infusion
#% increased eitr regeneration per point of comfort U-ringcomfort (item level 1–∞, weight 0): (1–2)% increased eitr regeneration per point of comfort
#% increased eitr regeneration while wet U-stormcape (item level 1–∞, weight 0): (20–30)% increased eitr regeneration while wet
U-ringrain (item level 1–∞, weight 0): (15–25)% increased eitr regeneration while wet
#% increased elemental damage ×2 T6 (item level 1–96, weight 1000): (5–6)% increased elemental damage
T5 (item level 43–∞, weight 600): (6–8)% increased elemental damage
T4 (item level 97–∞, weight 250): (8–9.5)% increased elemental damage
T0 (item level 1–∞, weight 0): (11–12)% increased elemental damage
#% increased fire area of effect with ground effects T6 (item level 1–96, weight 1000): (3.2–4)% increased fire area of effect with ground effects
T5 (item level 43–∞, weight 600): (4–5.2)% increased fire area of effect with ground effects
T4 (item level 97–∞, weight 250): (5.2–6.4)% increased fire area of effect with ground effects
T0 (item level 1–∞, weight 0): (7.2–8)% increased fire area of effect with ground effects
#% increased fire damage against frozen targets U-ringgeirrhafa (item level 1–∞, weight 0): (20–30)% increased fire damage against frozen targets
#% increased fire damage with ground effects T6 (item level 1–96, weight 1000): (6.5–8)% increased fire damage with ground effects
T5 (item level 43–∞, weight 600): (8–10.5)% increased fire damage with ground effects
T4 (item level 97–∞, weight 250): (10.5–13)% increased fire damage with ground effects
T0 (item level 1–∞, weight 0): (14.5–16)% increased fire damage with ground effects
#% increased food duration T6 (item level 1–96, weight 1000): (5–6)% increased food duration
T5 (item level 43–∞, weight 600): (6–8)% increased food duration
T4 (item level 97–∞, weight 250): (8–9.5)% increased food duration
T0 (item level 1–∞, weight 0): (11–12)% increased food duration
#% increased food nourishment eitr T6 (item level 1–96, weight 1000): (6.5–8)% increased food nourishment eitr
T5 (item level 43–∞, weight 600): (8–10.5)% increased food nourishment eitr
T4 (item level 97–∞, weight 250): (10.5–13)% increased food nourishment eitr
T0 (item level 1–∞, weight 0): (14.5–16)% increased food nourishment eitr
#% increased frost area of effect with ground effects T6 (item level 1–96, weight 1000): (3.2–4)% increased frost area of effect with ground effects
T5 (item level 43–∞, weight 600): (4–5.2)% increased frost area of effect with ground effects
T4 (item level 97–∞, weight 250): (5.2–6.4)% increased frost area of effect with ground effects
T0 (item level 1–∞, weight 0): (7.2–8)% increased frost area of effect with ground effects
#% increased frost damage against burning targets U-ringgeirrhafa (item level 1–∞, weight 0): (20–30)% increased frost damage against burning targets
#% increased frost damage with ground effects T6 (item level 1–96, weight 1000): (6.5–8)% increased frost damage with ground effects
T5 (item level 43–∞, weight 600): (8–10.5)% increased frost damage with ground effects
T4 (item level 97–∞, weight 250): (10.5–13)% increased frost damage with ground effects
T0 (item level 1–∞, weight 0): (14.5–16)% increased frost damage with ground effects
#% increased ground ailment effect T6 (item level 1–96, weight 1000): (8–10)% increased ground ailment effect
T5 (item level 43–∞, weight 600): (10–13)% increased ground ailment effect
T4 (item level 97–∞, weight 250): (13–16)% increased ground ailment effect
T0 (item level 1–∞, weight 0): (18–20)% increased ground ailment effect
#% increased ground area of effect T6 (item level 1–96, weight 1000): (3.2–4)% increased ground area of effect
T5 (item level 43–∞, weight 600): (4–5.2)% increased ground area of effect
T4 (item level 97–∞, weight 250): (5.2–6.4)% increased ground area of effect
T0 (item level 1–∞, weight 0): (7.2–8)% increased ground area of effect
#% increased ground build-up T6 (item level 1–96, weight 1000): (13–16)% increased ground build-up
T5 (item level 43–∞, weight 600): (16–21)% increased ground build-up
T4 (item level 97–∞, weight 250): (21–26)% increased ground build-up
T0 (item level 1–∞, weight 0): (29–32)% increased ground build-up
#% increased ground effect duration T6 (item level 1–96, weight 1000): (6.5–8)% increased ground effect duration
T5 (item level 43–∞, weight 600): (8–10.5)% increased ground effect duration
T4 (item level 97–∞, weight 250): (10.5–13)% increased ground effect duration
T0 (item level 1–∞, weight 0): (14.5–16)% increased ground effect duration
#% increased health regeneration U-forgedbody (item level 1–∞, weight 0): (15–25)% increased health regeneration
#% increased health regeneration for linked allies while a restoration over time is active U-ringoath (item level 1–∞, weight 0): (15–25)% increased health regeneration for linked allies while a restoration over time is active
#% increased health regeneration per point of comfort U-ringcomfort (item level 1–∞, weight 0): (1–2)% increased health regeneration per point of comfort
#% increased health regeneration while burning U-firebody (item level 1–∞, weight 0): (20–30)% increased health regeneration while burning
U-ringember (item level 1–∞, weight 0): (15–25)% increased health regeneration while burning
#% increased infusion effect ×2 T6 (item level 1–96, weight 1000): (5–6)% increased infusion effect
T5 (item level 43–∞, weight 600): (6–8)% increased infusion effect
T4 (item level 97–∞, weight 250): (8–9.5)% increased infusion effect
T0 (item level 1–∞, weight 0): (11–12)% increased infusion effect
#% increased item durability T8 (item level 1–∞, weight 0): (15–20)% increased item durability
T7 (item level 1–∞, weight 0): (25–35)% increased item durability
T6 (item level 1–∞, weight 0): (40–55)% increased item durability
T5 (item level 1–∞, weight 0): (60–75)% increased item durability
T4 (item level 1–∞, weight 0): (80–100)% increased item durability
#% increased jump height U-airlegs (item level 1–∞, weight 0): (10–15)% increased jump height
#% increased knockback U-tower (item level 1–∞, weight 0): (20–30)% increased knockback
#% increased lightning area of effect with ground effects T6 (item level 1–96, weight 1000): (3.2–4)% increased lightning area of effect with ground effects
T5 (item level 43–∞, weight 600): (4–5.2)% increased lightning area of effect with ground effects
T4 (item level 97–∞, weight 250): (5.2–6.4)% increased lightning area of effect with ground effects
T0 (item level 1–∞, weight 0): (7.2–8)% increased lightning area of effect with ground effects
#% increased lightning damage per #% of shock on you U-stormstaff (item level 1–∞, weight 0): (8–12)% increased lightning damage per 10% of shock on you
#% increased lightning damage with ground effects T6 (item level 1–96, weight 1000): (6.5–8)% increased lightning damage with ground effects
T5 (item level 43–∞, weight 600): (8–10.5)% increased lightning damage with ground effects
T4 (item level 97–∞, weight 250): (10.5–13)% increased lightning damage with ground effects
T0 (item level 1–∞, weight 0): (14.5–16)% increased lightning damage with ground effects
#% increased maximum eitr ×3 T6 (item level 1–96, weight 1000): (4–5)% increased maximum eitr
T5 (item level 43–∞, weight 600): (5–6.5)% increased maximum eitr
T4 (item level 97–∞, weight 250): (6.5–8)% increased maximum eitr
T0 (item level 1–∞, weight 0): (9–10)% increased maximum eitr
#% increased maximum eitr U-magebody (item level 1–∞, weight 0): (10–15)% increased maximum eitr
U-cursehood (item level 1–∞, weight 0): (8–12)% increased maximum eitr
U-ringfrostharvest (item level 1–∞, weight 0): (8–12)% increased maximum eitr
#% increased maximum health U-firebody (item level 1–∞, weight 0): (8–12)% increased maximum health
U-lightbody (item level 1–∞, weight 0): (8–12)% increased maximum health
U-bloodbelt (item level 1–∞, weight 0): (8–12)% increased maximum health
U-ringoath (item level 1–∞, weight 0): (8–12)% increased maximum health
#% increased maximum health for minions ×2 T6 (item level 1–96, weight 1000): (2.4–3)% increased maximum health for minions
T5 (item level 43–∞, weight 600): (3–3.9)% increased maximum health for minions
T4 (item level 97–∞, weight 250): (3.9–4.8)% increased maximum health for minions
T0 (item level 1–∞, weight 0): (5.4–6)% increased maximum health for minions
#% increased maximum health for minions U-shepherd (item level 1–∞, weight 0): (30–50)% increased maximum health for minions
U-ringlastwatch (item level 1–∞, weight 0): (20–30)% increased maximum health for minions
#% increased maximum health for your companion T6 (item level 1–96, weight 1000): (2.4–3)% increased maximum health for your companion
T5 (item level 43–∞, weight 600): (3–3.9)% increased maximum health for your companion
T4 (item level 97–∞, weight 250): (3.9–4.8)% increased maximum health for your companion
T0 (item level 1–∞, weight 0): (5.4–6)% increased maximum health for your companion
#% increased maximum stamina U-warlegs (item level 1–∞, weight 0): (8–12)% increased maximum stamina
#% increased mining attack speed T8 (item level 1–42, weight 1000): (5–8)% increased mining attack speed
T7 (item level 19–76, weight 700): (9–12)% increased mining attack speed
T6 (item level 43–129, weight 400): (13–17)% increased mining attack speed
T5 (item level 77–∞, weight 180): (18–22)% increased mining attack speed
T4 (item level 130–∞, weight 60): (23–28)% increased mining attack speed
#% increased movement speed on stagger recently (# s) U-warlegs (item level 1–∞, weight 0): (15–25)% increased movement speed on stagger recently (4 s)
#% increased parry window U-buckler (item level 1–∞, weight 0): (15–25)% increased parry window
#% increased piercing damage T8 (item level 1–42, weight 1000): (5–7)% increased piercing damage
T7 (item level 19–76, weight 700): (8–11)% increased piercing damage
T6 (item level 43–129, weight 400): (11–15)% increased piercing damage
T5 (item level 77–∞, weight 180): (14.5–19.5)% increased piercing damage
T4 (item level 130–∞, weight 60): (18–24)% increased piercing damage
T0 (item level 1–∞, weight 0): (23–31)% increased piercing damage
#% increased poison area of effect with ground effects T6 (item level 1–96, weight 1000): (3.2–4)% increased poison area of effect with ground effects
T5 (item level 43–∞, weight 600): (4–5.2)% increased poison area of effect with ground effects
T4 (item level 97–∞, weight 250): (5.2–6.4)% increased poison area of effect with ground effects
T0 (item level 1–∞, weight 0): (7.2–8)% increased poison area of effect with ground effects
#% increased poison damage with ground effects T6 (item level 1–96, weight 1000): (6.5–8)% increased poison damage with ground effects
T5 (item level 43–∞, weight 600): (8–10.5)% increased poison damage with ground effects
T4 (item level 97–∞, weight 250): (10.5–13)% increased poison damage with ground effects
T0 (item level 1–∞, weight 0): (14.5–16)% increased poison damage with ground effects
#% increased poison duration U-reed (item level 1–∞, weight 0): (20–30)% increased poison duration
#% increased presence radius U-stormstaff (item level 1–∞, weight 0): (20–30)% increased presence radius
U-ringverdict (item level 1–∞, weight 0): (15–25)% increased presence radius
#% increased projectile damage T8 (item level 1–42, weight 1000): (5–7)% increased projectile damage
T7 (item level 19–76, weight 700): (8–11)% increased projectile damage
T6 (item level 43–129, weight 400): (11–15)% increased projectile damage
T5 (item level 77–∞, weight 180): (14.5–19.5)% increased projectile damage
T4 (item level 130–∞, weight 60): (18–24)% increased projectile damage
T0 (item level 1–∞, weight 0): (23–31)% increased projectile damage
#% increased projectile speed T8 (item level 1–42, weight 1000): (3.5–4.5)% increased projectile speed
T7 (item level 19–76, weight 700): (5.5–7.5)% increased projectile speed
T6 (item level 43–129, weight 400): (7.5–10)% increased projectile speed
T5 (item level 77–∞, weight 180): (9.5–13)% increased projectile speed
T4 (item level 130–∞, weight 60): (12–16)% increased projectile speed
T0 (item level 1–∞, weight 0): (15.5–20.5)% increased projectile speed
#% increased projectile speed U-magazine (item level 1–∞, weight 0): (20–30)% increased projectile speed
U-quiver (item level 1–∞, weight 0): (20–30)% increased projectile speed
#% increased projectile speed while airborne U-airlegs (item level 1–∞, weight 0): (30–50)% increased projectile speed while airborne
#% increased ranged critical strike chance T8 (item level 1–42, weight 1000): (10–14)% increased ranged critical strike chance
T7 (item level 19–76, weight 700): (16–22)% increased ranged critical strike chance
T6 (item level 43–129, weight 400): (22–30)% increased ranged critical strike chance
T5 (item level 77–∞, weight 180): (29–39)% increased ranged critical strike chance
T4 (item level 130–∞, weight 60): (36–48)% increased ranged critical strike chance
T0 (item level 1–∞, weight 0): (46–62)% increased ranged critical strike chance
#% increased Rested duration T6 (item level 1–96, weight 1000): (5–6)% increased Rested duration
T5 (item level 43–∞, weight 600): (6–8)% increased Rested duration
T4 (item level 97–∞, weight 250): (8–9.5)% increased Rested duration
T0 (item level 1–∞, weight 0): (11–12)% increased Rested duration
#% increased Rested effect T6 (item level 1–96, weight 1000): (4–5)% increased Rested effect
T5 (item level 43–∞, weight 600): (5–6.5)% increased Rested effect
T4 (item level 97–∞, weight 250): (6.5–8)% increased Rested effect
T0 (item level 1–∞, weight 0): (9–10)% increased Rested effect
#% increased rune shield recharge U-buckler (item level 1–∞, weight 0): (20–30)% increased rune shield recharge
#% increased rune shield recharge while wet U-stormcape (item level 1–∞, weight 0): (30–50)% increased rune shield recharge while wet
#% increased shock build-up U-fists (item level 1–∞, weight 0): (20–30)% increased shock build-up
#% increased shock build-up against wet targets U-stormstaff (item level 1–∞, weight 0): (30–50)% increased shock build-up against wet targets
#% increased shock duration U-stormstaff (item level 1–∞, weight 0): (20–30)% increased shock duration
#% increased shock effect T6 (item level 1–96, weight 1000): (8–10)% increased shock effect
T5 (item level 43–∞, weight 600): (10–13)% increased shock effect
T4 (item level 97–∞, weight 250): (13–16)% increased shock effect
T0 (item level 1–∞, weight 0): (18–20)% increased shock effect
#% increased shot accuracy ×3 T6 (item level 1–96, weight 1000): (3.2–4)% increased shot accuracy
T5 (item level 43–∞, weight 600): (4–5.2)% increased shot accuracy
T4 (item level 97–∞, weight 250): (5.2–6.4)% increased shot accuracy
T0 (item level 1–∞, weight 0): (7.2–8)% increased shot accuracy
#% increased shot accuracy T8 (item level 1–42, weight 1000): (3.5–4.5)% increased shot accuracy
T7 (item level 19–76, weight 700): (5.5–7.5)% increased shot accuracy
T6 (item level 43–129, weight 400): (7.5–10)% increased shot accuracy
T5 (item level 77–∞, weight 180): (9.5–13)% increased shot accuracy
T4 (item level 130–∞, weight 60): (12–16)% increased shot accuracy
T0 (item level 1–∞, weight 0): (15.5–20.5)% increased shot accuracy
#% increased skill speed T6 (item level 1–96, weight 1000): (1.6–2)% increased skill speed
T5 (item level 43–∞, weight 600): (2–2.6)% increased skill speed
T4 (item level 97–∞, weight 250): (2.6–3.2)% increased skill speed
T0 (item level 1–∞, weight 0): (3.6–4)% increased skill speed
#% increased spell damage ×2 T6 (item level 1–96, weight 1000): (5–6)% increased spell damage
T5 (item level 43–∞, weight 600): (6–8)% increased spell damage
T4 (item level 97–∞, weight 250): (8–9.5)% increased spell damage
T0 (item level 1–∞, weight 0): (11–12)% increased spell damage
#% increased spirit damage U-spiritshield (item level 1–∞, weight 0): (20–30)% increased spirit damage
#% increased stagger build-up U-spear (item level 1–∞, weight 0): (20–30)% increased stagger build-up
U-warlegs (item level 1–∞, weight 0): (20–30)% increased stagger build-up
#% increased stagger duration U-sledge (item level 1–∞, weight 0): (20–30)% increased stagger duration
#% increased stamina regeneration per # points of comfort T6 (item level 1–96, weight 1000): (0.8–1)% increased stamina regeneration per 10 points of comfort
T5 (item level 43–∞, weight 600): (1–1.3)% increased stamina regeneration per 10 points of comfort
T4 (item level 97–∞, weight 250): (1.3–1.6)% increased stamina regeneration per 10 points of comfort
T0 (item level 1–∞, weight 0): (1.8–2)% increased stamina regeneration per 10 points of comfort
#% increased stamina regeneration per point of comfort U-ringcomfort (item level 1–∞, weight 0): (1–2)% increased stamina regeneration per point of comfort
#% increased stamina regeneration while fed ×2 T6 (item level 1–96, weight 1000): (4–5)% increased stamina regeneration while fed
T5 (item level 43–∞, weight 600): (5–6.5)% increased stamina regeneration while fed
T4 (item level 97–∞, weight 250): (6.5–8)% increased stamina regeneration while fed
T0 (item level 1–∞, weight 0): (9–10)% increased stamina regeneration while fed
#% increased strike damage T6 (item level 1–96, weight 1000): (5–6)% increased strike damage
T5 (item level 43–∞, weight 600): (6–8)% increased strike damage
T4 (item level 97–∞, weight 250): (8–9.5)% increased strike damage
T0 (item level 1–∞, weight 0): (11–12)% increased strike damage
#% increased strike damage U-spear (item level 1–∞, weight 0): (20–30)% increased strike damage
#% increased thorns U-tower (item level 1–∞, weight 0): (30–50)% increased thorns
U-ringbarb (item level 1–∞, weight 0): (20–30)% increased thorns
#% increased thorns per block in the last # s (up to #) U-tower (item level 1–∞, weight 0): (10–15)% increased thorns per block in the last 4 s (up to 5)
#% increased trinket duration T6 (item level 1–96, weight 1000): (5–6)% increased trinket duration
T5 (item level 43–∞, weight 600): (6–8)% increased trinket duration
T4 (item level 97–∞, weight 250): (8–9.5)% increased trinket duration
T0 (item level 1–∞, weight 0): (11–12)% increased trinket duration
#% increased trinket effect at low life U-bloodbelt (item level 1–∞, weight 0): (30–50)% increased trinket effect at low life
#% increased two-handed attack speed in melee T6 (item level 1–96, weight 1000): (1.6–2)% increased two-handed attack speed in melee
T5 (item level 43–∞, weight 600): (2–2.6)% increased two-handed attack speed in melee
T4 (item level 97–∞, weight 250): (2.6–3.2)% increased two-handed attack speed in melee
T0 (item level 1–∞, weight 0): (3.6–4)% increased two-handed attack speed in melee
#% increased two-handed critical strike chance in melee ×2 T6 (item level 1–96, weight 1000): (10–12)% increased two-handed critical strike chance in melee
T5 (item level 43–∞, weight 600): (12–16)% increased two-handed critical strike chance in melee
T4 (item level 97–∞, weight 250): (16–19)% increased two-handed critical strike chance in melee
T0 (item level 1–∞, weight 0): (22–24)% increased two-handed critical strike chance in melee
#% increased two-handed damage in melee ×2 T6 (item level 1–96, weight 1000): (5–6)% increased two-handed damage in melee
T5 (item level 43–∞, weight 600): (6–8)% increased two-handed damage in melee
T4 (item level 97–∞, weight 250): (8–9.5)% increased two-handed damage in melee
T0 (item level 1–∞, weight 0): (11–12)% increased two-handed damage in melee
#% increased unarmed damage T6 (item level 1–96, weight 1000): (6.5–8)% increased unarmed damage
T5 (item level 43–∞, weight 600): (8–10.5)% increased unarmed damage
T4 (item level 97–∞, weight 250): (10.5–13)% increased unarmed damage
T0 (item level 1–∞, weight 0): (14.5–16)% increased unarmed damage
#% increased weapon oil duration T6 (item level 1–96, weight 1000): (6.5–8)% increased weapon oil duration
T5 (item level 43–∞, weight 600): (8–10.5)% increased weapon oil duration
T4 (item level 97–∞, weight 250): (10.5–13)% increased weapon oil duration
T0 (item level 1–∞, weight 0): (14.5–16)% increased weapon oil duration
#% increased weapon oil effect T6 (item level 1–96, weight 1000): (5–6)% increased weapon oil effect
T5 (item level 43–∞, weight 600): (6–8)% increased weapon oil effect
T4 (item level 97–∞, weight 250): (8–9.5)% increased weapon oil effect
T0 (item level 1–∞, weight 0): (11–12)% increased weapon oil effect
#% more damage for each target already pierced by spears, up to ×# with echo strikes U-spear (item level 1–∞, weight 0): 30% more damage for each target already pierced by spears, up to ×2.2 with echo strikes
#% of current rune shield is spent on block U-spiritshield (item level 1–∞, weight 0): (3–5)% of current rune shield is spent on block
#% of damage taken through a link is recovered as health over # s U-ringoath (item level 1–∞, weight 0): (15–25)% of damage taken through a link is recovered as health over 4 s
#% of fire damage taken is recovered as health over # s ×2 T8 (item level 1–∞, weight 100): 5% of fire damage taken is recovered as health over 4 s
T7 (item level 1–∞, weight 100): 7% of fire damage taken is recovered as health over 4 s
T6 (item level 1–∞, weight 100): 10% of fire damage taken is recovered as health over 4 s
T5 (item level 1–∞, weight 100): 12% of fire damage taken is recovered as health over 4 s
T4 (item level 1–∞, weight 100): 15% of fire damage taken is recovered as health over 4 s
#% of fire damage taken is recovered as health over # s U-firebody (item level 1–∞, weight 0): (15–25)% of fire damage taken is recovered as health over 4 s
#% of frost damage taken is recovered as health over # s T8 (item level 1–∞, weight 100): 5% of frost damage taken is recovered as health over 4 s
T7 (item level 1–∞, weight 100): 7% of frost damage taken is recovered as health over 4 s
T6 (item level 1–∞, weight 100): 10% of frost damage taken is recovered as health over 4 s
T5 (item level 1–∞, weight 100): 12% of frost damage taken is recovered as health over 4 s
T4 (item level 1–∞, weight 100): 15% of frost damage taken is recovered as health over 4 s
#% of lightning damage taken is recovered as health over # s T8 (item level 1–∞, weight 100): 5% of lightning damage taken is recovered as health over 4 s
