Name | Description | Tier | Item | |
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Thrust Ward I | +2% Thrust Damage Absorption. | I | ![]() |
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Physical Ward I | 1% Physical Damage Absorption. | I | ![]() |
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Wilderness Ward I | 0.75% Physical and 0.25% Elemental Damage Absorption. | I | ![]() |
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Elemental Ward I | 1% Elemental Damage Absorption. | I | ![]() |
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Spectral Ward I | 0.75% Elemental and 0.25% Physical Damage Absorption. | I | ![]() |
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Empty Gem Socket | An empty socket for a gem. | — | ![]() |
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Taunting I | Taunts are active. You generate +100% more threat. | — | ![]() |
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Taunting II | Taunts are active. You generate +200% more threat. | — | ![]() |
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Taunting III | Taunts are active. You generate +250% more threat. | — | ![]() |
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Taunting IV | Taunts are active. You generate +300% more threat. | — | ![]() |
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Calming I | You generate 4% less threat. | — | ![]() |
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Calming II | You generate 6% less threat. | — | ![]() |
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Calming III | You generate 8% less threat. | — | ![]() |
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Calming IV | You generate 10% less threat. | — | ![]() |
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Lucky I | You have +0.25% chance at rare items from chests and monsters. | — | ![]() |
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Lucky II | You have +0.35% chance at rare items from chests and monsters. | — | ![]() |
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Lucky III | You have +0.45% chance at rare items from chests and monsters. | — | ![]() |
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Lucky IV | You have +0.5% chance at rare items from chests and monsters. | — | ![]() |
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Leeching Taunt | You generate +250% more threat, and gain +3% of your damage as Health. (2s Cooldown) | — | ![]() |
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Leeching Calm | You generate 8% less threat, and gain +1% of your damage as Health. (2s Cooldown) | — | ![]() |
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Energized Taunt | You generate +250% more threat, and gain +4 Stamina with each successful hit. (3s Cooldown) | — | ![]() |
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Energized Calm | You generate 8% less threat, and gain +1 Stamina with each successful hit. (3s Cooldown) | — | ![]() |
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Siphoning Taunt | You generate +250% more threat, and gain +1.5 Mana with each successful hit. (2s Cooldown) | — | ![]() |
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Siphoning Calm | You generate 8% less threat, and gain +0.8 Mana with each successful hit. (2s Cooldown) | — | ![]() |
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Ignited Taunt | You generate +250% more threat, and hits inflict Burn, dealing 8% Fire damage per second for 2s. | — | ![]() |
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Ignited Calm | You generate 8% less threat, and your Fire attacks do an additional 2% damage. | — | ![]() |
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Frozen Taunt | You generate +250% more threat, and hits inflict Frostburn, dealing 8% Ice damage per second for 2s. | — | ![]() |
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Frozen Calm | You generate 8% less threat, and your Ice attacks do an additional 2% damage. | — | ![]() |
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Abyssal Taunt | You generate +250% more threat, and hits inflict Corrosion, dealing 8% Void damage per second for 2s. | — | ![]() |
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Abyssal Calm | You generate 8% less threat, and your Void attacks do an additional 2% damage. | — | ![]() |
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Electrified Taunt | You generate +250% more threat, and hits inflict Surge, dealing 8% Lightning damage per second for 2s. | — | ![]() |
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Electrified Calm | You generate 8% less threat, and your Lightning attacks do an additional 2% damage. | — | ![]() |
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Arboreal Taunt | You generate +250% more threat, and hits inflict Poison, dealing 8% Nature damage per second for 2s. | — | ![]() |
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Arboreal Calm | You generate 8% less threat, and your Nature attacks do an additional 2% damage. | — | ![]() |
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Empowered Taunt | You generate +250% more threat, and hits inflict Hex, dealing 8% Arcane damage per second for 2s. | — | ![]() |
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Empowered Calm | You generate 8% less threat, and your Arcane attacks do an additional 2% damage. | — | ![]() |
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Punishing Taunt | You generate +250% more threat, and your Melee attacks do an additional 2% damage. | — | ![]() |
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Punishing Calm | You generate 8% less threat, and your Melee attacks do an additional 1% damage. | — | ![]() |
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Sighted Taunt | You generate +250% more threat, and your Ranged attacks do an additional 2% damage. | — | ![]() |
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Sighted Calm | You generate 8% less threat, and your Ranged attacks do an additional 1% damage. | — | ![]() |
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Leeching Arboreal | 40% of damage is converted to Nature (scales off base weapon stat or FOC, whichever is higher), and gain +3% of your damage as Health. (2s Cooldown) | — | ![]() |
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Leeching Nature Ward | +5% Nature Damage Absorption, and gain +1% of your damage as Health. (2s Cooldown) | — | ![]() |
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Energized Arboreal | 40% of damage is converted to Nature (scales off base weapon stat or FOC, whichever is higher), and gain +4 Stamina with each successful hit. (3s Cooldown) | — | ![]() |
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Energized Nature Ward | +5% Nature Damage Absorption, and gain +1 Stamina with each successful hit. (3s Cooldown) | — | ![]() |
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Siphoning Arboreal | 40% of damage is converted to Nature (scales off base weapon stat or FOC, whichever is higher), and gain +1.5 Mana with each successful hit. (2s Cooldown) | — | ![]() |
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Siphoning Nature Ward | +5% Nature Damage Absorption, and gain +0.8 Mana with each successful hit. (2s Cooldown) | — | ![]() |
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Ignited Arboreal | 40% of damage is converted to Nature (scales off base weapon stat or FOC, whichever is higher), and hits inflict Burn, dealing 8% Fire damage per second for 2s. | — | ![]() |
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Ignited Nature Ward | +5% Nature Damage Absorption, and your Fire attacks do an additional 2% damage. | — | ![]() |
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Frozen Arboreal | 40% of damage is converted to Nature (scales off base weapon stat or FOC, whichever is higher), and hits inflict Frostburn, dealing 8% Ice damage per second for 2s. | — | ![]() |
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Frozen Nature Ward | +5% Nature Damage Absorption, and your Ice attacks do an additional 2% damage. | — | ![]() |