T7 (item level 1–∞, weight 100): 7% of lightning damage taken is recovered as health over 4 s
T6 (item level 1–∞, weight 100): 10% of lightning damage taken is recovered as health over 4 s
T5 (item level 1–∞, weight 100): 12% of lightning damage taken is recovered as health over 4 s
T4 (item level 1–∞, weight 100): 15% of lightning damage taken is recovered as health over 4 s
#% of physical damage taken is taken as fire damage ×2 T8 (item level 1–∞, weight 100): 10% of physical damage taken is taken as fire damage
T7 (item level 1–∞, weight 100): 15% of physical damage taken is taken as fire damage
T6 (item level 1–∞, weight 100): 20% of physical damage taken is taken as fire damage
T5 (item level 1–∞, weight 100): 25% of physical damage taken is taken as fire damage
T4 (item level 1–∞, weight 100): 30% of physical damage taken is taken as fire damage
#% of physical damage taken is taken as frost damage T8 (item level 1–∞, weight 100): 10% of physical damage taken is taken as frost damage
T7 (item level 1–∞, weight 100): 15% of physical damage taken is taken as frost damage
T6 (item level 1–∞, weight 100): 20% of physical damage taken is taken as frost damage
T5 (item level 1–∞, weight 100): 25% of physical damage taken is taken as frost damage
T4 (item level 1–∞, weight 100): 30% of physical damage taken is taken as frost damage
#% of physical damage taken is taken as lightning damage T8 (item level 1–∞, weight 100): 10% of physical damage taken is taken as lightning damage
T7 (item level 1–∞, weight 100): 15% of physical damage taken is taken as lightning damage
T6 (item level 1–∞, weight 100): 20% of physical damage taken is taken as lightning damage
T5 (item level 1–∞, weight 100): 25% of physical damage taken is taken as lightning damage
T4 (item level 1–∞, weight 100): 30% of physical damage taken is taken as lightning damage
#% of physical damage taken is taken as poison damage ×2 T8 (item level 1–∞, weight 100): 10% of physical damage taken is taken as poison damage
T7 (item level 1–∞, weight 100): 15% of physical damage taken is taken as poison damage
T6 (item level 1–∞, weight 100): 20% of physical damage taken is taken as poison damage
T5 (item level 1–∞, weight 100): 25% of physical damage taken is taken as poison damage
T4 (item level 1–∞, weight 100): 30% of physical damage taken is taken as poison damage
#% of physical damage taken is taken as spirit damage T8 (item level 1–∞, weight 100): 10% of physical damage taken is taken as spirit damage
T7 (item level 1–∞, weight 100): 15% of physical damage taken is taken as spirit damage
T6 (item level 1–∞, weight 100): 20% of physical damage taken is taken as spirit damage
T5 (item level 1–∞, weight 100): 25% of physical damage taken is taken as spirit damage
T4 (item level 1–∞, weight 100): 30% of physical damage taken is taken as spirit damage
#% of poison damage taken is recovered as health over # s ×2 T8 (item level 1–∞, weight 100): 5% of poison damage taken is recovered as health over 4 s
T7 (item level 1–∞, weight 100): 7% of poison damage taken is recovered as health over 4 s
T6 (item level 1–∞, weight 100): 10% of poison damage taken is recovered as health over 4 s
T5 (item level 1–∞, weight 100): 12% of poison damage taken is recovered as health over 4 s
T4 (item level 1–∞, weight 100): 15% of poison damage taken is recovered as health over 4 s
#% of poison damage taken is taken as fire damage U-ringember (item level 1–∞, weight 0): (25–40)% of poison damage taken is taken as fire damage
#% of spirit damage taken is recovered as health over # s T8 (item level 1–∞, weight 100): 5% of spirit damage taken is recovered as health over 4 s
T7 (item level 1–∞, weight 100): 7% of spirit damage taken is recovered as health over 4 s
T6 (item level 1–∞, weight 100): 10% of spirit damage taken is recovered as health over 4 s
T5 (item level 1–∞, weight 100): 12% of spirit damage taken is recovered as health over 4 s
T4 (item level 1–∞, weight 100): 15% of spirit damage taken is recovered as health over 4 s
#% of the shock build-up of your hits also applies to you U-stormstaff (item level 1–∞, weight 0): 10% of the shock build-up of your hits also applies to you
#% of thorns damage also builds armour break U-ringbarb (item level 1–∞, weight 0): (20–30)% of thorns damage also builds armour break
#% overflowing chance to chain an additional time T8 (item level 1–42, weight 1000): (5–8)% overflowing chance to chain an additional time
T7 (item level 19–76, weight 700): (9–12)% overflowing chance to chain an additional time
T6 (item level 43–129, weight 400): (13–17)% overflowing chance to chain an additional time
T5 (item level 77–∞, weight 180): (18–22)% overflowing chance to chain an additional time
T4 (item level 130–∞, weight 60): (23–28)% overflowing chance to chain an additional time
#% reduced block stamina cost U-tower (item level 1–∞, weight 0): (10–15)% reduced block stamina cost
U-spiritshield (item level 1–∞, weight 0): (10–15)% reduced block stamina cost
#% reduced bow draw stamina cost T8 (item level 1–42, weight 1000): (4.5–3.5)% reduced bow draw stamina cost
T7 (item level 19–76, weight 700): (7.5–5.5)% reduced bow draw stamina cost
T6 (item level 43–129, weight 400): (10–7.5)% reduced bow draw stamina cost
T5 (item level 77–∞, weight 180): (13–9.5)% reduced bow draw stamina cost
T4 (item level 130–∞, weight 60): (16–12)% reduced bow draw stamina cost
T0 (item level 1–∞, weight 0): (20.5–15.5)% reduced bow draw stamina cost
#% reduced chopping stamina cost T8 (item level 1–42, weight 1000): (6–4)% reduced chopping stamina cost
T7 (item level 19–76, weight 700): (9–7)% reduced chopping stamina cost
T6 (item level 43–129, weight 400): (12–10)% reduced chopping stamina cost
T5 (item level 77–∞, weight 180): (15–13)% reduced chopping stamina cost
T4 (item level 130–∞, weight 60): (20–16)% reduced chopping stamina cost
#% reduced cost when evading T6 (item level 1–96, weight 1000): (4–3.2)% reduced cost when evading
T5 (item level 43–∞, weight 600): (5.2–4)% reduced cost when evading
T4 (item level 97–∞, weight 250): (6.4–5.2)% reduced cost when evading
T0 (item level 1–∞, weight 0): (8–7.2)% reduced cost when evading
#% reduced dodge stamina cost U-fists (item level 1–∞, weight 0): (10–15)% reduced dodge stamina cost
U-lightbody (item level 1–∞, weight 0): (10–15)% reduced dodge stamina cost
#% reduced jump stamina cost U-airlegs (item level 1–∞, weight 0): (10–15)% reduced jump stamina cost
#% reduced mining stamina cost T8 (item level 1–42, weight 1000): (6–4)% reduced mining stamina cost
T7 (item level 19–76, weight 700): (9–7)% reduced mining stamina cost
T6 (item level 43–129, weight 400): (12–10)% reduced mining stamina cost
T5 (item level 77–∞, weight 180): (15–13)% reduced mining stamina cost
T4 (item level 130–∞, weight 60): (20–16)% reduced mining stamina cost
#% reduced spell stamina and eitr cost T6 (item level 1–96, weight 1000): (3–2.4)% reduced spell stamina and eitr cost
T5 (item level 43–∞, weight 600): (3.9–3)% reduced spell stamina and eitr cost
T4 (item level 97–∞, weight 250): (4.8–3.9)% reduced spell stamina and eitr cost
T0 (item level 1–∞, weight 0): (6–5.4)% reduced spell stamina and eitr cost
+# additional strikes T6 (item level 1–96, weight 1000): +(0.32–0.4) additional strikes
T5 (item level 43–∞, weight 600): +(0.4–0.52) additional strikes
T4 (item level 97–∞, weight 250): +(0.52–0.64) additional strikes
T0 (item level 1–∞, weight 0): +(0.72–0.8) additional strikes
+# ballista limit ×2 T4 (item level 130–∞, weight 60): +1 ballista limit
T0 (item level 1–∞, weight 0): +3 ballista limit
+# comfort level U-ringcomfort (item level 1–∞, weight 0): +(1–5) comfort level
+# curse limit U-cursehood (item level 1–∞, weight 0): +1 curse limit
+# evasion rating ×3 T6 (item level 1–96, weight 1000): +(1–2) evasion rating
T5 (item level 43–∞, weight 600): +(2–3) evasion rating
T4 (item level 97–∞, weight 250): +(2–3) evasion rating
T0 (item level 1–∞, weight 0): +(3–4) evasion rating
+# item durability on this item T8 (item level 1–42, weight 1000): +(8–15) item durability on this item
T7 (item level 19–76, weight 700): +(16–30) item durability on this item
T6 (item level 43–129, weight 400): +(31–50) item durability on this item
T5 (item level 77–∞, weight 180): +(51–75) item durability on this item
T4 (item level 130–∞, weight 60): +(76–100) item durability on this item
+# poison limit T6 (item level 1–∞, weight 1000): +1 poison limit
T4 (item level 97–∞, weight 150): +2 poison limit
T0 (item level 1–∞, weight 0): +2 poison limit
+# rune shield per # points of current durability of the body armour U-forgedbody (item level 1–∞, weight 0): +1 rune shield per 100 points of current durability of the body armour
+# rune shield per point of reserved eitr U-magebody (item level 1–∞, weight 0): +(0.15–0.25) rune shield per point of reserved eitr
+# s adrenaline decay delay T6 (item level 1–96, weight 1000): +(0.4–0.5) s adrenaline decay delay
T5 (item level 43–∞, weight 600): +(0.5–0.65) s adrenaline decay delay
T4 (item level 97–∞, weight 250): +(0.65–0.8) s adrenaline decay delay
T0 (item level 1–∞, weight 0): +(0.9–1) s adrenaline decay delay
+# targets pierced by arrows against poisoned targets U-reed (item level 1–∞, weight 0): +1 targets pierced by arrows against poisoned targets
+# targets pierced by spears with echo strikes U-spear (item level 1–∞, weight 0): +3 targets pierced by spears with echo strikes
+# thorns with the shield up ×2 T6 (item level 1–96, weight 1000): +(5–6) thorns with the shield up
T5 (item level 43–∞, weight 600): +(6–8) thorns with the shield up
T4 (item level 97–∞, weight 250): +(8–10) thorns with the shield up
T0 (item level 1–∞, weight 0): +(11–12) thorns with the shield up
+#% absorption rate for infusion T6 (item level 1–96, weight 1000): +(3.2–4)% absorption rate for infusion
T5 (item level 43–∞, weight 600): +(4–5.2)% absorption rate for infusion
T4 (item level 97–∞, weight 250): +(5.2–6.4)% absorption rate for infusion
T0 (item level 1–∞, weight 0): +(7.2–8)% absorption rate for infusion
+#% adrenaline gain T6 (item level 1–96, weight 1000): +(3.2–4)% adrenaline gain
T5 (item level 43–∞, weight 600): +(4–5.2)% adrenaline gain
T4 (item level 97–∞, weight 250): +(5.2–6.4)% adrenaline gain
T0 (item level 1–∞, weight 0): +(7.2–8)% adrenaline gain
+#% adrenaline gain on block recently T6 (item level 1–96, weight 1000): +(6.5–8)% adrenaline gain on block recently
T5 (item level 43–∞, weight 600): +(8–10.5)% adrenaline gain on block recently
T4 (item level 97–∞, weight 250): +(10.5–13)% adrenaline gain on block recently
T0 (item level 1–∞, weight 0): +(14.5–16)% adrenaline gain on block recently
+#% adrenaline gain on consecutive hits recently T6 (item level 1–96, weight 1000): +(6.5–8)% adrenaline gain on consecutive hits recently
T5 (item level 43–∞, weight 600): +(8–10.5)% adrenaline gain on consecutive hits recently
T4 (item level 97–∞, weight 250): +(10.5–13)% adrenaline gain on consecutive hits recently
T0 (item level 1–∞, weight 0): +(14.5–16)% adrenaline gain on consecutive hits recently
+#% bleed chance T6 (item level 1–96, weight 1000): +(3.2–4)% bleed chance
T5 (item level 43–∞, weight 600): +(4–5.2)% bleed chance
T4 (item level 97–∞, weight 250): +(5.2–6.4)% bleed chance
T0 (item level 1–∞, weight 0): +(7.2–8)% bleed chance
+#% bleed chance with axes T6 (item level 1–96, weight 1000): +(3.2–4)% bleed chance with axes
T5 (item level 43–∞, weight 600): +(4–5.2)% bleed chance with axes
T4 (item level 97–∞, weight 250): +(5.2–6.4)% bleed chance with axes
T0 (item level 1–∞, weight 0): +(7.2–8)% bleed chance with axes
+#% bleed chance with axes against low life enemies T6 (item level 1–96, weight 1000): +(3.2–4)% bleed chance with axes against low life enemies
T5 (item level 43–∞, weight 600): +(4–5.2)% bleed chance with axes against low life enemies
T4 (item level 97–∞, weight 250): +(5.2–6.4)% bleed chance with axes against low life enemies
T0 (item level 1–∞, weight 0): +(7.2–8)% bleed chance with axes against low life enemies
+#% chance for ballista bolts to be saved ×2 T8 (item level 1–42, weight 1000): +(3–5)% chance for ballista bolts to be saved
T7 (item level 19–76, weight 700): +(6–8)% chance for ballista bolts to be saved
T6 (item level 43–129, weight 400): +(9–11)% chance for ballista bolts to be saved
T5 (item level 77–∞, weight 180): +(12–14)% chance for ballista bolts to be saved
T4 (item level 130–∞, weight 60): +(15–20)% chance for ballista bolts to be saved
+#% chance for ballista bolts to be saved T6 (item level 1–96, weight 1000): +(2.4–3)% chance for ballista bolts to be saved
T5 (item level 43–∞, weight 600): +(3–3.9)% chance for ballista bolts to be saved
T4 (item level 97–∞, weight 250): +(3.9–4.8)% chance for ballista bolts to be saved
T0 (item level 1–∞, weight 0): +(5.4–6)% chance for ballista bolts to be saved
+#% chance for ballista bolts to be saved U-hammer (item level 1–∞, weight 0): +(10–15)% chance for ballista bolts to be saved
+#% chance for cold hits to freeze burning enemies at once T6 (item level 43–129, weight 400): +(5–7)% chance for cold hits to freeze burning enemies at once
T5 (item level 77–∞, weight 180): +(8–10)% chance for cold hits to freeze burning enemies at once
T4 (item level 130–∞, weight 60): +(11–13)% chance for cold hits to freeze burning enemies at once
+#% chance for cold hits to freeze burning enemies at once U-ringgeirrhafa (item level 1–∞, weight 0): +15% chance for cold hits to freeze burning enemies at once
+#% chance for extra log T8 (item level 1–42, weight 1000): +(2–3)% chance for extra log
T7 (item level 19–76, weight 700): +(4–5)% chance for extra log
T6 (item level 43–129, weight 400): +(6–8)% chance for extra log
T5 (item level 77–∞, weight 180): +(9–11)% chance for extra log
T4 (item level 130–∞, weight 60): +(12–15)% chance for extra log
+#% chance for extra ore T8 (item level 1–42, weight 1000): +(2–3)% chance for extra ore
T7 (item level 19–76, weight 700): +(4–5)% chance for extra ore
T6 (item level 43–129, weight 400): +(6–8)% chance for extra ore
T5 (item level 77–∞, weight 180): +(9–11)% chance for extra ore
T4 (item level 130–∞, weight 60): +(12–15)% chance for extra ore
+#% chance to finish in one hit when chopping a tree T8 (item level 1–42, weight 1000): +(1–2)% chance to finish in one hit when chopping a tree
T7 (item level 19–76, weight 700): +(2–3)% chance to finish in one hit when chopping a tree
T6 (item level 43–129, weight 400): +(3–4)% chance to finish in one hit when chopping a tree
T5 (item level 77–∞, weight 180): +(4–5)% chance to finish in one hit when chopping a tree
T4 (item level 130–∞, weight 60): +(5–7)% chance to finish in one hit when chopping a tree
+#% chance to finish in one hit when mining an ore vein T8 (item level 1–42, weight 1000): +(1–2)% chance to finish in one hit when mining an ore vein
T7 (item level 19–76, weight 700): +(2–3)% chance to finish in one hit when mining an ore vein
T6 (item level 43–129, weight 400): +(3–4)% chance to finish in one hit when mining an ore vein
T5 (item level 77–∞, weight 180): +(4–5)% chance to finish in one hit when mining an ore vein
T4 (item level 130–∞, weight 60): +(5–7)% chance to finish in one hit when mining an ore vein
+#% critical strike damage T8 (item level 1–42, weight 1000): +(7–9)% critical strike damage
T7 (item level 19–76, weight 700): +(11–15)% critical strike damage
T6 (item level 43–129, weight 400): +(15–20)% critical strike damage
T5 (item level 77–∞, weight 180): +(19–26)% critical strike damage
T4 (item level 130–∞, weight 60): +(24–32)% critical strike damage
T0 (item level 1–∞, weight 0): +(31–41)% critical strike damage
+#% critical strike damage for minions T6 (item level 1–96, weight 1000): +(5–6)% critical strike damage for minions
T5 (item level 43–∞, weight 600): +(6–8)% critical strike damage for minions
T4 (item level 97–∞, weight 250): +(8–9.5)% critical strike damage for minions
T0 (item level 1–∞, weight 0): +(11–12)% critical strike damage for minions
+#% crossbow fire rate T6 (item level 1–96, weight 1000): +(1.6–2)% crossbow fire rate
T5 (item level 43–∞, weight 600): +(2–2.6)% crossbow fire rate
T4 (item level 97–∞, weight 250): +(2.6–3.2)% crossbow fire rate
T0 (item level 1–∞, weight 0): +(3.6–4)% crossbow fire rate
+#% damage over time multiplier ×2 T6 (item level 1–96, weight 1000): +(1.6–2)% damage over time multiplier
T5 (item level 43–∞, weight 600): +(2–2.6)% damage over time multiplier
T4 (item level 97–∞, weight 250): +(2.6–3.2)% damage over time multiplier
T0 (item level 1–∞, weight 0): +(3.6–4)% damage over time multiplier
+#% damage resistance for minions T6 (item level 1–96, weight 1000): +(2.4–3)% damage resistance for minions
T5 (item level 43–∞, weight 600): +(3–3.9)% damage resistance for minions
T4 (item level 97–∞, weight 250): +(3.9–4.8)% damage resistance for minions
T0 (item level 1–∞, weight 0): +(5.4–6)% damage resistance for minions
+#% eitr reservation efficiency for minions T6 (item level 1–96, weight 1000): +(3.2–4)% eitr reservation efficiency for minions
T5 (item level 43–∞, weight 600): +(4–5.2)% eitr reservation efficiency for minions
T4 (item level 97–∞, weight 250): +(5.2–6.4)% eitr reservation efficiency for minions
T0 (item level 1–∞, weight 0): +(7.2–8)% eitr reservation efficiency for minions
+#% endurance ×2 T6 (item level 1–96, weight 1000): +(1.6–2)% endurance
T5 (item level 43–∞, weight 600): +(2–2.6)% endurance
T4 (item level 97–∞, weight 250): +(2.6–3.2)% endurance
T0 (item level 1–∞, weight 0): +(3.6–4)% endurance
+#% endurance at low life U-bloodbelt (item level 1–∞, weight 0): +(20–30)% endurance at low life
+#% equipment affix effect from equipped quiver U-fletcher (item level 1–∞, weight 0): +(50–150)% equipment affix effect from equipped quiver
+#% execute threshold of fire hits against frozen enemies T6 (item level 43–129, weight 400): +(4–5)% execute threshold of fire hits against frozen enemies
T5 (item level 77–∞, weight 180): +(6–7)% execute threshold of fire hits against frozen enemies
T4 (item level 130–∞, weight 60): +(8–10)% execute threshold of fire hits against frozen enemies
+#% execute threshold of fire hits against frozen enemies U-ringgeirrhafa (item level 1–∞, weight 0): +12% execute threshold of fire hits against frozen enemies
+#% fire damage over time multiplier ×3 T6 (item level 1–96, weight 1000): +(1.6–2)% fire damage over time multiplier
T5 (item level 43–∞, weight 600): +(2–2.6)% fire damage over time multiplier
T4 (item level 97–∞, weight 250): +(2.6–3.2)% fire damage over time multiplier
T0 (item level 1–∞, weight 0): +(3.6–4)% fire damage over time multiplier
+#% fire resistance U-firebody (item level 1–∞, weight 0): +(15–25)% fire resistance
U-ringember (item level 1–∞, weight 0): +(10–15)% fire resistance
U-embersword (item level 1–∞, weight 0): +(15–25)% fire resistance
U-ringgeirrhafa (item level 1–∞, weight 0): +(10–15)% fire resistance
+#% fire resistance penetration ×2 T8 (item level 1–42, weight 1000): +(2–3)% fire resistance penetration
T7 (item level 19–76, weight 700): +(3–4)% fire resistance penetration
T6 (item level 43–129, weight 400): +(4–5)% fire resistance penetration
T5 (item level 77–∞, weight 180): +(5–7)% fire resistance penetration
T4 (item level 130–∞, weight 60): +(7–9)% fire resistance penetration
T0 (item level 1–∞, weight 0): +(10–12)% fire resistance penetration
+#% fire resistance per active mead effect (up to #), +#% frost resistance per active mead effect (up to #), +#% lightning resistance per active mead effect (up to #) U-meadcape (item level 1–∞, weight 0): +2% fire resistance per active mead effect (up to 5), +2% frost resistance per active mead effect (up to 5), +2% lightning resistance per active mead effect (up to 5)
+#% frost damage over time multiplier T6 (item level 1–96, weight 1000): +(1.6–2)% frost damage over time multiplier
T5 (item level 43–∞, weight 600): +(2–2.6)% frost damage over time multiplier
T4 (item level 97–∞, weight 250): +(2.6–3.2)% frost damage over time multiplier
T0 (item level 1–∞, weight 0): +(3.6–4)% frost damage over time multiplier
+#% frost resistance U-ringrain (item level 1–∞, weight 0): +(10–15)% frost resistance
U-ringgeirrhafa (item level 1–∞, weight 0): +(10–15)% frost resistance
+#% frost resistance penetration ×2 T8 (item level 1–42, weight 1000): +(2–3)% frost resistance penetration
T7 (item level 19–76, weight 700): +(3–4)% frost resistance penetration
T6 (item level 43–129, weight 400): +(4–5)% frost resistance penetration
T5 (item level 77–∞, weight 180): +(5–7)% frost resistance penetration
T4 (item level 130–∞, weight 60): +(7–9)% frost resistance penetration
T0 (item level 1–∞, weight 0): +(10–12)% frost resistance penetration
+#% glancing blow chance T6 (item level 1–96, weight 1000): +(1.6–2)% glancing blow chance
T5 (item level 43–∞, weight 600): +(2–2.6)% glancing blow chance
T4 (item level 97–∞, weight 250): +(2.6–3.2)% glancing blow chance
T0 (item level 1–∞, weight 0): +(3.6–4)% glancing blow chance
+#% glancing blow chance on evade recently T6 (item level 1–96, weight 1000): +(3.2–4)% glancing blow chance on evade recently
T5 (item level 43–∞, weight 600): +(4–5.2)% glancing blow chance on evade recently
T4 (item level 97–∞, weight 250): +(5.2–6.4)% glancing blow chance on evade recently
T0 (item level 1–∞, weight 0): +(7.2–8)% glancing blow chance on evade recently
+#% glancing blow damage reduction ×2 T6 (item level 1–96, weight 1000): +(1.6–2)% glancing blow damage reduction
T5 (item level 43–∞, weight 600): +(2–2.6)% glancing blow damage reduction
T4 (item level 97–∞, weight 250): +(2.6–3.2)% glancing blow damage reduction
T0 (item level 1–∞, weight 0): +(3.6–4)% glancing blow damage reduction
+#% health leech with spirit damage U-sceptre (item level 1–∞, weight 0): +(1–2)% health leech with spirit damage
+#% inflicted wet effect U-ringrain (item level 1–∞, weight 0): +(30–50)% inflicted wet effect
+#% item durability on this item T8 (item level 1–42, weight 1000): +(15–20)% item durability on this item
T7 (item level 19–76, weight 700): +(25–35)% item durability on this item
T6 (item level 43–129, weight 400): +(40–55)% item durability on this item
T5 (item level 77–∞, weight 180): +(60–75)% item durability on this item
T4 (item level 130–∞, weight 60): +(80–100)% item durability on this item
+#% leech rate U-sceptre (item level 1–∞, weight 0): +(20–30)% leech rate
+#% life leech from physical attack damage ×2 T6 (item level 1–96, weight 1000): +(0.16–0.2)% life leech from physical attack damage
T5 (item level 43–∞, weight 600): +(0.2–0.26)% life leech from physical attack damage
T4 (item level 97–∞, weight 250): +(0.26–0.32)% life leech from physical attack damage
T0 (item level 1–∞, weight 0): +(0.36–0.4)% life leech from physical attack damage
+#% lightning damage over time multiplier ×2 T6 (item level 1–96, weight 1000): +(1.6–2)% lightning damage over time multiplier
T5 (item level 43–∞, weight 600): +(2–2.6)% lightning damage over time multiplier
T4 (item level 97–∞, weight 250): +(2.6–3.2)% lightning damage over time multiplier
T0 (item level 1–∞, weight 0): +(3.6–4)% lightning damage over time multiplier
+#% lightning resistance U-stormcape (item level 1–∞, weight 0): +(15–25)% lightning resistance
+#% lightning resistance penetration ×2 T8 (item level 1–42, weight 1000): +(2–3)% lightning resistance penetration
T7 (item level 19–76, weight 700): +(3–4)% lightning resistance penetration
T6 (item level 43–129, weight 400): +(4–5)% lightning resistance penetration
T5 (item level 77–∞, weight 180): +(5–7)% lightning resistance penetration
T4 (item level 130–∞, weight 60): +(7–9)% lightning resistance penetration
T0 (item level 1–∞, weight 0): +(10–12)% lightning resistance penetration
+#% link range U-ringoath (item level 1–∞, weight 0): +(15–25)% link range
+#% physical damage over time multiplier T6 (item level 1–96, weight 1000): +(1.6–2)% physical damage over time multiplier
T5 (item level 43–∞, weight 600): +(2–2.6)% physical damage over time multiplier
T4 (item level 97–∞, weight 250): +(2.6–3.2)% physical damage over time multiplier
T0 (item level 1–∞, weight 0): +(3.6–4)% physical damage over time multiplier
+#% poison chance T6 (item level 1–96, weight 1000): +(8–10)% poison chance
T5 (item level 43–∞, weight 600): +(10–13)% poison chance
T4 (item level 97–∞, weight 250): +(13–16)% poison chance
T0 (item level 1–∞, weight 0): +(18–20)% poison chance
+#% poison damage over time multiplier T6 (item level 1–96, weight 1000): +(1.6–2)% poison damage over time multiplier
T5 (item level 43–∞, weight 600): +(2–2.6)% poison damage over time multiplier
T4 (item level 97–∞, weight 250): +(2.6–3.2)% poison damage over time multiplier
T0 (item level 1–∞, weight 0): +(3.6–4)% poison damage over time multiplier
+#% poison resistance U-meadcape (item level 1–∞, weight 0): +(10–15)% poison resistance
+#% poison resistance penetration ×2 T8 (item level 1–42, weight 1000): +(2–3)% poison resistance penetration
T7 (item level 19–76, weight 700): +(3–4)% poison resistance penetration
T6 (item level 43–129, weight 400): +(4–5)% poison resistance penetration
T5 (item level 77–∞, weight 180): +(5–7)% poison resistance penetration
T4 (item level 130–∞, weight 60): +(7–9)% poison resistance penetration
T0 (item level 1–∞, weight 0): +(10–12)% poison resistance penetration
+#% resistance to ailment build-up ×2 T6 (item level 1–96, weight 1000): +(3.2–4)% resistance to ailment build-up
T5 (item level 43–∞, weight 600): +(4–5.2)% resistance to ailment build-up
T4 (item level 97–∞, weight 250): +(5.2–6.4)% resistance to ailment build-up
T0 (item level 1–∞, weight 0): +(7.2–8)% resistance to ailment build-up
+#% resistance to ailment build-up of base T6 (item level 1–96, weight 1000): +(3.2–4)% resistance to ailment build-up of base
T5 (item level 43–∞, weight 600): +(4–5.2)% resistance to ailment build-up of base
T4 (item level 97–∞, weight 250): +(5.2–6.4)% resistance to ailment build-up of base
T0 (item level 1–∞, weight 0): +(7.2–8)% resistance to ailment build-up of base
+#% resistance to ailment build-up of base for burning ×2 T6 (item level 1–96, weight 1000): +(3.2–4)% resistance to ailment build-up of base for burning
T5 (item level 43–∞, weight 600): +(4–5.2)% resistance to ailment build-up of base for burning
T4 (item level 97–∞, weight 250): +(5.2–6.4)% resistance to ailment build-up of base for burning
T0 (item level 1–∞, weight 0): +(7.2–8)% resistance to ailment build-up of base for burning
+#% resistance to ailment build-up of base for minions T6 (item level 1–96, weight 1000): +(3.2–4)% resistance to ailment build-up of base for minions
T5 (item level 43–∞, weight 600): +(4–5.2)% resistance to ailment build-up of base for minions
T4 (item level 97–∞, weight 250): +(5.2–6.4)% resistance to ailment build-up of base for minions
T0 (item level 1–∞, weight 0): +(7.2–8)% resistance to ailment build-up of base for minions
+#% resistance to ailment build-up of base for poison T6 (item level 1–96, weight 1000): +(3.2–4)% resistance to ailment build-up of base for poison
T5 (item level 43–∞, weight 600): +(4–5.2)% resistance to ailment build-up of base for poison
T4 (item level 97–∞, weight 250): +(5.2–6.4)% resistance to ailment build-up of base for poison
T0 (item level 1–∞, weight 0): +(7.2–8)% resistance to ailment build-up of base for poison
+#% resistance to ailment build-up of base for poison on dodge recently T6 (item level 1–96, weight 1000): +(6.5–8)% resistance to ailment build-up of base for poison on dodge recently
T5 (item level 43–∞, weight 600): +(8–10.5)% resistance to ailment build-up of base for poison on dodge recently
T4 (item level 97–∞, weight 250): +(10.5–13)% resistance to ailment build-up of base for poison on dodge recently
T0 (item level 1–∞, weight 0): +(14.5–16)% resistance to ailment build-up of base for poison on dodge recently
+#% resistance to ailment build-up of base on drinking a mead recently T6 (item level 1–96, weight 1000): +(5–6)% resistance to ailment build-up of base on drinking a mead recently
T5 (item level 43–∞, weight 600): +(6–8)% resistance to ailment build-up of base on drinking a mead recently
T4 (item level 97–∞, weight 250): +(8–9.5)% resistance to ailment build-up of base on drinking a mead recently
T0 (item level 1–∞, weight 0): +(11–12)% resistance to ailment build-up of base on drinking a mead recently
+#% resistance to ailment build-up of base per # points of comfort T6 (item level 1–96, weight 1000): +(0.8–1)% resistance to ailment build-up of base per 10 points of comfort
T5 (item level 43–∞, weight 600): +(1–1.3)% resistance to ailment build-up of base per 10 points of comfort
T4 (item level 97–∞, weight 250): +(1.3–1.6)% resistance to ailment build-up of base per 10 points of comfort
T0 (item level 1–∞, weight 0): +(1.8–2)% resistance to ailment build-up of base per 10 points of comfort
+#% resistance to ailment build-up of base while airborne T6 (item level 1–96, weight 1000): +(10–12)% resistance to ailment build-up of base while airborne
T5 (item level 43–∞, weight 600): +(12–16)% resistance to ailment build-up of base while airborne
T4 (item level 97–∞, weight 250): +(16–19)% resistance to ailment build-up of base while airborne
T0 (item level 1–∞, weight 0): +(22–24)% resistance to ailment build-up of base while airborne
+#% resistance to ailment build-up of base with the shield up T6 (item level 1–96, weight 1000): +(5–6)% resistance to ailment build-up of base with the shield up
T5 (item level 43–∞, weight 600): +(6–8)% resistance to ailment build-up of base with the shield up
T4 (item level 97–∞, weight 250): +(8–9.5)% resistance to ailment build-up of base with the shield up
T0 (item level 1–∞, weight 0): +(11–12)% resistance to ailment build-up of base with the shield up
+#% spell critical strike damage T6 (item level 1–96, weight 1000): +(6.5–8)% spell critical strike damage
T5 (item level 43–∞, weight 600): +(8–10.5)% spell critical strike damage
T4 (item level 97–∞, weight 250): +(10.5–13)% spell critical strike damage
T0 (item level 1–∞, weight 0): +(14.5–16)% spell critical strike damage
+#% spell life leech from physical attack damage T6 (item level 1–96, weight 1000): +(0.16–0.2)% spell life leech from physical attack damage
T5 (item level 43–∞, weight 600): +(0.2–0.26)% spell life leech from physical attack damage
T4 (item level 97–∞, weight 250): +(0.26–0.32)% spell life leech from physical attack damage
T0 (item level 1–∞, weight 0): +(0.36–0.4)% spell life leech from physical attack damage
+#% spirit resistance U-sceptre (item level 1–∞, weight 0): +(10–15)% spirit resistance
+#% stagger resistance U-forgedbody (item level 1–∞, weight 0): +(15–25)% stagger resistance
+#% trinket effect duration T6 (item level 1–96, weight 1000): +(5–6)% trinket effect duration
T5 (item level 43–∞, weight 600): +(6–8)% trinket effect duration
T4 (item level 97–∞, weight 250): +(8–9.5)% trinket effect duration
T0 (item level 1–∞, weight 0): +(11–12)% trinket effect duration
+#% two-handed critical strike damage in melee ×2 T6 (item level 1–96, weight 1000): +(6.5–8)% two-handed critical strike damage in melee
T5 (item level 43–∞, weight 600): +(8–10.5)% two-handed critical strike damage in melee
T4 (item level 97–∞, weight 250): +(10.5–13)% two-handed critical strike damage in melee
T0 (item level 1–∞, weight 0): +(14.5–16)% two-handed critical strike damage in melee
Answering Heat: an enemy whose fire hits you catches fire itself T0 (item level 1–∞, weight 0): Answering Heat: an enemy whose fire hits you catches fire itself
Antidote: #% of the poison ticking on you heals you instead T0 (item level 1–∞, weight 0): Antidote: 25% of the poison ticking on you heals you instead
Anvil: hits weaker than #% of your maximum health deal you no damage T0 (item level 1–∞, weight 0): Anvil: hits weaker than 5% of your maximum health deal you no damage
Ballistas inherit +#% of your crossbow damage bonuses T8 (item level 1–42, weight 1000): Ballistas inherit +(5–8)% of your crossbow damage bonuses
T7 (item level 19–76, weight 700): Ballistas inherit +(9–12)% of your crossbow damage bonuses
T6 (item level 43–129, weight 400): Ballistas inherit +(13–16)% of your crossbow damage bonuses
T5 (item level 77–∞, weight 180): Ballistas inherit +(17–20)% of your crossbow damage bonuses
T4 (item level 130–∞, weight 60): Ballistas inherit +(21–25)% of your crossbow damage bonuses
Ballistas restore #% of maximum durability per second while not firing U-hammer (item level 1–∞, weight 0): Ballistas restore (1–2)% of maximum durability per second while not firing
Being wet does not lower your lightning resistance U-stormstaff (item level 1–∞, weight 0): Being wet does not lower your lightning resistance
Critical hits consume the target's bleeding, dealing #% of its remaining damage at once with knives U-knife (item level 1–∞, weight 0): Critical hits consume the target's bleeding, dealing (20–30)% of its remaining damage at once with knives
Cruel Eye: a critical hit on an afflicted enemy prolongs its ailments by # s T0 (item level 1–∞, weight 0): Cruel Eye: a critical hit on an afflicted enemy prolongs its ailments by 2 s
Damage absorbed by rune shield wears your body armour instead of hit wear: # durability per # absorbed U-forgedbody (item level 1–∞, weight 0): Damage absorbed by rune shield wears your body armour instead of hit wear: 1 durability per 20 absorbed
Each Mountain Bell reserves #% of maximum eitr U-sledge (item level 1–∞, weight 0): Each Mountain Bell reserves 35% of maximum eitr
Each projectile fired takes the next ammunition cell of the worn quiver in turn U-quiver (item level 1–∞, weight 0): Each projectile fired takes the next ammunition cell of the worn quiver in turn
First Blood: your first hit on an unhurt enemy deals ×# damage T0 (item level 1–∞, weight 0): First Blood: your first hit on an unhurt enemy deals ×2 damage
Gain #% of physical damage as extra fire damage ×2 T8 (item level 1–∞, weight 100): Gain 6% of physical damage as extra fire damage
T7 (item level 1–∞, weight 100): Gain 9% of physical damage as extra fire damage
T6 (item level 1–∞, weight 100): Gain 12% of physical damage as extra fire damage
T5 (item level 1–∞, weight 100): Gain 16% of physical damage as extra fire damage
T4 (item level 1–∞, weight 100): Gain 20% of physical damage as extra fire damage
Gain #% of physical damage as extra fire damage U-embersword (item level 1–∞, weight 0): Gain (15–25)% of physical damage as extra fire damage
Gain #% of physical damage as extra frost damage T8 (item level 1–∞, weight 100): Gain 6% of physical damage as extra frost damage
T7 (item level 1–∞, weight 100): Gain 9% of physical damage as extra frost damage
T6 (item level 1–∞, weight 100): Gain 12% of physical damage as extra frost damage
T5 (item level 1–∞, weight 100): Gain 16% of physical damage as extra frost damage
T4 (item level 1–∞, weight 100): Gain 20% of physical damage as extra frost damage
Gain #% of physical damage as extra lightning damage T8 (item level 1–∞, weight 100): Gain 6% of physical damage as extra lightning damage
T7 (item level 1–∞, weight 100): Gain 9% of physical damage as extra lightning damage
T6 (item level 1–∞, weight 100): Gain 12% of physical damage as extra lightning damage
T5 (item level 1–∞, weight 100): Gain 16% of physical damage as extra lightning damage
T4 (item level 1–∞, weight 100): Gain 20% of physical damage as extra lightning damage
Gain #% of physical damage as extra lightning damage U-fists (item level 1–∞, weight 0): Gain (20–30)% of physical damage as extra lightning damage
Gain #% of physical damage as extra poison damage ×2 T8 (item level 1–∞, weight 100): Gain 6% of physical damage as extra poison damage
T7 (item level 1–∞, weight 100): Gain 9% of physical damage as extra poison damage
T6 (item level 1–∞, weight 100): Gain 12% of physical damage as extra poison damage
T5 (item level 1–∞, weight 100): Gain 16% of physical damage as extra poison damage
T4 (item level 1–∞, weight 100): Gain 20% of physical damage as extra poison damage
Gain #% of physical damage as extra spirit damage T8 (item level 1–∞, weight 100): Gain 6% of physical damage as extra spirit damage
T7 (item level 1–∞, weight 100): Gain 9% of physical damage as extra spirit damage
T6 (item level 1–∞, weight 100): Gain 12% of physical damage as extra spirit damage
T5 (item level 1–∞, weight 100): Gain 16% of physical damage as extra spirit damage
T4 (item level 1–∞, weight 100): Gain 20% of physical damage as extra spirit damage
Grounding: shock does not build on you; lightning that hits you adds #% of it to your next attack T0 (item level 1–∞, weight 0): Grounding: shock does not build on you; lightning that hits you adds 50% of it to your next attack
Hits consume a fully broken armour and deal #% more damage with swords U-sword (item level 1–∞, weight 0): Hits consume a fully broken armour and deal 50% more damage with swords
Last Breath: a lethal hit leaves you with # health, once every # s T0 (item level 1–∞, weight 0): Last Breath: a lethal hit leaves you with 1 health, once every 300 s
Leech of spirit damage restores rune shield instead of health U-sceptre (item level 1–∞, weight 0): Leech of spirit damage restores rune shield instead of health
Light Step: water and swamps do not slow you T0 (item level 1–∞, weight 0): Light Step: water and swamps do not slow you
Links can target your minions U-shepherd (item level 1–∞, weight 0): Links can target your minions
Maximum links equal your Limit U-shepherd (item level 1–∞, weight 0): Maximum links equal your Limit
Minions on low health deal ×# damage U-ringlastwatch (item level 1–∞, weight 0): Minions on low health deal ×1.2 damage
Minions regenerate #% of maximum health per second U-shepherd (item level 1–∞, weight 0): Minions regenerate (1–2)% of maximum health per second
Restore #% of maximum eitr on kill a frozen target U-ringfrostharvest (item level 1–∞, weight 0): Restore (3–5)% of maximum eitr on kill a frozen target
Restore #% of maximum health on fully breaking an enemy's armour U-axe (item level 1–∞, weight 0): Restore (5–8)% of maximum health on fully breaking an enemy's armour
Restore #% of maximum health over # s on evade (cooldown # s) U-lightbody (item level 1–∞, weight 0): Restore (4–6)% of maximum health over 2 s on evade (cooldown 2 s)
Restore #% of maximum health over # s on trinket activation (cooldown # s) U-bloodbelt (item level 1–∞, weight 0): Restore (5–8)% of maximum health over 3 s on trinket activation (cooldown 2 s)
Restore #% of maximum health over # s when your minion is killed (cooldown # s) U-ringlastwatch (item level 1–∞, weight 0): Restore (4–6)% of maximum health over 3 s when your minion is killed (cooldown 2 s)
Restore #% of maximum rune shield on landing after at least # s in the air (cooldown # s) U-airlegs (item level 1–∞, weight 0): Restore (8–12)% of maximum rune shield on landing after at least 2 s in the air (cooldown 5 s)
Restore #% of maximum stamina when a mead's effect ends U-meadcape (item level 1–∞, weight 0): Restore (10–15)% of maximum stamina when a mead's effect ends
Restoring eitr while it is full fills the rune shield instead U-ringfrostharvest (item level 1–∞, weight 0): Restoring eitr while it is full fills the rune shield instead
Rhythm: every hit in a row on one enemy gives #% increased attack speed, up to # times; a miss or # s without a hit resets it T0 (item level 1–∞, weight 0): Rhythm: every hit in a row on one enemy gives 3% increased attack speed, up to 8 times; a miss or 3 s without a hit resets it
Rime: an enemy that hits you is chilled T0 (item level 1–∞, weight 0): Rime: an enemy that hits you is chilled
Rune shield recharge is not interrupted for # s on parry U-buckler (item level 1–∞, weight 0): Rune shield recharge is not interrupted for 1 s on parry
Rune shield recharge starts on parry U-buckler (item level 1–∞, weight 0): Rune shield recharge starts on parry
Shade: evading a blow makes enemies lose you for # s T0 (item level 1–∞, weight 0): Shade: evading a blow makes enemies lose you for 1 s
Spent rune shield is added to your next hit within # s as spirit damage U-spiritshield (item level 1–∞, weight 0): Spent rune shield is added to your next hit within 3 s as spirit damage
The effects of Wet on you are inverted U-ringrain (item level 1–∞, weight 0): The effects of Wet on you are inverted
Transferred curses keep #% of their remaining duration U-ringverdict (item level 1–∞, weight 0): Transferred curses keep (40–60)% of their remaining duration
Unbreakable: #% less durability loss T0 (item level 1–∞, weight 0): Unbreakable: 100% less durability loss
Weapon hits on your Mountain Bell ring it, dealing #% of the hit's damage and build-ups to enemies around it U-sledge (item level 1–∞, weight 0): Weapon hits on your Mountain Bell ring it, dealing (40–60)% of the hit's damage and build-ups to enemies around it
With the shield up: your knockbacks pull enemies towards the source of the impulse; for a slam that is the centre of its area. Knockback power strengthens the pull. Immunity to displacement is kept. U-tower (item level 1–∞, weight 0): With the shield up: your knockbacks pull enemies towards the source of the impulse; for a slam that is the centre of its area. Knockback power strengthens the pull. Immunity to displacement is kept.
Your curses on the slain enemy move to the nearest enemy in your presence on kill a cursed target U-ringverdict (item level 1–∞, weight 0): Your curses on the slain enemy move to the nearest enemy in your presence on kill a cursed target
Your sceptre's alternative attack is replaced by Mountain Bell U-sledge (item level 1–∞, weight 0): Your sceptre's alternative attack is replaced by Mountain Bell
×# ailment build-up for projectiles with other ammunition than the previous one U-quiver (item level 1–∞, weight 0): ×1.4 ailment build-up for projectiles with other ammunition than the previous one
×# ailment build-up with mines for every second mine of a detonation chain U-minebelt (item level 1–∞, weight 0): ×1.5 ailment build-up with mines for every second mine of a detonation chain
×# area of effect with mines U-minebelt (item level 1–∞, weight 0): ×1.5 area of effect with mines
×# ballista damage U-hammer (item level 1–∞, weight 0): ×0.8 ballista damage
×# burning duration on the bearer U-ringember (item level 1–∞, weight 0): ×0.5 burning duration on the bearer
×# chill duration U-ringfrostharvest (item level 1–∞, weight 0): ×0.8 chill duration
×# curse effect U-cursehood (item level 1–∞, weight 0): ×0.65 curse effect
U-ringverdict (item level 1–∞, weight 0): ×0.8 curse effect
×# damage for projectiles with the same ammunition as the previous one U-quiver (item level 1–∞, weight 0): ×1.2 damage for projectiles with the same ammunition as the previous one
×# delay with mines U-minebelt (item level 1–∞, weight 0): ×1.5 delay with mines
×# draw and reload speed, ×# crossbow reload speed U-quiver (item level 1–∞, weight 0): ×0.8 draw and reload speed, ×0.8 crossbow reload speed
×# eitr regeneration U-magebody (item level 1–∞, weight 0): ×0.7 eitr regeneration
×# endurance while a restoration over time is active U-lightbody (item level 1–∞, weight 0): ×1.3 endurance while a restoration over time is active
×# frost resistance U-stormcape (item level 1–∞, weight 0): ×0.8 frost resistance
×# healing effect U-bloodbelt (item level 1–∞, weight 0): ×0.5 healing effect
U-ringoath (item level 1–∞, weight 0): ×0.8 healing effect
×# life leech from physical attack damage U-axe (item level 1–∞, weight 0): ×0.7 life leech from physical attack damage
×# Rested duration U-ringcomfort (item level 1–∞, weight 0): ×0.8 Rested duration
×# rune shield U-firebody (item level 1–∞, weight 0): ×0.8 rune shield
×# rune shield recharge U-sceptre (item level 1–∞, weight 0): ×0.7 rune shield recharge
U-spiritshield (item level 1–∞, weight 0): ×0.8 rune shield recharge
×# shock build-up on your next attack after a dodge U-fists (item level 1–∞, weight 0): ×2 shock build-up on your next attack after a dodge
×# shock duration U-fists (item level 1–∞, weight 0): ×0.8 shock duration
×# thorns against enemies with broken armour U-ringbarb (item level 1–∞, weight 0): ×1.3 thorns against enemies with broken armour

Item bases

Changed (305)

Show all 162 rows
Name Change
Abyssal Harpoon Crafted item level 1 → 43
(6-10)% increased bleeding chance
Abyssal Razor Crafted item level 77 → 43
(6-10)% increased ailment build-up with attacks
Ancient Bark Spear (8-12)% increased bleeding chance
Antler Pickaxe (5-8)% reduced stamina cost of tools
Arbalest (12-20)% increased stagger build-up with bolts
Ash Fang, Blood Fang, Root Fang, Storm Fang +(60-100)% surpassing chance to fire an additional arrow
Ashen Cape (9-15)% increased health regeneration if you were ignited recently
Asksvin Cloak (9-15)% reduced stamina cost of running
Banded Shield, Wood Shield (5-8)% increased stamina regeneration if you blocked recently
Battleaxe, Skull Splittur, Wooden Battleaxe, Dyrnwyn, Wooden Sword (5-8)% increased armour break build-up
Berserkir Axes, Bleeding Berserkir Axes, Thundering Berserkir Axes, Primal Berserkir Axes, Splitnir, Splitnir the Bleeding, Splitnir the Storming, Splitnir the Primal (15-24)% increased bleeding chance
Bile Bomb, Ember Charge, Basalt Bomb, Ooze Bomb, Smoke Bomb, Snowball (5-8)% increased area of projectiles
Black Metal Atgeir, Padded Helmet, Porcupine (11-18)% increased stagger build-up
Black Metal Axe (11-18)% increased bleeding chance
Black Metal Battleaxe, Black Metal Sword (11-18)% increased armour break build-up
Black Metal Knife (11-18)% increased ailment build-up with attacks
Black Metal Pickaxe (11-18)% reduced stamina cost of tools
Black Metal Shield (11-18)% increased stamina regeneration if you blocked recently
Black Metal Tower Shield (11-18)% reduced stamina cost of blocking
Blob Bomb: Frost Crafted item level 1 → 77
Bone Tower Shield, Wood Tower Shield (5-8)% reduced stamina cost of blocking
Bracelets of the Brave, Evasion Mantle, Neckstabber, Witch Crown, Heart of the Forest, Bronze Pendant, Pulsating Earrings, Fins of Destiny, Jörmundling, Brimstone, Iron Brooch, Nimble Anklet, Resounding Shackle, Wolf Sight, Crystal Heart (6-10)% increased stamina regeneration after activating a trinket recently
Breastplate of Ask (15-24)% increased ailment build-up with attacks
Breastplate of the Protector (17-28)% increased steadfast damage reduction
Bronze Atgeir, Bronze Helmet, Bronze Mace (6-10)% increased stagger build-up
Bronze Axe Crafted item level 43 → 19
(6-10)% increased bleeding chance
Bronze Buckler (6-10)% increased stamina regeneration if you parried recently
Bronze Pickaxe, Scythe, Snow Shovel (6-10)% reduced stamina cost of tools
Bronze Plate Leggings (6-10)% increased stamina regeneration
Bronze Plate Tunic (6-10)% increased steadfast damage reduction
Bronze Spear (6-10)% increased bleeding chance
Bronze Sword (6-10)% increased armour break build-up
Butcher Knife (12-20)% reduced stamina cost of attacks
Cape of Oden Crafted item level 19 → 1
(5-8)% increased Rested duration
Cape of the Caller (12-20)% increased area of auras
Carapace Breastplate (12-20)% increased rune shield recharge rate
Carapace Buckler (12-20)% increased stamina regeneration if you parried recently
Carapace Greaves (12-20)% increased steadfast damage reduction
Carapace Helmet (12-20)% increased area of links
Carapace Shield (12-20)% increased stamina regeneration if you blocked recently
Chestpiece of the Vanguard (17-28)% increased projectile speed
Copper Knife (6-10)% increased ailment build-up with attacks
Crown of Valheim (6-10)% increased area of auras
Crude Bow (6-10)% reduced stamina cost of drawing
Crystal Battleaxe, Silver Sword (9-15)% increased armour break build-up
Dead Raiser (12-20)% increased minion maximum health
Deer Hide Cape, Headband (5-8)% reduced stamina cost of running
Demolisher, Stagbreaker, Wooden Sledge (5-8)% increased area of slams
Drake Helmet, Fang Spear (9-15)% increased bleeding chance
Draugr Fang (12-20)% increased poison chance with arrows
Dundr (12-20)% increased shock chance
Dverger Circlet (9-15)% increased light radius
Early Axes Crafted item level 43 → 1
(5-8)% increased bleeding chance
Echo Spike (15-25)% increased projectile speed
Eitr-weave Hood (5-8)% increased eitr regeneration
Eitr-weave Robe (5-8)% faster start of rune shield recharge
Eitr-weave Trousers (5-8)% increased effect duration
Feather Cape (12-20)% increased projectile speed while airborne
Fenris Coat (9-15)% increased attack speed with fists
Fenris Hood (9-15)% increased dodge speed
Fenris Leggings (9-15)% increased jump distance
Finewood Bow (9-15)% increased projectile speed
Fishing Hat Crafted item level 19 → 246
(6-10)% reduced stamina cost of fishing
Flametal Breastplate (15-24)% increased fortification effect
Flametal Greaves (15-24)% reduced knockback taken
Flametal Helmet, Nidhögg, Nidhögg the Bleeding, Nidhögg the Thundering, Nidhögg the Primal (15-24)% increased armour break build-up
Flametal Mace, Bloodgeon, Storm Star, Klossen (15-24)% increased stagger build-up
Flametal Shield (15-24)% increased stamina regeneration if you blocked recently
Flametal Tower Shield (15-24)% reduced stamina cost of blocking
Flint Axe Crafted item level 19 → 1
(5-8)% increased bleeding chance
Flint Knife, Voidcaller, Wooden Knife (5-8)% increased ailment build-up with attacks
Frostner (9-15)% increased stagger build-up
Grappling Hook (6-10)% reduced stamina cost of the grappling hook
Headdress of the Bear Crafted item level 130 → 19
(5-8)% increased stagger build-up
Headdress of the Caller (17-28)% increased curse effect
Himminafl (12-20)% increased stagger build-up
Hood of Ask (15-24)% increased draw speed
Hood of Embla (15-24)% increased eitr regeneration
Hood of Oden Crafted item level 19 → 1
(3-5)% increased Rested duration
Hood of the Vanguard (17-28)% increased draw speed
Horn of Celebration, Dvergr Tankard (6-10)% increased duration of drunk meads
Huntsman Bow Arrows have (50-100)% chance to chain to an additional target
Iron Atgeir, Iron Mace (8-12)% increased stagger build-up
Iron Axe Crafted item level 77 → 43
(8-12)% increased bleeding chance
Iron Buckler (8-12)% increased stamina regeneration if you parried recently
Iron Greaves (8-12)% increased stagger resistance
Iron Helmet (8-12)% increased block power
Iron Pickaxe (8-12)% reduced stamina cost of tools
Iron Scale Mail (8-12)% increased steadfast damage reduction
Iron Shield, Shield of Roots (8-12)% increased stamina regeneration if you blocked recently
Iron Sledge (8-12)% increased area of slams
Iron Sword (8-12)% increased armour break build-up
Iron Tower Shield (8-12)% reduced stamina cost of blocking
Jotun Bane, Carapace Spear (12-20)% increased bleeding chance
Krom (12-20)% increased area of attacks
Leather Helmet (5-8)% increased item pickup range
Leather Tunic (5-8)% reduced stamina cost of dodging
Lightning Strike (15-25)% increased shock chance
Linen Cape (8-12)% increased dodge speed
Loincloth of the Bear, Leather Trousers, Rag Trousers (5-8)% increased stamina regeneration
Lox Cape (9-15)% increased steadfast damage reduction
Lox Fur Hood (11-18)% increased fortification effect
Lox Fur Jacket, Padded Cuirass (11-18)% increased steadfast damage reduction
Lox Fur Trousers (11-18)% reduced knockback taken
Megingjord (6-10)% reduced stamina costs while encumbered
Midsummer Crown, Yule Hat (6-10)% increased Rested duration
Mistwalker (12-20)% increased armour break build-up
Moose Hide Cape (12-20)% increased fortification duration
Nord Atgeir, Thunderblood Atgeir, Frostfire Atgeir, Helmet of the Protector, Nord Mace, Thunderblood Mace, Frostfire Mace (17-28)% increased stagger build-up
Nord Axe, Thunderblood Axe, Frostfire Axe, Nord Spear, Thunderblood Spear, Frostfire Spear (17-28)% increased bleeding chance
Nord Bow, Thunderblood Bow, Frostfire Bow (18-30)% increased effective range
Nord Buckler (17-28)% increased stamina regeneration if you parried recently
Nord Crossbow, Thunderblood Crossbow, Frostfire Crossbow (18-30)% increased armour break build-up with bolts
Nord Dagger, Thunderblood Dagger, Frostfire Dagger (17-28)% increased ailment build-up with attacks
Nord Greataxe, Thunderblood Greataxe, Frostfire Greataxe, Nord Sword, Thunderblood Sword, Frostfire Sword (17-28)% increased armour break build-up
Nord Greatshield (17-28)% reduced stamina cost of blocking
Nord Greatsword, Thunderblood Greatsword, Frostfire Greatsword (17-28)% increased area of attacks
Nord Knucklechains, Thunderblood Knucklechains, Frostfire Knucklechains (17-28)% reduced stamina cost of attacks
Nord Shield (17-28)% increased stamina regeneration if you blocked recently
Nord Sledge, Thunderblood Sledge, Frostfire Sledge (17-28)% increased area of slams
Northern Vengeance (15-25)% increased chill duration
Padded Greaves (11-18)% increased stamina regeneration
Patterns of the Bear (5-8)% increased rage effect
Paws of the Bear, Vilebone Maulclaws, Flesh Rippers (5-8)% reduced stamina cost of attacks
Plain Brown Dress, Simple Undyed Dress, Brown Dress with Shawl, Brown Dress with Beads, Plain Blue Dress, Blue Dress with Shawl, Blue Dress with Beads, Plain Yellow Dress, Yellow Dress with Shawl, Yellow Dress with Beads, Harvest Tunic, Harvest Dress, Plain Blue Tunic, Simple Undyed Tunic, Blue Tunic with Cape, Blue Tunic with Beads, Plain Red Tunic, Red Tunic with Cape, Red Tunic with Beads, Plain Yellow Tunic, Yellow Tunic with Cape, Yellow Tunic with Beads, Celebratory Cap, Blue Tied Headscarf, Simple Purple Cap, Green Twisted Headscarf, Brown Fur Cap, Extravagant Green Cap, Simple Red Cap, Yellow Tied Headscarf, Red Twisted Headscarf, Grey Fur Cap, Extravagant Orange Cap, Pointy Hat, Straw Hat (3-5)% increased Rested duration
Rag Tunic (5-8)% increased health regeneration
Ripper, Wound Ripper, Storm Ripper, Root Ripper Bolts have (50-100)% chance to pierce an additional target
Robes of Embla (15-24)% faster start of rune shield recharge
Robes of the Caller (17-28)% increased eitr regeneration
Root Harnesk (8-12)% increased poison chance
Root Leggings (8-12)% increased ailment duration
Root Mask, Crown of Roots (8-12)% increased thorns
Serpent Scale Shield Crafted item level 77 → 43
(5-8)% reduced stamina cost of blocking
Silver Knife (9-15)% increased ailment build-up with attacks
Silver Shield (9-15)% increased stamina regeneration if you blocked recently
Skoll and Hati Crafted item level 97 → 130
(5-8)% increased ailment build-up with attacks
Slayer, Brutal Slayer, Scourging Slayer, Primal Slayer (15-24)% increased area of attacks
Spinesnap Arrows have (50-100)% chance to pierce an additional target
Spirit Caller (15-25)% increased minion damage
Staff of Embers (12-20)% increased area of fire explosions
Staff of Fracturing (12-20)% increased projectile speed
Staff of Frost (12-20)% increased chill build-up
Staff of Protection (9-15)% increased buff duration
Staff of the Wild (12-20)% increased maximum health of constructs
Stone Axe, Wooden Axe, Vilebone Visage, Flint Spear, Wooden Spear (5-8)% increased bleeding chance
Tankard, Mead Horn of Oden Crafted item level 1 → 19
(6-10)% increased duration of drunk meads
Troll Hide Cape (8-12)% increased effective range
Troll Leather Hood (6-10)% increased effective range
Troll Leather Tunic (6-10)% reduced stamina cost of dodging
Trollstav (12-20)% increased minion duration
Trousers of Ask, Troll Leather Trousers (4-6)% increased movement speed
Trousers of Embla (15-24)% increased effect duration
Trousers of the Caller (17-28)% increased effect duration
Trousers of the Protector (17-28)% reduced knockback taken
Trousers of the Vanguard (17-28)% increased dodge speed
Vilebone Cage (5-8)% increased critical damage bonus
Vilebone Drapes (5-8)% increased movement speed on low health
Wolf Fur Cape (9-15)% reduced knockback taken
Wolf Hide Chestpiece (9-15)% increased health regeneration
Wolf Hide Trousers (9-15)% increased stagger resistance
Wooden Atgeir, Club, Wooden Mace (5-8)% increased stagger build-up
Wooden Greatsword (5-8)% increased area of attacks

New (5)

Name Change
Quiver of Dvergr Reckoning Crafted item level 130
(9-15)% increased projectile speed of arrows and bolts / (12-20)% increased projectile speed of arrows and bolts / (15-25)% increased projectile speed of arrows and bolts / (18-30)% increased projectile speed of arrows and bolts
Quiver of the Ashen Path Crafted item level 181
(9-15)% increased armour break build-up with arrows and bolts / (12-20)% increased armour break build-up with arrows and bolts / (15-25)% increased armour break build-up with arrows and bolts / (18-30)% increased armour break build-up with arrows and bolts
Quiver of the Ember Trail Crafted item level 19
+(2-3) fire damage with arrows and bolts / +(3-4) fire damage with arrows and bolts / +(4-5) fire damage with arrows and bolts / +(5-6) fire damage with arrows and bolts
Quiver of the First Hunt Crafted item level 1
+(1-2) piercing damage with arrows and bolts / +(2-3) piercing damage with arrows and bolts / +(3-4) piercing damage with arrows and bolts / +(4-5) piercing damage with arrows and bolts
Quiver of the Snow Watch Crafted item level 77
(6-10)% increased effective range of arrows / (8-13)% increased effective range of arrows / (10-16)% increased effective range of arrows / (12-20)% increased effective range of arrows

Uniques

Changed (2)

Name Change
Amber of the First Root Allocated Notable Passives in Radius also grant Gain (3–5)% of physical damage as extra poison damage (12.5%)
Allocated Notable Passives in Radius also grant Gain (3–5)% of physical damage as extra fire damage (12.5%)
Allocated Notable Passives in Radius also grant Gain (3–5)% of physical damage as extra frost damage (12.5%)
Allocated Notable Passives in Radius also grant Gain (3–5)% of physical damage as extra lightning damage (12.5%)
Eye Between Worlds Gazes through the worlds to a random knowledge portal → gear.pick.rift, and the way opens
Drops: drops in rune monolith events (not corrupted ones): from their defenders, and with a 5% chance when you win one; in the Hall of Three Monoliths on a halls map (5% with each won trial)

New (38)

Show all 38 rows
Name Change
Bell Beneath the Mountain Your sceptre's alternative attack is replaced by Mountain Bell
Weapon hits on your Mountain Bell ring it, dealing (40–60)% of the hit's damage and build-ups to enemies around it
Each Mountain Bell reserves 35% of maximum eitr
(15–25)% increased area of effect
(20–30)% increased stagger duration
Drops: dropped by Moder
Blood Debt Restore (5–8)% of maximum health on fully breaking an enemy's armour
(4–6)% increased armour break build-up with axes per 10 points of current rage
×0.7 life leech - the fire, frost, lightning, poison and spirit of an attack restore nothing; spell hits leech from all their…") from physical attack damage
(30–50)% increased bleed damage
(20–30)% increased bleed chance
(20–30)% increased damage against bleeding enemies
Drops: drops anywhere from the Mountain (item level 77)
Breach Stride 100% chance to attack without spending stamina
(15–25)% increased movement speed on stagger recently (4 s)
(20–30)% increased stagger build-up
(8–12)% increased maximum stamina
Drops: drops anywhere from the Mountain (item level 77)
Censer of the Forgotten Name Leech of spirit damage restores rune shield instead of health
×0.7 rune shield recharge
+(1–2)% health leech with spirit damage
+(20–30)% leech rate
+(10–15)% spirit resistance
Drops: drops from blighted creatures killed in the Blight Mist; in each chest of the Blighted Hall on a halls map (20%)
Circlet of Frozen Embers (20–30)% increased fire. Damage from the hit is separate from burning damage over time.") damage against frozen targets
(20–30)% increased frost damage against burning targets
+12% execute threshold of fire hits against frozen enemies
+15% chance for cold hits to freeze burning enemies at once
+(10–15)% fire. Damage from the hit is separate from burning damage over time.") resistance
+(10–15)% frost resistance
Drops: dropped by Geirrhafa
Cloth Without a Table Restore (10–15)% of maximum stamina when a mead's effect ends
(20–30)% increased consumed mead duration
+2% fire. Damage from the hit is separate from burning damage over time.") resistance per active mead effect (up to 5), +2% frost resistance per active mead effect (up to 5), +2% lightning resistance per active mead effect (up to 5)
(10–15)% increased consumed mead effect
+(10–15)% poison resistance
Drops: drops anywhere from the Black Forest (item level 19)
Cord of Belated Thunder ×1.5 area of effect with mines
×1.5 ailment build-up with mines for every second mine of a detonation chain
×1.5 delay with mines
(20–30)% increased damage with mines
(10–15)% increased bomb area of effect
Drops: found in the treasure chests of: Infested Mine
Covenant of the Unbroken +1 rune shield per 100 points of current durability of the body armour
Damage absorbed by rune shield wears your body armour instead of hit wear: 1 durability per 20 absorbed
(15–25)% increased health regeneration
+(15–25)% stagger resistance
Drops: dropped by Rungard, the Thousand-Faced Warden
Crown of the Last Shepherd Links can target your minions
Maximum links equal your Limit
(30–50)% increased maximum health for minions
(20–40)% increased damage for minions
Minions regenerate (1–2)% of maximum health per second
Drops: drops in rune monolith events (not corrupted ones): from their defenders, and with a 5% chance when you win one; in the Hall of Three Monoliths on a halls map (5% with each won trial)
Door Without a Threshold (3–5)% of current rune shield is spent on block
Spent rune shield is added to your next hit within 3 s as spirit damage
×0.8 rune shield recharge
(20–30)% increased spirit damage
(10–15)% reduced block stamina cost
Drops: dropped by Morgrim, the Shattered Lord
Ember Under the Tongue ×0.5 burning duration on the bearer
(25–40)% of poison damage taken is taken as fire. Damage from the hit is separate from burning damage over time.") damage
+(10–15)% fire. Damage from the hit is separate from burning damage over time.") resistance
(20–30)% increased burning build-up
(15–25)% increased health regeneration while burning
Drops: dropped by Yagluth
Fletcher's Testament +(50–150)% equipment affix effect from equipped quiver
Drops: drops anywhere from the Swamp (item level 43)
Forge Beneath the Ribs (15–25)% of fire. Damage from the hit is separate from burning damage over time.") damage taken is recovered as health over 4 s
(20–30)% increased health regeneration while burning
×0.8 rune shield
+(15–25)% fire. Damage from the hit is separate from burning damage over time.") resistance
(20–30)% increased burning damage
(8–12)% increased maximum health
Drops: dropped by Yagluth
Four Voices of the Forge (15–25)% increased crossbow damage per type of bolt fired in the last 10 seconds
100% chance to reload instantly after switching ammunition type (cooldown 6 s)
(20–30)% increased projectile speed
(10–15)% chance to save arrow or bolt on shot
Drops: found in the treasure chests of: Infested Mine
Grain Beneath the Ice Restore (3–5)% of maximum eitr on kill a frozen target
Restoring eitr while it is full fills the rune shield instead
×0.8 chill duration
(20–30)% increased chill build-up
(8–12)% increased maximum eitr
Drops: dropped by Moder
Gravedigger's Needle Critical hits consume the target's bleeding, dealing (20–30)% of its remaining damage at once with knives
(30–50)% increased bleed damage
(20–30)% increased bleed chance
(30–50)% increased critical strike chance against bleeding enemies
Drops: dropped by Brenna; found in the treasure chests of: Sunken Crypts
Hammer of the Patient Master Ballistas restore (1–2)% of maximum durability per second while not firing
(20–30)% increased ballista reload speed at full durability
×0.8 ballista damage
(20–30)% increased ballista ailment build-up
+(10–15)% chance for ballista bolts to be saved
Drops: found in the treasure chests of: Fortresses (Ashlands)
Hearth in the Pocket (1–2)% increased health regeneration per point of comfort
+(1–5) comfort level
×0.8 Rested duration
(1–2)% increased stamina regeneration per point of comfort
(1–2)% increased eitr regeneration per point of comfort
Drops: drops anywhere from the Swamp (item level 43)
Hide of the Second Wind Restore (4–6)% of maximum health over 2 s on evade (cooldown 2 s)
×1.3 endurance that falls below it is reduced: 20% at base, at most 75%. The threshold is counted in health points. With Rune Bulwark the rune shield is checked instead of health.") while a restoration over time is active
(8–12)% increased maximum health
(10–15)% reduced dodge stamina cost
Drops: drops anywhere from the Swamp (item level 43)
Hood of Two Sentences +1 curse limit
×0.65 curse effect
(20–30)% increased curse effect duration
(8–12)% increased maximum eitr
(20–30)% increased ailment build-up against cursed targets
Drops: drops from blighted creatures killed in the Blight Mist; in each chest of the Blighted Hall on a halls map (20%)
Knot of the Last Pulse (30–50)% increased trinket effect at low life
Restore (5–8)% of maximum health over 3 s on trinket activation (cooldown 2 s)
×0.5 healing effect
(8–12)% increased maximum health
+(20–30)% endurance that falls below it is reduced: 20% at base, at most 75%. The threshold is counted in health points. With Rune Bulwark the rune shield is checked instead of health.") at low life
Drops: drops anywhere from the Mountain (item level 77)
Knuckles of the Thunderer Gain (20–30)% of physical damage as extra lightning damage
×2 shock build-up on your next attack after a dodge
×0.8 shock duration
(20–30)% increased shock build-up
(10–15)% reduced dodge stamina cost
Drops: dropped by Eikthyr
Memorial Knot Restore (4–6)% of maximum health over 3 s when your minion is killed (cooldown 2 s)
Minions on low health deal ×1.2 damage
(20–30)% increased maximum health for minions
(20–30)% increased damage for minions
Drops: dropped by The Queen
Millstones of the Thornwall (10–15)% increased thorns per block in the last 4 s (up to 5)
With the shield up: your knockbacks pull enemies towards the source of the impulse; for a slam that is the centre of its area. Knockback power strengthens the pull. Immunity to displacement is kept.
(30–50)% increased thorns
(10–15)% reduced block stamina cost
(20–30)% increased knockback
Drops: dropped by Bonemass
Moment Between Runes Rune shield recharge starts on parry
Rune shield recharge is not interrupted for 1 s on parry
(15–25)% increased parry window
(20–30)% increased rune shield recharge
Drops: found in the treasure chests of: Frost Caves
Oath of Embers Gain (15–25)% of physical damage as extra fire damage
(30–40)% increased burning build-up
(30–40)% increased burning damage
+(15–25)% fire. Damage from the hit is separate from burning damage over time.") resistance
Drops: dropped by Lord Reto
Quiver of Two Hunts Each projectile fired takes the next ammunition cell of the worn quiver in turn
×1.4 ailment build-up for projectiles with other ammunition than the previous one
×1.2 damage for projectiles with the same ammunition as the previous one
×0.8 draw and reload speed, ×0.8 crossbow reload speed
(20–30)% increased projectile speed
(10–15)% chance to save arrow or bolt on shot
Drops: drops anywhere from the Mountain (item level 77); dropped by Thungr, Zil
Salt of the Shared Wound (15–25)% of damage taken through a link is recovered as health over 4 s
(15–25)% increased health regeneration for linked allies while a restoration over time is active
×0.8 healing effect
(8–12)% increased maximum health
+(15–25)% link range
Drops: drops in rune monolith events (not corrupted ones): from their defenders, and with a 5% chance when you win one; in the Hall of Three Monoliths on a halls map (5% with each won trial); dropped by Thungr, Zil
Silence of the Source +(0.15–0.25) rune shield per point of reserved eitr
×0.7 eitr regeneration
(20–30)% increased effect duration
(10–15)% increased maximum eitr
(15–25)% increased aura area of effect
Drops: drops anywhere from the Mistlands (item level 130)
Song of the Reed (40–60)% increased ailment build-up with arrows
(20–30)% increased poison duration
(20–30)% increased damage against poisoned targets
+1 targets pierced by arrows against poisoned targets
Drops: drops anywhere from the Black Forest (item level 19)
Staff of the Lower Sky 10% of the shock build-up of your hits also applies to you
(8–12)% increased lightning damage per 10% of shock on you
Being wet does not lower your lightning resistance
(30–50)% increased shock build-up against wet targets
(20–30)% increased shock duration
(20–30)% increased presence radius
Drops: drops in rune monolith events (not corrupted ones): from their defenders, and with a 5% chance when you win one; in the Hall of Three Monoliths on a halls map (5% with each won trial)
Tear of the Reverse Rain The effects of Wet on you are inverted
+(30–50)% inflicted wet effect
(15–25)% increased eitr regeneration while wet
+(10–15)% frost resistance
Drops: drops anywhere from the Swamp (item level 43)
The Last Rank +3 targets pierced by spears with echo strikes
30% more damage for each target already pierced by spears, up to ×2.2 with echo strikes
(20–30)% increased strike damage
(20–30)% increased stagger build-up
Drops: dropped by Lord Reto; found in the treasure chests of: Fortresses (Ashlands)
Thorn Within the Band (20–30)% of thorns damage also builds armour break
×1.3 thorns against enemies with broken armour
(20–30)% increased thorns
(20–30)% increased armour break duration
Drops: dropped by Bonemass
Tracks Above the Snow (30–50)% increased projectile speed while airborne
Restore (8–12)% of maximum rune shield on landing after at least 2 s in the air (cooldown 5 s)
(10–15)% increased jump height
(10–15)% reduced jump stamina cost
Drops: dropped by Geirrhafa, Moder
Underside of the Storm −1 s rune shield recharge delay while wet
(30–50)% increased rune shield recharge while wet
×0.8 frost resistance
+(15–25)% lightning resistance
(20–30)% increased eitr regeneration while wet
Drops: drops anywhere from the Mistlands (item level 130)
Unread Verdict Your curses on the slain enemy move to the nearest enemy in your presence on kill a cursed target
Transferred curses keep (40–60)% of their remaining duration
×0.8 curse effect
(20–30)% increased curse effect duration
(15–25)% increased presence radius
Drops: drops from blighted creatures killed in the Blight Mist; in each chest of the Blighted Hall on a halls map (20%)
Victor's Right Hits consume a fully broken armour and deal 50% more damage with swords
(20–30)% increased damage against enemies with broken armour
(30–50)% increased critical strike chance against enemies with broken armour
(20–30)% increased armour break duration
Drops: drops anywhere from the Plains (item level 97)

Currency

Changed (5)

Name Change
Essence of Fire Adds a random fire property to an item (up to tier 3 → 6)
Essence of Frost Adds a random frost property to an item (up to tier 3 → 6)
Essence of Lightning Adds a random lightning property to an item (up to tier 3 → 6)
Essence of Poison Adds a random poison property to an item (up to tier 3 → 6)
Rune of the Crimson Seal Seals one random property of a rare item with four → a full set of properties: it can never be changed again. A sealed enchantment becomes an ordinary property

New (13)

Name Change
Brand of the Grave Mire, Brand of the First Storm, Brand of the Deep Roots, Brand of the Last Flame, Brand of the Eternal Frost, Brand of the Mountain Mother, Brand of the Misty Hive, Brand of the Dead Crown
Bronze Vault Key Opens a bronze chest of this floor's vault. Gone when you leave the floor
Gold Vault Key Opens a gold chest of this floor's vault. Gone when you leave the floor
Rune of Renewed Trade Renews the stock of the chosen merchant
Rune of the Open Gate At a gate of the Halls of Oaths: the halls are open to you again at once (clears the wait between runs)
Silver Vault Key Opens a silver chest of this floor's vault. Gone when you leave the floor

Boss drops

New (35)

Show all 30 rows
Name Change
**** The Last Rank: 1.5%
Hammer of the Patient Master: 2.5%
**** Four Voices of the Forge: 2%
Cord of Belated Thunder: 2%
**** Visage of the First Warden: 100%
**** Corrupted Visage of the First Warden: 100%
**** Moment Between Runes: 4%
**** Gravedigger's Needle: 4%
**** PT_AlloyAncestral ×1–2: 4.85%
PT_AlloyBarrowSilver ×1–2: 4.85%
PT_AlloyBastion ×1–2: 4.85%
PT_AlloyBogBronze ×1–2: 4.85%
PT_AlloyEmberSteel ×1–2: 4.85%
PT_AlloyFlyingRune ×1–2: 4.85%
PT_AlloyRimeSteel ×1–2: 4.85%
PT_AlloyThunderCopper ×1–2: 4.85%
PT_AlloyWarSteel ×1–2: 4.85%
PT_AlloyWayfarer ×1–2: 4.85%
PT_AlloyWhisperSilver ×1–2: 4.85%
PT_GlyphBrokkr: 2.91%
PT_GlyphThreeKnots: 2.91%
PT_GlyphNorns: 2.91%
PT_GlyphDepths: 2.91%
PT_GlyphEcho: 2.91%
PT_GlyphVoid: 2.91%
PT_GlyphMemory: 2.91%
PT_GlyphUnbindPrefix: 2.91%
PT_GlyphUnbindSuffix: 2.91%
PT_GlyphCleansing: 2.91%
PT_GlyphSifting: 2.91%
PT_GlyphTempering: 2.91%
PT_GlyphLastHeat: 2.91%
PT_GlyphDelay: 2.91%
PT_GlyphAscension: 2.91%
PT_GlyphReinforcement: 2.91%
**** ×6
**** PT_GemUncutTrigger: 25%
PT_GemUncutEffect: 29.5%
PT_GemUncutSupport: 29.5%
PT_GemPatternChisel: 15.9%
**** Rune of Insight ×3–6: 29.4%
Rune of Spark ×3–6: 23.5%
Rune of Weaving ×2–4: 20.6%
Rune of Change ×2–4: 11.8%
Rune of Renewed Trade ×1–3: 11.8%
Great Rune of the Jarl: 1.32%
Great Rune of Ascent: 0.294%
Great Rune of Return: 0.441%
Great Rune of Awakening: 0.294%
Great Rune of Oblivion: 0.235%
Great Rune of Fate: 0.147%
Great Rune of First Essence: 0.147%
**** Womb of Corruption: 0.2%
Bonemass Brand of the Grave Mire: 25%
Bonemass Millstones of the Thornwall: 2.67%
Thorn Within the Band: 1.33%
Brenna Gravedigger's Needle: 8%
Eikthyr Brand of the First Storm: 25%
Eikthyr Knuckles of the Thunderer: 4%
Fader Brand of the Last Flame: 25%
Geirrhafa Tracks Above the Snow: 3%
Circlet of Frozen Embers: 3%
Kall Fimbulbringer Brand of the Eternal Frost: 25%
Lord Reto Oath of Embers: 2%
The Last Rank: 2%
Moder Brand of the Mountain Mother: 25%
Moder Tracks Above the Snow: 1.6%
Grain Beneath the Ice: 0.8%
Bell Beneath the Mountain: 1.6%
Morgrim, the Shattered Lord Door Without a Threshold: 4%
Rungard, the Thousand-Faced Warden Covenant of the Unbroken: 4%
The Elder Brand of the Deep Roots: 25%
The Queen Brand of the Misty Hive: 25%
The Queen Memorial Knot: 4%
Yagluth Brand of the Dead Crown: 25%
Yagluth Forge Beneath the Ribs: 2%
Ember Under the Tongue: 2%
Zil, Thungr Quiver of Two Hunts: 3.33%
Salt of the Shared Wound: 1.67%

Monster Modifiers

Changed (3)

Name Change
Headsman Finishes → Strikes what → the is already → badly wounded far harder.
Finishing blow: 1.30 → 1.75×
Leader Its → Keeps pack → lesser is → minions of its land around it. They are faster near it, and lost without it, and worth nothing.
Minions: 6
Minion return: 20.0 s
Minion health: 0.60
Minion damage: 0.70
Calls within: 40 m
Vampire Greedy → Vampire
Drinks a fifth of the harm it deals, whatever the kind of damage.

New (20)

Name Change
Backstabber Strikes twice as hard from behind.
Blow from behind: 2.00×
Bloodcaller Its aura gives it and its allies critical blows.
Aura reach: 10.0 m
Critical chance: 0.15
Critical damage: 1.75×
Critical Often lands critical blows, and they cut deep.
Critical chance: 0.25
Critical damage: 2.00×
Curser Lays random curses on every foe around it. Its element bends the curses.
Between curses: 14.0 s
Curse reach: 15.0 m
Curse lasts: 8.0 s
Curse strength: 0.25
Elemental pull: 4.0×
Deathward While it lives, creatures around it cannot fall below 1 health.
Ward reach: 12.0 m
Detonating Its shots burst against any surface.
Burst reach: 2.5 m
Burst damage: 0.35×
Glutton Its blows take a meal you have eaten, and the meal's strength goes with it. A block or a dodge keeps it.
Between meals: 20 s
Leaper Leaps high and lands on you. The ground shows where.
Between leaps: 14.0 s
Leap height: 12.0 m
Time in the air: 1.6 s
Slam reach: 4.0 m
Slam damage: 0.90×
Closest leap: 6.0 m
Farthest leap: 26.0 m
Magmatic A magma shell swallows most damage, swells, then bursts it back around itself.
Damage absorbed: 0.95
Shell fills at: 0.50
Swelling: 1.8 s
Burst reach: 6.0 m
Damage thrown back: 0.50
Largest burst: 6.0×
Bare window: 8.0 s
Quickened All its attacks, effects and modifiers come back sooner.
Cooldown speed: 1.40×
Ricochet Its shots jump from whatever they strike to the next target.
Jumps: 2
Jump reach: 14.0 m
Damage per jump: 0.75
Rootcaller Roots stand around it and burst up under its foes. The ground warns you first. They are worth nothing.
Roots around it: 3
Between strikes: 9.0 s
Warning: 1.2 s
Strike range: 20 m
Root around it lasts: 20 s
Root under a foe lasts: 7 s
Most roots: 6
Root health: 0.60
Root damage: 0.50
Root size: 0.60
Soul Eater Devours the creatures that die near it, growing stronger with each one.
Feeding reach: 14.0 m
Health per soul: 0.12
Damage per soul: 0.08
Most souls: 8
Size per soul: 0.03
Stonecaller Its aura makes it and its allies take less damage.
Aura reach: 10.0 m
Damage taken: 0.75×
Sunderer Its blows crush your armour. Keep out of its reach and the armour recovers.
Crush per blow: 0.15
Armour lost at full crush: 0.60
Recovery starts after: 6.0 s
Recovery speed: 0.10
Totemic Raises four distant totems. Its blue shell holds until all four are broken.
Between totems: 45 s
Totem distance: 22 m
Totem health: 0.10
Raises within: 30 m
Unseen Fades to a faint silhouette, again and again.
Between fades: 12.0 s
Fade lasts: 5.0 s
Volley Looses extra shots in a fan.
Extra shots: 2
Fan width: 12°
Damage of an extra shot: 0.70
Warcaller Its aura makes it and its allies strike harder.
Aura reach: 10.0 m
Damage: 1.25×
Windcaller Its aura makes it and its allies move and strike faster.
Aura reach: 10.0 m
Speed: 1.25×

Buildings

New (1)

Name Change
Runic Anvil Cost: Stone 30, Bronze 10, Surtling Core 2, Azurite Dust 30
Built near: piece_workbench

World

Changed (1)

Name Change
Creature health and damage by biome Plains: health ×2.88 → 3.28, damage ×1.4 → 1.82, boss health ×3.6 → 4.92, boss damage ×1.4 → 1.82
Mistlands: health ×3 → 5.25, damage ×1.7 → 2.46, boss health ×4.5 → 7.88, boss damage ×1.7 → 2.46
Ashlands: health ×3.5 → 8.4, damage ×2 → 3.32, boss health ×5.25 → 12.6, boss damage ×2 → 3.32
Deep North: health ×4 → 13.45, damage ×2.3 → 4.48, boss health ×6 → 20.18, boss damage ×2.3 → 4.48

Values

Changed (4)

Name Change
Bows: damage multiplier at and beyond the far distance Bows and crossbows: damage multiplier at and beyond the far distance → Bows: damage multiplier at and beyond the far distance
Cooldown of the critical-hit charge source after it charged the attack 0.2 → 1.2 s
Highest monster power multiplier (health and damage) Highest monster power multiplier (health, damage and loot) → Highest monster power multiplier (health and damage)
Quiver on the back: height offset 0.05 → 0.2 m

New (648)

Show all 202 rows
Name Change
Aerial Aim: hover seconds per time in the air, Field Forge: a packed ballista re-assembles this long after it is placed again (shortened by ballista placement speed) 5 s
Answering Step: after a block, the next melee attack within this time steps in, Mountain Bell: warning before it leaves, Endless Feast: an ally keeps the aura's effect this long after leaving it, Bottle in Hand: how long a movement-speed mead's slow lasts, The Last Drop: seconds added to one running mead effect per throw that hits an enemy (buff duration applies), Spent rune shield: seconds the next hit has to take it, Ballistas: a placed ballista assembles this long before its first shot (shortened by ballista placement speed), Wound to the Limit: a repair charges a ballista at most this often (one limiter for all your ballistas), Runes on the Frame: how long the repaired ballista carries your infusion, Ratchet Strike: how long the repaired ballista is quickened, Two Fangs: the previous weapon counts this long after its hit, Shed the Skin: how long the poison trail lasts, Memory of Flame: most chill seconds released by one hit 3 s
Answering Step: after a parry, an enemy aimed at within this range is the step's target, Halls of Oaths: Vigil by the Fire - the vigil's clock runs while a member stands this close to the fire 6 m
Answering Step: duration of the step, Footwork in the Sand: duration of the retreating step, Mine: how often the mines look for enemies (one pass for all of a player's mines), Siege Thunder: seconds between the salvo shots of your ballistas 0.2 s
Answering Step: longest step towards the enemy 2.5 m
Answering Step: the step stops this far from the enemy's body, Treasure maps: depth of the chest lid under the ground 0.6 m
Arrow on the Run: seconds after a bow shot when sprinting keeps the draw, Feast before Battle: paying back starts this long after the last deferred cost, Reload key: how long a press waits for the shot or another action to end 1.2 s
Arrow Rain: degrees the archer leans back to aim the bow at the sky while charging 65 °
Arrow Rain: most arrows one rain can drop 200
Arrow Rain: seconds from the shot to the arrows landing 1.8 s
Arrow Rain: seconds over which the arrows land 0.4 s
Arrow Rain: speed of a falling arrow 45 m/s
Ascendancy classes: a class's small node is the attribute tab's small tier times this (the panel applies it on saving the class shelf), Haldor's finds: price of a magic find, times the gamble price 2.5 x
Ascendancy classes: points of every class tree (each small or notable node costs one), Haldor's finds: most items in the stock, Skill gem Circle of Gifts: radius, Skill gem Circle of Malice: radius, Skill gem Night Brood: cooldown, Skill board: base capacity, Skill gem Fire Burst: push, Skill gem Steadfast Circle: radius, Skill gem Warm Hearth: radius, Skill gem Rune Veil: radius, Skill gem Eikthyr's Spark: range, Halls room maps: board height in cells (5-8); the entry is in the first row, the final boss in the last, Halls room maps: board width in cells (4-8), Room merchant of the halls: offers in a stock, Mine: most armed or arming mines per player (+ limit rows with the mine chip); the oldest over it fizzles without exploding, Rhythm: most hits counted 8
Ascendancy classes: refund price of a class node, in tree points' refund prices 5 x
Ballista on the Head: how high over the head the crossbow rides (and its bolts leave) 0.45 m
Ballista on the Head: length of the crossbow over the head 0.9 m
Ballistas: a ballista being repaired does not shoot for this long 0.8 s
Ballistas: a staggered ballista is knocked this far off its aim 35 °
Ballistas: base sight range, Bases: beds this close together are one base 40 m
Ballistas: base simultaneous ballistas per character, First Taste of Battle: rage from one manual attack that hits an enemy, Skill gem On Block: capacity, Skill gem On Critical Hit: capacity, Skill gem On Hit: capacity, Skill gem On Killing a Bleeding Enemy: capacity, Skill gem On Killing a Burning Enemy: capacity, Skill gem On Parry: capacity, Skill gem Night Brood: count, Skill gem Leap: extra, Skill gem Branching: extra, Skill gem Through the Ranks: extra, Skill gem Warm Hearth: regen, Halls of Oaths: one more elite (gatekeeper's guardian, hunted mark) per this many extra members; 0 off, Halls of Oaths: entrances per land biome type in a world, Halls trials: from which floor the Funeral Bowls are offered, Halls trials: from which floor the Three Braziers are offered, Halls trials: from which floor the Seals are offered, Halls room maps: elites in a fight room (the map's racks affix adds its own), Rhythm of the Giant: every this many performed slams, one counts as charged, Overdraw: stamina drain multiplier while overdrawing, Burial ships: one more guardian in the last wave per this many extra players; 0 off, Cruel Eye: seconds added to ailments, First Blood: damage multiplier of the first hit on an unhurt enemy, Squeeze the Venom: how many times faster the squeezed poison deals what it has left 2
Ballistas: base turn rate 60 °/s
Ballistas: bolt speed multiplier over the bolt's own speed 1.25 x
Ballistas: crossbow copy length on the frame 1.3 m
Ballistas: crossbow copy offset forward from the middle of the frame 0.1 m
Ballistas: crossbow copy size over its set length, Treasure maps: multiplier of the unique chance of a gear roll 1 x
Ballistas: crossbow copy turned 180 degrees about its length (1) when it sits upside down, Halls of Oaths: gauntlet, altars, relic, hunt and blight as multi-chamber suites, Halls room maps: each built cell's decoration static-batched (1 on, 0 off; hmapperf 04.11: batching cost frame time - 13.8 -> 24.9 ms in a fight - so off), Halls room maps: build the runtime's stand-in rooms even where composed layouts exist (1 on), Quiver on the back: turn the model over (1 - yes) 0
Ballistas: damage of a shot as a share of crossbow + bolt damage, before bonuses, Call of the Anvil: damage of the recall's strike as a share of the weapon's blow, Skill gem On Block: chance, Skill gem On Parry: chance, Skill gem Night Brood: health, Skill gem Heavy Impulse: push, The Earth Remembers: ground area radius as a share of the slam's own radius, Off the Shoulders: share of the copied weapon's damage, Overdraw: increased damage at the end of the overdraw, Battle Brew: poison chance of the shatter's hit on each enemy (increased and more poison chance apply; above 100% extra stacks), Iron Footing: added resistance per 100% increased ballista and building durability, Open Sky: more area of effect at full clearance (1 = twice the radius), Answering Heat: the attacker's burn, as a share of the fire that hit you, Treasure maps: the chest's own item quantity 100%
Ballistas: durability spent per shot as a share of its maximum (its fighting reserve; 0 = shots do not wear it) 0.4%
Ballistas: durability when the copied crossbow has none of its own (otherwise the crossbow's maximum durability), Room merchant of the halls: coins for an Ashlands room 400
Ballistas: gap between the crossbow copy and the top of the frame 0.02 m
Ballistas: reload time as a share of the crossbow's base reload time 120%
Ballistas: seconds a full ballista takes to run out of durability, before effect duration, Siege Order: a mark lasts this long after your last crossbow hit on it 12 s
Ballistas: shoots only when the target is within this angle of where the frame points 12 °
Ballistas: shoots only while its builder is within this distance 64 m
Ballistas: shots per reload, Skill gem Storm Crown: capacity, Skill gem Shrapnel Burst: radius, Skill gem Night Brood: capacity, Skill gem Bared Steel: capacity, Skill gem Shattered Mail: capacity, Skill gem Broken Seals: capacity, Skill gem Broken Will: capacity, Skill gem Rotten Blood: capacity, Skill gem Bared Soul: capacity, Skill gem Trembling Bones: capacity, Skill gem Norns' Fetters: capacity, Skill gem Bowstring Echo: capacity, Skill gem Blood Legacy: capacity, Skill gem Flame of the Fallen: capacity, Skill gem Fire Burst: capacity, Skill gem Rain Underfoot: capacity, Skill gem Rain Underfoot: radius, Skill gem Answering Heat: capacity, Skill gem Flesh Rend: capacity, Skill gem Steadfast Circle: capacity, Skill gem Frost Wave: capacity, Skill gem Ice Shards: capacity, Skill gem Ice Shards: count, Skill gem Shard of Retribution: capacity, Skill gem Victor's Blood: capacity, Skill gem Plague Breath: capacity, Skill gem Warm Hearth: capacity, Skill gem Rune Veil: capacity, Skill gem Eikthyr's Spark: capacity, Skill gem Eikthyr's Spark: targets, Halls trials: from which floor the Hidden Altars are offered, Halls trials: from which floor the Gauntlet is offered, Halls trials: from which floor the Relic is offered, Blend: most blend stacks, Rhythm: seconds between hits before it resets 3
Ballistas: size of the frame against the game's turret (the crossbow on it keeps its own size) 0.333 x
Ballistas: the system is on (1) or off (0) - siege hammer, ballista piece and its cells, Ballistas: show the copy of the set-up crossbow on the frame (1) or not (0), Mountain Bells existing at once, Skill gem Storm Crown: after, Skill gem Storm Crown: targets, Skill gem On Block: cooldown, Skill gem Shrapnel Burst: capacity, Skill gem Inner Circle: capacity, Skill gem Deep Wound: capacity, Skill gem Leap: capacity, Curses: base curses one player keeps on one enemy, Skill gem Long Seal: capacity, Skill gem Thrifty Facet: capacity, Skill gem Answering Heat: duration, Skill gem Branching: capacity, Skill gem Heavy Impulse: capacity, Skill gem Sturdy Shell: capacity, Skill gem Through the Ranks: capacity, Skill gem Heavy Word: capacity, Skill gem Blazing Heart: capacity, Skill gem Storm Saturation: capacity, Skill gem Wide Echo: capacity, Halls of Oaths: per-floor atmosphere (environment, post-processing, particles, ambient loop) (1 on, 0 off), *Halls of Oaths: use the biomes' own room sets (halls--<biome>) where they exist, Promise of the Hall: currency stacks on every finished room, Halls bosses: body size between the halls' downscale (0) and the vanilla boss size (1); read when the game starts, Halls of Oaths: the light pass - exposure floor at the Crypt's, fill over every fight area, every source capped (1 on, 0 the old light for comparison), Halls room maps: the top cell must hold a boss room before packing (1); 0 - optional, an empty top means no final fight, Halls: the gates lead to the room maps (book, board, map, launch) instead of the oath cycle (1 on, 0 the old halls), Halls of Oaths: ascension budget = min(class points, oath points) (1 on, 0 off), Halls of Oaths: item racks with the band's resources in every reward room by default (plus the trial's own and the deals'), Halls trials: from which floor the Gatekeeper is offered, Halls trials: from which floor the Hunt is offered, Halls trials: from which floor (biome) Vigil by the Fire is offered, Halls of Oaths: what marks a biome's boss (vegvisirs, boss stones) also marks the nearest entrance of that biome (1 on, 0 off), Halls room maps: a construct (ballista) in a cleared room the party has left is taken down (1 on, 0 off), Halls room maps: lights, particles and sounds only in the player's cell and the cells next to it (1 on, 0 off), Halls room maps: a player's own rain cloud (levitation rain, the Storm Lord) soaks under the dungeon's vault (1 on, 0 a roof keeps it off as everywhere), Sigrid: on (1) or off (0), Shade: seconds enemies lose you, Wanderer: on (1) or off (0), Memory of Flame: seconds of the burning's own damage per released chill second 1
Ballistas: time between loaded shots as a share of the crossbow's base reload time, Skill gem On Killing a Bleeding Enemy: chance, Skill gem On Killing a Burning Enemy: chance, Skill gem Ice Shards: share, Return Volley: share of a projectile's damage to each enemy pierced on the way back, Feast before Battle: share of each stamina cost deferred into the debt, Iron Footing: stagger resistance of your ballistas, Runes on the Frame: share of your stored infusion damage each of its shots adds, Will of Thunder: chance per check (the total is capped at 100%) 35%
Base chance of a slashing hit to bleed, Base chance of a poison hit to poison, Ballistas: base share of the builder's crossbow projectile mechanics (extra projectiles, pierce, chain, bounce, speed) a ballista inherits; the rest comes from ModifierTransferPct + Ballista + ProjectileBonuses, Burial ships: more health per extra player on top of the game's own co-op scaling (0 = the game's alone) 0%
Battle Brew: radius of the shatter (area of effect rows apply) 2.6 m
Bottle in Hand: after the release until the next throw (shorter with attack and throwing speed) 0.32 s
Bottle in Hand: base damage of a tier 6 (Ashlands) mead's bottle; tiers between go in a straight line from the tier 1 damage 150
Bottle in Hand: from the swing to the bottle leaving the hand (shorter with attack and throwing speed) 0.34 s
Bottle in Hand: furthest aimed point, Burial ships: a guardian farther than this returns to the ship 45 m
Bottle in Hand: gravity on a thrown bottle 12 m/s²
Bottle in Hand: launch speed of a thrown bottle 20 m/s
Burial ships: chance per newly generated zone 0.018
Burial ships: discovery distance of the map mark, Wanderer: after the gift he vanishes when every player is farther than this 80 m
Burial ships: everyone gone this long - the waves stop and the seal closes again 90 s
Call of the Anvil: enemies this close to the flight line are struck 1 m
Call of the Anvil: flight speed of the recalled weapon (faster with minion movement speed) 18 m/s
Carver's Tithe: chance of an extra rune per room chest, Silvered Bronze: chance a Bronze key found becomes Silver, Floor vault: chance a gold chest has the Uniques theme, Ragn: chance that a square has a stall 0.25
Cellar on the Back: instant and timed restoration of the mead becomes regeneration spread over at least this long 60 s
Cellar on the Back: length of the barrel model on the back 0.5 m
Champion's Answer: the parry's echo charge waits this long for a spear thrust, Gather the Bitterness: how long a charge waits for the next hit, Single Voice: attunement fades this long after the last cast of its element, Three Voices: how long each resonance charge lasts, Pattern Shift: how long the readied shift waits for a cast 10 s
Conductivity per 100% of the ailment threshold dealt as lightning, Skill gem On Hit: chance, Skill gem Bared Steel: armour, Skill gem Thrifty Facet: cheaper, Skill gem Thrifty Facet: slower, Skill gem Flame of the Fallen: boss, Skill gem Heavy Word: more, Spectral Archer: share of the source shot's damage, Arrow on the Run: more movement speed while drawing a bow, Cellar on the Back: more effect of the barrel's mead, Aged in the Cask: more effect of meads, every way they are used, Sigrid: chance of a visit each day after the pause, Antidote: share of poison ticks that heals, Shed the Skin: most shed poison the trail carries, as a share of your maximum health, Shed the Skin: trail damage per second as a share of your weapon's poison damage 25%
Curse Cast: reach of the aim, Spectral Response: furthest target from you, Arrow Rain: farthest circle from the player, Sigrid: nearest stop from the base 30 m
Dense Reflection: share of the original hit a phantom strike deals (instead of phantom.damage) 36%
Dismantling a corrupted item: Corrupted Azurite Dust given, as a share of the azurite dust it would give (plain azurite is not given) 0.1 x
Echo strikes that pierce: half-width of the line behind the target they go through, To Your Health: an ally this close to the bottle's path catches it 0.7 m
Echo strikes: delay from the attack to its first echo strike 0.15 s
Echo strikes: gap between echo strikes of one series 0.14 s
Echo strikes: they reach this far from the attacker (grows with melee range); a target further away ends the series, Open Sky: clearance under you that gives the full area bonus (no surface below counts as this) 5 m
Eternal Forge: share of maximum durability restored per second (faster with work speed for repairing), With All the Weight: landing slam stagger build-up per 20 maximum carry weight 1%
Execute: share of the threshold against magic enemies 75%
Execute: share of the threshold against unique enemies and bosses 33.33%
Feast before Battle: stamina per second paid back 6 /s
Flammability of a target covered in tar, Poison smoke on poisoned creatures: share of the game's own (1 - unchanged), Living Steel: a broken weapon comes alive again only from this share of its durability, Skill gem Inner Circle: more, Skill gem Shattered Mail: more, Skill gem Trembling Bones: more, Skill gem Steadfast Circle: more, Skill gem Branching: less, Skill gem Heavy Word: shorter, Halls of Oaths: more health of every creature per extra member in the room, Head Hunter: the most a boss altar's offering can be spared, one roll a summon, Arrow Rain: share of the shot's damage per falling arrow, One Arrow: more damage per cancelled additional arrow, Bottle in Hand: a movement-speed mead's bottle slows the enemy it hits by this share, Echo of the Storm: chance added to every Will of Thunder check meanwhile, Concord of Elements: share of the cast's damage gained as extra damage, split evenly over fire, cold and lightning, Elemental Mantle: resistance to the attuned element at full attunement 30%
Flammability per 100% of the ailment threshold dealt as fire, Skill gem Deep Wound: less, Skill gem Broken Will: less, Skill gem Norns' Fetters: slow, Skill gem Long Seal: cost, Skill gem Flesh Rend: boss, Skill gem Blazing Heart: self, Skill gem Wide Echo: less, Base shock: increased damage taken, Mantle of Rain: reduced damage taken from a wet enemy's hit within your presence, while you are wet 20%
Floor vault: rarity bonus of a gold chest 0.7
Footwork in the Sand: length of the retreating step 1.8 m
Footwork in the Sand: stamina cost of the retreating step, Skill gem Circle of Malice: per-curse, Skill board: passive points spent per +1 capacity, Skill gem Ice Shards: range, Promise of the Halls: currency stacks at the end of the halls, Bottle in Hand: stamina of one throw (stamina cost rows of attacks and throwing apply), Will of Thunder: least lightning of a strike before your bonuses 10
Footwork in the Sand: the retreating step can be taken this long after the thrust's blow, Mountain Bell: shortest gap between full tolls of one bell; hits inside it ring as usual, the sound is lighter, Blood for Fear: how long a held trinket effect lasts past the moment the bar is last seen full, Giant's Leap: seconds of the slam swing until its blow, before the first leap measures it, The Earth Remembers: how long the slammer waits for other machines' creatures before the area is made, Spectral Response: at most one spectral copy per linked ally this often 0.6 s
Giant's Leap: forward speed of the leap 9 m/s
Giant's Leap: the slam lands at the latest this long after the take-off, Overdraw: seconds held past full draw to reach the maximum, Quiet Fever: seconds without your manual hit before the poison starts to grow 2 s
Giant's Leap: upward speed of the leap 7 m/s
Gilded Silver: chance a Silver key found becomes Gold, Seafarer's Coffer: chance of an extra treasure map per vault chest, Floor vault: chance of a unique besides in a gold chest 0.15
Haldor's finds: a new stock every this many in-game days, Bases: a base is active while a sleeper was here within these days 3 days
Haldor's finds: chance of a unique item in a place (when the level has one), Arms of the Fallen: chance of an extra equipment piece per kill, Rune of the Open Gate: chance in each floor-boss chest of the halls 0.05
Haldor's finds: fewest items in the stock, Skill gem Circle of Gifts: per-support, Skill gem Bared Steel: duration, Skill gem Shattered Mail: duration, Skill gem Broken Seals: duration, Skill gem Broken Will: duration, Skill gem Rotten Blood: duration, Skill gem Bared Soul: duration, Skill gem Trembling Bones: duration, Skill gem Norns' Fetters: duration, Skill gem Plague Breath: dps, Skill gem Plague Breath: radius, Halls of Oaths: trial rooms on the way through one floor (then its boss) 6
Haldor's finds: price of a rare find, times the gamble price 4 x
Haldor's finds: price of a unique find, times the gamble price 10 x
Haldor's finds: share of rare items (the rest magic), Skill gem On Critical Hit: cooldown, Key of the Threshold: chance of a Bronze key per finished room 0.4
Halls of Oaths: an unstarted run with nobody in it is closed after, Halls room maps: seconds an empty lobby waits before it closes 900 s
Halls of Oaths: chance of a PoV reward roll per breakable, Anvil: hits below this share of maximum health deal nothing 5%
Halls of Oaths: discovery distance of the map mark, Ragn: discovery distance of the map mark, Sigrid: discovery distance for players who do not live at the base 300 m
Halls of Oaths: entrance level of tier II (Oath of Stone) 77
Halls of Oaths: entrance level of tier III (Oath of Mist) 130
Halls of Oaths: in-game days a gate's halls rest once a run of it begins its first trial room (0 - no rest) 1 d
Halls of Oaths: more health of a floor boss per extra member in the arena 70%
Halls of Oaths: Vigil by the Fire - seconds to hold 75 s
Halls room maps: cells farther than this from the player are switched off (geometry, lights, fx) 150 m
Halls room maps: enemies alive at once in a room for one player - the first wave, kept up by reinforcements (party scaling on top), Battle Brew: poison damage of the shatter per point of the mead's strength 18
Halls room maps: enemies of a fight room for one player in all, reinforcements included (party scaling on top) 28
Halls room maps: how many of a cell's lights keep their shadows (the strongest; 99 = all; hmapperf 04.11: fewer did not pay) 99
Halls room maps: live enemies of a room at most at a time (any party) 32
Halls room maps: milliseconds of building per frame (the dungeon goes up over frames) 6 ms
Halls room maps: rooms on one map at most (load budget), Halls of Oaths: live creatures of a room at most (spawns past it are cut, a wave keeps at least one) 24
Halls room maps: share of the board's cells (below the boss row) that are open 55%
Halls room maps: the halls' level at which a board is the full one, Halls of Oaths: entrance level of tier IV (Oath of Ash) 181
Halls room maps: the halls' level at which a board is the smallest, Halls of Oaths: entrance level of tier I (Oath of the Hearth) 19
Hammer's Order: gap between two living weapons' attacks on the named target (shorter with minion attack speed), Spectral Archer: seconds the ghost bow turns and draws before each shot 0.3 s
Heavy Coffers: extra share of items in vault chests, Floor vault: rarity bonus of a silver chest 0.3
How long one flammability/conductivity layer lasts, Mountain Bell: cooldown of the call, the character's, Blood for Fear: shortest time between two trinket activations made by reaching a full bar (crossing back and forth around low life gives no new burst), Break the Limit: a full bar of rage drains away in this long during a frenzy (scaled by effect duration), Hammer's Order: how long the named target stays the living weapons' order, Call of the Anvil: cooldown of a recall that strikes, Spectral Archer: how long the archer stays (scaled by effect duration), Mead Courage: the fortification a drunk mead gives holds this much longer (buff duration applies), Marked by the Double: how long a phantom's mark waits for your manual hit (x buff duration), Venom Reserve: how long a reserve lasts unused 8 s
Iron Footing: most stagger resistance 85%
Living Steel: a living weapon further than this from you and not getting closer flies back to your side, Split the Earth: fissure length, Endless Feast: radius of the barrel's aura (area of effect and aura area rows apply), Presence: how far above or below you an enemy still counts 8 m
Living Steel: a living weapon further than this from you flies back to your side, Spectral Archer: radius in which it finds targets 25 m
Living Steel: a weapon put in its slot (or let go from the hand) comes alive after this long, Arrow Rain: seconds of aiming before the shot into the sky (divided by attack speed with bows), Ballistas: a staggered ballista's next shot is delayed this long, Will of Thunder: seconds between chance checks (fixed, not tied to frames or enemy count) 1.5 s
Living Steel: health of a living weapon per point of its item's durability, before minion life 1.5
Maker's Mark: increase of an armour piece's own base defences per 100 of its maximum durability, Edge of Ages: base damage added per point of the weapon's maximum durability, Skill gem On Critical Hit: cost, Skill gem On Hit: cost, Skill gem Flame of the Fallen: share, With All the Weight: landing slam knockback per metre of fall 6%
Measure of the Spear: more damage of the empowered echo thrust, Measure of the Spear: a thrust counts as far when the enemy is at least this share of the weapon's reach away, Into the Open Wound: more damage of the decisive blow, Maker's Mark: most increase of one armour piece's base defences, Marked by the Double: increased build-up of the matching ailment on the hit that spends the mark 60%
Merchants: base price of a weapon 80 coins
Merchants: base price of armour and capes, Merchants: base price of a shield 70 coins
Merchants: base price of belts, rings and trinkets 120 coins
Merchants: price added per level of the merchant's place (share of the base) 0.04
Mine: delay from being triggered (an enemy in range or a chain) to the explosion; grows with mine delay rows 0.35 s
Mine: extra delay between the mines one explosion sets off, nearest first 0.12 s
Mine: smallest trigger radius 1.5 m
Mine: trigger radius as a share of its blast radius 80%
Mountain Bell: durability, runs out in its life 100
Mountain Bell: farthest spot the call reaches 14 m
Mountain Bell: nearest spot to the caller 3 m
Mountain Bell: pitch of the toll against the game's bell (three quarters of its energy is already under 160 Hz: lower only speakers with bass can play) 0.85 x
Mountain Bell: seconds it stands, Living Steel: a broken weapon cannot come alive again for this long, Off the Shoulders: life of the spectre minion (scaled by minion effect duration), Blend: stacks fade this long after the last throw (buff duration applies) 20 s
Mountain Bell: seconds of the fall 0.7 s
Mountain Bell: speed of the wave's front 15 m/s
Mountain Bell: steepest ground it stands on 38 deg
Mountain Bell: volume of the toll 0.7 x
Mounting pierce: the most the damage of a piercing blow grows to, as a multiplier 2.2 x
Next Opponent: the rest of the series moves to an enemy this close to the fallen target, Mountain Bell: radius of its wave (area grows the circle's area), Arrow Rain: circle radius (scaled by area with bows), Hook: reach of the pickaxe alternative attack the mastery gives, Ride the Storm: radius of the rain under your cloud (grows with area of effect) 4 m
Off the Shoulders: base health of the spectre minion 120
One with the Steel: damage multiplier of living weapons' blows, One with the Steel: attack speed multiplier of living weapons 0.5 ×
Passing Cup: allies this close share the drink (area of effect rows apply) 10 m
Piercing bleeding: share of piercing damage counted, Flammability layers on a wet target, Ground effects ignite/shock once layers reach, Ballistas: base share of the builder's crossbow/projectile damage bonuses (increased and more) a ballista inherits, Ballistas: base share of the builder's crossbow fire-rate bonuses a ballista inherits, Ballistas: base share of the builder's crossbow reload-speed bonuses a ballista inherits, Break the Limit: more rage effect during a frenzy, Tempered on the Foe: more endurance effect while tempered, Twin Fangs: increased armour break build-up of the other axe's blow, Echo strikes: damage of each echo strike as a share of the attack's own blow, Execute: share of the threshold against rare enemies, Shared Temper: share of your fitting increased damage and attack speed your living weapons inherit, Skill gem On Critical Hit: chance, Skill gem Deep Wound: more, Skill gem Bared Steel: boss, Skill gem Shattered Mail: boss, Skill gem Broken Seals: boss, Skill gem Broken Will: boss, Skill gem Rotten Blood: boss, Skill gem Bared Soul: boss, Skill gem Trembling Bones: boss, Skill gem Norns' Fetters: boss, Skill gem Bowstring Echo: share, Skill gem Blood Legacy: share, Skill gem Fire Burst: share, Skill gem Answering Heat: share, Skill gem Sturdy Shell: life, Skill gem Eikthyr's Spark: share, Skill gem Storm Saturation: more, Halls of Oaths: more enemies per extra member in the room (2 players = ×1.5, 4 = ×2.5), Kvasir's Blood: a mead that only restores health, stamina or eitr is drunk below this share of it, Beyond the Shot: share of effective range where the bonus starts to grow, Beyond the Shot: more damage of a bow hit at the edge of effective range, Arrow on the Run: share of a bow shot's own slowdown removed, Passing Cup: share of the drunk mead's duration allies get, Step Beyond: increased reach of phantom strikes looking for another enemy, Burial ships: more dead in a wave per extra player nearby, Ratchet Strike: increased ailment chance and build-up of the repaired ballista's hits (one sum with its builder's ailment rows), Ratchet Strike: increased fire rate of the repaired ballista, Siege Thunder: more damage of each ballista's first hit on the new mark, Split the Sky: increased shock build-up of a critical hit on a wet enemy, Will of Thunder: lightning of a strike as a share of your weapon's damage, Grounding: share of lightning stored for the next attack, Serpent Brood: share of your remaining poison passed to the next enemy, Gather the Bitterness: most a charge holds (1 = 100% poison chance), Gather the Bitterness: share of your poison on the killed enemy kept as a charge, Venom Reserve: most the reserve holds (1 = 100% poison chance), Venom Reserve: share of the poison past your poison limit (or past a full ground gauge) that is kept, Shed the Skin: share of the shed poison the trail deals, Shed the Skin: share of the poison on you a dodge roll sheds, Memory of Flame: share of the chill left turned into a burning surge 50%
Pinned on the Point: closer than this to the point of the thrust, an echo thrust does not push at all 0.3 m
Press the Line: gap between the remaining echo thrusts after the target's new stagger, as a share of the usual gap, Twin Fangs: more damage of the other axe's blow, Weapon Bulwark: share of each hit reaching you that the circling weapons take, Skill gem Storm Crown: share, Skill gem Shrapnel Burst: share, Skill gem Long Seal: longer, Skill gem Frost Wave: share, Skill gem Shard of Retribution: share, Skill gem Wide Echo: area, The Earth Remembers: share of remaining ailments moved onto the ground, Spectral Response: damage of the spectral copy as a share of your weapon's blow, Partial Presence: increased evasion rating after making a phantom strike, Two Fangs: increased poison build-up of a hit with another weapon than the last one on the target, Quiet Fever: most more poison damage, Pattern Shift: increased cast speed of the next manual cast of another element 40%
Quiver on the back: model length 0.55 m
Ragn: one stall at most in a square of this many zones a side 10 zones
Ragn: weight of a magic item 0.35
Ragn: weight of a rare item 0.145
Ragn: weight of a unique item (to Rare when the kind has none) 0.005
Recent blocks: a block inside this many seconds of the last counted one adds no stack 0.25 s
Recent blocks: how long a block counts for «per recent block» rows, The Earth Remembers: how long the ground area lasts, Arrow Rain: seconds a fallen arrow stays in the ground, Return of the Shade: how long the charge from a dodge roll waits for a melee hit (x buff duration), Recovered damage: the share of damage taken comes back as health over this time, Burial ships: pause before the next wave, Quiet Fever: seconds the growth takes to reach its maximum 4 s
Red Covenant: more life leeched per point of rage while endurance holds, Tear the Iron: increased armour break build-up of manual attacks per point of rage, Skill gem Flesh Rend: share, Sigrid: prices grow by this share per level of her stop 2%
Return Volley: lowest speed of a returning projectile 25 m/s
Room merchant of the halls: coins for a Black Forest room 70
Room merchant of the halls: coins for a Mistlands room, Last Breath: cooldown 300
Room merchant of the halls: coins for a Mountains room 160
Room merchant of the halls: coins for a Plains room 220
Room merchant of the halls: coins for a Swamp room 110
Room merchant of the halls: in-game days one stock lasts 3 d
Rune of the Open Gate: chance among the gifts of a burial ship 0.03
Rune of the Open Gate: chance that Ragn's gamble bundle holds one instead of the gear 0.02
Saga's Coffer: extra unique chance in gold vault chests, Rune of the Open Gate: chance in each treasury chest of the halls 0.1
Shared Temper: your own damage multiplier 0.25 ×
Sigrid: farthest stop from the base 60 m
Sigrid: how long she stays 1 days
Sigrid: in-game days of pause before the first visit and after each 5 days
Sigrid: price of a magic item at level 0 (rare x2.5, legendary x6) 90 coins
Sigrid: price of a treasure map at level 0 300 coins
Sigrid: price of one rune or currency item at level 0 30 coins
Sigrid: price of one unit of a material at level 0 3 coins
Sigrid: she does not leave while a player is this close 20 m
Skill board: eitr each support link adds to an aura's reserve, Skill gem Blood Legacy: radius, Skill gem Flame of the Fallen: radius, Skill gem Frost Wave: radius, Promise of the Floor: currency stacks at the end of every floor, Halls of Oaths: breakables in every trial room by default (plus the trial's own and the deals'), Halls room maps: rooms (cells besides the entry and the boss) on a board of the earliest halls, Halls trials: from which floor the Blight Mist is offered, Halls room maps: rune kin of one monolith trial in the Hall of Three Monoliths (party scales it), Thunder of Victory: adrenaline per shocked enemy killed (before adrenaline gain) 5
Skill board: extra stamina cost share of each support link on a trigger's effect, Rhythm: increased attack speed per hit in a row 3%
Skill board: how often gem auras refresh 0.5 s
Skill gem Answering Heat: reserve, Skill gem Steadfast Circle: reserve, Skill gem Plague Breath: reserve, Skill gem Warm Hearth: reserve, Skill gem Rune Veil: reserve, Arrow Rain: falling arrows per arrow of the shot 20
Skill gem Bowstring Echo: speed 60
Skill gem Broken Seals: resist -15%
Skill gem Circle of Gifts: capacity, Skill gem Circle of Malice: capacity, Skill gem Night Brood: limit, Skill gem Answering Heat: radius, Halls room maps: rooms at least on the shortest way from the entry to the final boss, Halls trials: from which floor the Rune Monolith is offered, Halls trials: from which floor the Rift is offered, Burial ships: guardians in the first wave for one player, Treasure maps: base PoV reward rolls of a chest, Single Voice: most attunement stacks 4
Skill gem Circle of Gifts: reserve, Skill gem Circle of Malice: reserve, Uncut gems: creature level per rank of a dropped gem, Curse Cast: eitr of the staff's curse 15
Skill gem Fire Burst: radius 2.5
Skill gem Heavy Impulse: slower, Skill gem Through the Ranks: less, Ballistas: a single blow of this share of a ballista's durability staggers it, Single Voice: increased ailment build-up per attunement stack, Elemental Mantle: resistance to its element per resonance charge 10%
Skill gem Ice Shards: speed, Halls room maps: board mask attempts before the verified fallback mask, Halls room maps: cells a dungeon may have at most (the build budget), Room merchant of the halls: coins for a Meadows room, Feast before Battle: largest debt 40
Skill gem Leap: less, Skill gem Sturdy Shell: less, Skill gem Plague Breath: self, Blend: more effect and damage of the next bottle per blend stack 15%
Skill gem Night Brood: duration, Skill board: most capacity gained from passive points, Skill gem Rain Underfoot: reserve, Skill gem Frost Wave: push, Burial ships: creatures of one wave at most (guardians on top) 12
Skill gem On Block: cost, Skill gem On Parry: cost, Skill gem Victor's Blood: heal 8%
Skill gem On Hit: cooldown 0.6
Skill gem On Killing a Bleeding Enemy: cooldown, Skill gem On Killing a Burning Enemy: cooldown, Unworn Key: chance a key is kept opening a vault chest, Halls room maps: chance of a «corrupted» unique in each chest of the Blighted Hall 0.2
Skill gem On Killing a Bleeding Enemy: cost, Skill gem On Killing a Burning Enemy: cost, Skill gem Blazing Heart: life, With All the Weight: landing slam area per metre of fall 4%
Skill gem On Parry: cooldown, Keys of the Champions: extra share of the key chances from elites, Oath beyond Death: chance to keep one promise on death, Pin to the Wall: stagger build-up per point of remaining knockback, Battle Brew: strength gained per brewing tier of the mead above the first (tier 1 = strength 1), Ragn: weight of a common item 0.5
Skill gem Rotten Blood: resist, Skill gem Bared Soul: resist -20%
Skill gem Storm Crown: every 1.2
Skill gem Storm Crown: radius, Skill gem Rune Veil: shield, Halls room maps: rooms on a board of the latest halls, Bottle in Hand: base damage of a tier 1 (Meadows) mead's bottle that hits an enemy, in the mead's element 30
Skill gem Storm Crown: reserve 25
Spectral Archer: fastest flight of its arrows (a visible flight) 38 m/s
Spectral Archer: seconds between its shots, Mine: arming time after it settles (a mine that is not armed yet ignores enemies and chains), Conductive Flesh: at most one extra check this often (many targets of one blow give one), Quiet Storm: chill hold added by one cold hit on a shocked enemy 1 s
Spectral Response: flight time of the spectral copy to the target 0.45 s
Split the Earth: fissure width, Pin to the Wall: how close behind the enemy an obstacle must be 1.6 m
Tempered on the Foe: how long a full armour break tempers endurance (scaled by effect duration), Split the Earth: how long a fissure lasts, Siege Thunder: a salvo starts at most this often, Echo of the Storm: seconds of the raised chance after a trinket activation (longer with buff duration), Shed the Skin: cooldown, Quiet Storm: the chill's hold never reaches further ahead than this 6 s
The Last Drop: most seconds added to one mead effect, Wanderer: he stays at least this long after the gift 30 s
The Last Thread: share of a linked ally's damage you take 200%
Treasure maps: farthest distance of the treasure from where the map was found 1400 m
Treasure maps: nearest distance of the treasure from where the map was found 250 m
Treasure maps: the chest's own item rarity 150%
Twin Fangs: the other axe must land on the same enemy within this long, Living Steel: how long a living weapon may come no closer before it flies back, Partial Presence: how long the evasion lasts after the last phantom strike (x buff duration) 2.5 s
Wanderer: never this close to a base (beds) or a ward, Wanderer: discovery distance of the map mark 500 m
Wanderer: the next place is at least this far from the last 2000 m
Wanderer: the next place is at most this far from the last 3500 m
Weapon Bulwark: living weapons this close join the guard, Presence: horizontal radius around you (grows with presence range - range rows with the nearby chip) 12 m
Weapon Bulwark: radius of the circle the weapons keep around you 1.1 m

Removed (5)

Name Change
Crossbows: damage reaches the floor at this distance 28 m
Crossbows: full damage up to this distance 12 m
Minimum applied shock 5%
Shock curve coefficient 0.5
Shock curve exponent 0.4

Keywords

Changed (20)

Name Change
Ailment An effect applied by matching damage. Most → Burning ailments → and use → shock roll against layers built by recent hits, bleeding and poison have a chance per hit, chill fills an ailment gauge; impale uses stacks, while armour break and stagger have their own accumulation rules.
Ailment gauge Matching → Chill damage → and fills → armour break fill the target's ailment gauge, and so do bleeding and poison from ground effects; reaching the gauge threshold applies the ailment. Further hits sustain it, while a pause lets the gauge drain and ends the ailment when empty.
Ascension A boss → Lord's essence → Brand ascends a → any weapon, → piece shield → of or summoning staff → equipment to the biome after its boss. Base → Weapons, shields, armour and summoning staves: base damage (in the item's own damage types), durability, block and block → armour rise to that biome's weapons → items of the same kind and slot - nothing goes down; a summoning staff's minion becomes as strong as that biome's creatures. Workbench → Their workbench upgrades start over at quality 1 and then cost what that biome's weapon → reference item costs. Properties, sockets, sigils and implicits stay. One → Equipment essence → with per → nothing item → to compare - rings, and → belts, amulets, trinkets, utility items, capes without armour, tools - gains only upward. Rings and belts can also ascend: only their item level rises, unlocking higher property tiers on future rolls. → ; Their current → its properties, implicit effects, base stats, durability and quality remain unchanged. One brand per item, and only upward.
Bleeding Slash damage fills → can the → inflict bleeding gauge → by chance; there is no base chance. When it fills, bleeding → Bleeding deals 20% of the slash damage of the strongest hit in → that the → inflicted build-up → it per second for 4 s, over time and through armour. Bleeding damage, the damage over time multiplier and duration change it separately. Each player keeps their own strongest bleed on a target; a → an weaker → equal or stronger one does not refresh → refreshes it.
Build-up Makes matching damage apply an ailment more readily. It → For does → burning not → and add → shock it enlarges each layer a missing → hit damage → leaves; type → for bleeding and poison it increases their chance, increase → and ailment → its damage → flat or → form extend → is duration; → a flat chance. Chill and armour break still fill a gauge, impale uses an application chance instead of a gauge.
Burning Fire damage fills the burning gauge. When it fills, burning deals 25% of the fire damage of the strongest hit in the build-up per second for 4 s, as fire damage over time. Burning damage and the damage over time multiplier make it stronger, duration makes it last longer. Each player keeps their own strongest burn on a target; a weaker one does not refresh it. Wet shortens it, and chill removes it.
Every fire hit leaves a layer of flammability on the target for 8 s, the larger the more of the target's ailment threshold it dealt; the layers add up to 100%, and each hit ignites with a chance equal to them. Burning deals 25% of the fire damage of the igniting hit per second for 4 s, over time; each player keeps their own strongest burn on a target. Tar makes a target more flammable, wet less and shortens burning; chill stops its damage while it lasts, and its time keeps running.
Careful Builder Your attacks cannot damage player-built pieces, including your own. Enemy attacks and natural objects are unaffected. You can still dismantle pieces with the hammer. Carts, ships and siege machines, which the hammer cannot dismantle, can still be broken.
Charged attack A charge empowers your next released weapon attack and is consumed even on a miss. Charges do not stack or expire. A charge source can charge the attack again only after its cooldown: 2 s, a critical hit 0.2 → 1.2 s, counted from the last successful charge. A perfect dodge ignores the cooldown and always charges the attack if a dodge roll charges it for you. Spending a charge does not restart cooldowns, and failed grants do not extend them. All hits and projectiles of the released attack share its charge. Spells can consume it only with Charged Casts. The charge itself grants 25% increased damage; charged-attack nodes add further bonuses.
Chill Frost damage fills the chill gauge. Chill slows movement, weakens over time and removes → stops the damage of burning while it lasts; frost-resistant creatures are protected from the slow.
Effective Range Bow and crossbow shots deal full damage up to their effective range. Beyond it, damage first decreases gradually, then falls more steeply to a fifth at the far limit. Increased effective range stretches the entire curve. Crossbows have no effective range: they deal full damage at any distance.
Fire and Frost Burning and chill cannot → live coexist → together. Applying → While either → a removes → target is chilled its burning deals no damage, but the other → burning's time keeps running; once the chill ends, the burning hurts as usual.
Fire damage An elemental damage type that → whose fills → hits build flammability on the target and can ignite it (burning gauge → ). Damage from the hit is separate from burning damage over time.
Life leech Restores a share of health actually removed by a qualifying hit after armour and resistances. Weapon and projectile hits use life leech; spell hits use spell leech, while indirect damage and resource hits do not qualify. Each hit starts its own leech that restores 2% of maximum health per second until it has given back its share; all leech together restores at most 20% per second and stops at full health.
Restores a share of health actually removed by a qualifying hit after armour and resistances. Weapon and projectile hits leech only from their physical damage (blunt, slashing, piercing) - the fire, frost, lightning, poison and spirit of an attack restore nothing; spell hits leech from all their damage through spell leech, while indirect damage and resource hits do not qualify.
Lightning damage An elemental damage type that → whose fills → hits build conductivity on the target and can shock gauge → it. A shocked target takes more damage and builds up stagger faster for a few seconds.
Phantom Strikes A melee attack hit can cause a phantom strike against a random nearby enemy, including the original target. Only the weapon's own blow counts: projectiles, spells and area blows such as a sceptre's Smite lightning do not. It deals 24% of the original hit's calculated damage before the target's defences. Damage modifiers are not applied again, and it does not roll a new critical strike or trigger on-hit effects. It rolls its own critical strike with the critical strike chance and damage of the original hit plus those for phantom strikes. It builds up no ailments, and it builds up half the stagger of the original hit, raised by stagger build-up for phantom strikes. Every full 100% chance guarantees one phantom strike; the remainder rolls for one more. Only Endless Apparition allows phantom strikes to trigger further phantom strikes.
Poison Poison damage fills the → can poison gauge → by chance; there is no base chance, and every full 100% of chance adds a certain poison. When it fills, → Each poison deals 15% of the poison damage of the strongest → its hit in the build-up per second for 4 s. Each → on its own timer; a player can keep → keeps up to 3 poisons on a target at once, and a → the poison limit raises that; → , and a new poison on a full set → one replaces the weakest, if it is stronger. Poison damage and the damage over time multiplier make it stronger. Poison is separate from elemental damage.
Poison damage A damage type that fills the → can poison gauge → by chance. It is separate from elemental damage and from poison damage over time.
Rarity Items: Common items have no random affixes. Magic items have 1–2 affixes: at most 1 prefix and 1 suffix. Rare items have 3–4 → 6 affixes: at most 2 → 3 prefixes and 2 → 3 suffixes. Implicit properties do not count towards these limits. Unique and Legendary items have their own properties and rules. Creatures: no stars means Common, 1–2 stars Magic, 3–4 Rare, and 5 or more Unique. Each star grants a modifier and increases health, damage and loot.
Shock Lightning damage fills the shock gauge. When it fills, the target is shocked for 3 s: it takes more damage from every source and builds up stagger faster, both by the shock's strength. Strength depends on the lightning damage of the strongest hit in the build-up, before the target's defences, compared with the target's ailment threshold: a hit of 1% of it shocks for about 8%. Below 5% there is no shock, and it never goes above 50%. Shock effect makes it stronger, ailment duration makes it last longer. Only the strongest shock on a target acts, and a weaker one does not refresh it. Shock is not a stun and deals no damage itself.
Every lightning hit leaves a layer of conductivity on the target for 8 s, and each hit shocks with a chance equal to all layers, up to 100%. A shocked target takes 20% more damage from every source and builds up stagger faster for 3 s; shock effect raises this, up to 50%. Only the strongest shock on a target acts, and it deals no damage itself.
Slash damage A physical damage type that fills → can the → inflict bleeding gauge → by chance. Bleeding requires → needs both slash damage, not just → and a build-up → bleeding bonus → chance; there is no base chance.

New (9)

Name Change
Ammunition Bombs or any thrown ammunition, including thrown meads
Ballista A crossbow construct, set up with the siege hammer by any character. It is a skill, not a building: it costs nothing and can stand anywhere, bound only by the ballista limit. It carries a copy of the crossbow in the siege crossbow cell and shoots real bolts from the bolt magazine. When set up it records the crossbow's own damage and a share of its builder's crossbow, projectile, reload and fire-rate bonuses; changing gear later does not change it. Its durability is its crossbow's and runs out by itself in its lifetime, 12 seconds at base; every shot wears it a little more, at zero it falls, and the hammer repairs it. It shoots only while its builder is near.
Construct A construct is an object a character sets up or creates that acts on its own: ballistas, ice crystals, spores, armour shards, Mountain Bells, and a Steelskaldr's living weapons. Its durability is its health, and it runs out by itself in its lifetime: effect duration lengthens the lifetime and reduced decay slows the loss. At zero a ballista falls and the created ones go off. Living weapons do not decay: their durability is a real item's. A bonus for constructs reaches every construct that has the bonused property.
Damage over Time Speed A damaging ailment deals its damage faster: burning, poison or bleeding with 25% increased damage over time speed deals 25% more damage per second and ends sooner, so its total damage stays the same. General rows and rows of the ailment add together.
Mountain Bell Tags: skill, construct, area, damage, build-up.
Hold your alternative attack to see the place and the eitr it will reserve, release to call the Bell: it falls from the sky on the ground in front of you, up to 14 m away, and its landing hurts nobody. A bad spot or too little eitr refuses the call and costs nothing.
Cooldown 8 s, the same for every sceptre of this character. It stands 20 s (base 20), its wave reaches 4 m (base 4), you keep up to 1: a new Bell at the limit replaces your oldest. Each Bell reserves 35% of maximum eitr until it leaves, you die or the sceptre comes off.
Every weapon hit on it, yours or an ally's, shots included, rings it: a wave passes 40-60% of that hit to each enemy around, damage and every build-up alike. Crit, leech and kills belong to the one who struck; defence, resistances and conditions are the enemy's own. Enemy hits, damage over time and other waves do not ring it. Striking it is not hitting an enemy: the blow itself gives no on-hit reward.
Scales with: area of effect (it grows the area, so the radius grows as its square root), effect duration, construct and Bell rows, eitr reservation efficiency; the wave with the damage, build-up and area damage of the one who struck.
Phantom socket A socket beyond the item's socket limit, opened by the Glyph of the Void. It takes what an ordinary socket takes and stays through punches, reforging and repairs.
Potential An item's budget for runic crafting: 100 on every ordinary piece of equipment. Each runic action costs 15 plus the costs of its alloys and glyphs; a critical craft costs half. At zero the item still works, but runic crafting is closed. Repairs and workbench upgrades do not restore it.
Runic Anvil A crafting station for alloys and glyphs. Its stock keeps one slot per kind with no limit; upgrades open up to four shared slots, and a Runecarver adds one more of their own. Forging makes the item rare with two prefixes and two suffixes; alloys make the properties of their theme more likely.
Unusual ore Each unit of ordinary copper, tin, scrap, silver or flametal mined may come with one unusual ore of the same metal beside it, at a small chance. The unusual ore smelts into a themed alloy for the Runic Anvil.

Data from Path of Valheiman 6.0.6, extracted 2026-11-09.