List of keywords: Difference between revisions

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Latest revision as of 10:34, 9 October 2025

This is a list of all the keywords in the game.

IdTitleDescription
TestTestThis test case is designed to be overwitten by other content
PhysicalPhysical DamagePhysical damage is one of the five Damage Types. It is the most common and the only one reduced by Armour, rather than by a Resistance.

Most physical damage comes from Weapon Attacks, but some Spells and other skills deal physical damage as well. Physical damage over time can be inflicted with Bleeding.
FireFire DamageFire damage is one of the five Damage Types. It is reduced by Fire Resistance. Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite.
ColdCold DamageCold damage is one of the five Damage Types. It is reduced by Cold Resistance. Cold hits apply Chill and build up Freeze, but cannot build up Heavy Stun.
LightningLightning DamageLightning damage is one of the five Damage Types. It is reduced by Lightning Resistance. Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
ChaosChaos DamageChaos damage is one of the five Damage Types. It is reduced by Chaos Resistance.
Chaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.
test2Test custom content
AilmentsAilmentsAilments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding, Ignite, Chill, Freeze, Shock, Electrocute, and Poison.
AttributesAttributesStrength, Dexterity, and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.

Each Attribute provides a different inherent bonus.
StrengthStrengthStrength is an Attribute required to equip most equipment that grants Armour, as well as various melee-aligned Weapons and Skills.

Strength provides an inherent bonus of +2 to maximum Life per 1 Strength.

Strength does not grant damage to Skills or any other benefits except where specifically stated.
DexterityDexterityDexterity is an Attribute required to use most equipment that grants Evasion Rating, as well as various range-aligned Weapons and Skills.

Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.

Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
IntelligenceIntelligenceIntelligence is an Attribute required to use most equipment that grants Energy Shield, as well as various spell-aligned Weapons and Skills.

Intelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence

Intelligence does not grant damage to Skills or any other benefits except where specifically stated.
BleedingBleedingBleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield

Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated.

Physical damage from Hits Contributes to Bleeding Magnitude.

Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.

The base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.

Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break) do not affect Bleeding damage.
BlindBlindBeing Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.
ChillChillChill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold, with a minimum of 30% and a default maximum of 50%.

Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
ChilledGroundChilled GroundChilled Ground Chills those standing in it, and lasts 6 seconds by default.
ConsecratedGroundConsecrated GroundYou and Allies standing on your Consecrated Ground Regenerate 5% of their maximum Life per second, and Curses have 50% reduced effect on them.
CullingStrikeCulling StrikeCulling Strikes kill Normal enemies if their life is at 30% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the Hit is applied.
DecimatingStrikeDecimating StrikeHits against Full Life Enemies remove between 5% and 30% of Life, before the damage of the Hit is applied.
DamageTypesDamage TypesThe damage types are Physical, Fire, Cold, Lightning and Chaos.
DamagingAilmentsDamaging AilmentsAilments that deal damage are Bleeding, Ignite, and Poison.
DefencesDefencesArmour, Evasion Rating and Energy Shield are the standard Defences. Other protective stats such as Resistances are not counted as Defences.
DesecratedGroundDesecrated GroundYou take Chaos damage over time while standing in Desecrated Ground.
ElementalAilmentsElemental AilmentsElemental Ailments are Ignite, Chill, Freeze, Shock, and Electrocute.
FreezeFreezeFreeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.

Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen.
HinderHinderHinder is a Debuff that Slows movement speed by 30% unless otherwise specified. Unless Specified, Hinder has a duration of 4 seconds.
IgniteIgniteIgnite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.

The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit.

Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit, but not any modifiers on the target that affect how much damage they will take from the Hit. This Magnitude is not further affected by any modifiers to the damage you deal.

Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration) do not affect Ignite damage.
FlammabilityFlammabilityFlammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment, but is closely associated with Ignite, which is.

Fire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.

The base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite.

Since chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.

Effects which do not Hit targets, but Ignite as if they had, such as Ignited Ground, also inflict Flammability, but do not roll a random chance to Ignite. Such effects will only Ignite once the total Flammability on the target reaches 50%.

Multiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.
IgnoreResistancesIgnoring ResistancesIgnoring Resistances means your damage cannot be modified in any way by the target's Resistance stats.
KnockbackKnockbackKnockback pushes Enemies away when Hit.
LifeLeechLife LeechWhen you deal damage from a Hit, Leech causes you to recover an amount of the stated resource equal to a percentage of the damage you dealt.
Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech.
Leeched Life is recovered over one second. Multiple Leeches can occur simultaneously.
LowEnergyShieldLow Energy ShieldYou are on Low Energy Shield if you have 35% of your Maximum Energy Shield or less.
LowLifeLow LifeA player or monster is on Low Life if it has 35% of its Maximum Life or less.
LowManaLow ManaYou are on Low Mana if you have 35% of your Maximum Mana or less.
LuckyLuckyLucky things are rolled twice and the better result used.
MaimMaimMaimed enemies suffer from 30% Slower Movement Speed and 15% reduced Evasion Rating. Maim lasts for 4 seconds unless otherwise specified.
ManaLeechMana LeechWhen you deal damage from a Hit, Leech causes you to recover an amount of the stated resource equal to a percentage of the damage you dealt.
Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech.
Leeched Mana is recovered over one second. Multiple Leeches can occur simultaneously.
RageLeechRage LeechWhen you deal damage from a Hit, Leech causes you to recover an amount of the stated resource equal to a percentage of the damage you dealt.
Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech.
Leeched Rage is recovered over one second. Multiple Leeches can occur simultaneously.
MapOwnerMap OwnerThe Map Owner is the player who created the Map area.
NonDamagingAilmentsNon-Damaging AilmentsAilments that do not deal damage are Chill, Freeze, Shock, and Electrocute.
OverkillOverkillOverkill damage is any damage from a Hit in excess of the enemy's remaining Life when it is killed.
PoisonPoisonPoison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield.

Physical and Chaos damage from Hits Contribute to Poison Magnitude.

Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.

The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.

Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration) do not affect Poison damage.
RageRageRage grants 1% more Attack damage per 1 Rage gained, to a maximum of 30. You lose 1 Rage every 0.1 seconds if you have not taken damage or gained Rage in the last 2 seconds.

Only one Hit every 0.5 seconds can cause you to gain Rage.
RecentlyRecentlyRecently refers to the past 4 seconds.
ShapeshiftShapeshiftingShapeshifting changes you into a non-human form. Shapeshifting skills still use your character's stats as normal unless otherwise specified.

Using a skill that is not compatible with your shapeshifted form will automatically revert you to human form.
ShockShockShock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.

Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
SmokeCloudSmoke CloudsEnemies standing in Smoke Clouds are Blinded.
Smoke Clouds have a radius of 2 metres unless otherwise specified.
StunThresholdPlayer Stun ThresholdYour base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits. A Stun chance of less than 10% is treated as 0%.
EnemyStunThresholdEnemy Stun ThresholdThe lower an enemy's Stun Threshold, the less Stun buildup is needed to Stun or Heavy Stun them.
FreezeThresholdFreeze ThresholdFreeze Threshold determines how much Freeze buildup is needed to Freeze a target.
UnaffectedUnaffectedDebuffs you are Unaffected by can still be placed on you, but will not actually apply their effect.
UncappedResistUncapped ResistanceUncapped Resistance is the value a Resistance would have if ignoring Maximum Resistance. These values are shown in parentheses at the top of the Character Panel.
OvercappedResistOvercapped ResistanceOvercapped Resistance is the amount of a Resistance you have in excess of your Maximum Resistance for that damage type.
UnluckyUnluckyUnlucky things are rolled twice and the worse result used.
ImmobilisedImmobilisedA target is immobilised if it cannot move, for example due to being Frozen, Pinned, Heavy Stunned, or Electrocuted.
StunStunHits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:

Light Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.

Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned, but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield, Parrying with a Buckler, or riding a mount).

Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.
Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
LightStunLight StunAny Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.

Physical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.
HeavyStunHeavy StunHeavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned, but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield, Parrying with a Buckler, or riding a mount).

While an enemy is Heavy Stunned, they cannot act and count as Immobilised. It will also be harder to Heavy Stun them again for a short time afterwards.

Physical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.
HeavyStunPlayerPlayer Heavy StunPlayers and their Minions usually cannot be Heavily Stunned, but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield, Parrying with a Buckler, or riding a mount). A player's stun bar only empties when they are not taking these actions or Heavily Stunned. While Heavily Stunned players cannot Block, Deflect or Evade.
ElectrocuteElectrocutionElectrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.

Only Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted. Other sources of Lightning damage will not build up towards Electrocution.
PinnedPinnedCertain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.

Pinned targets count as Immobilised.
OverwhelmOverwhelmOverwhelm negates a certain amount of the target's Physical damage reduction, but never more than the total Physical damage reduction the target has.
MeleeMeleeMelee Attacks are those that directly hit with a melee Strike or a Slam, dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.

Any Projectiles these attacks create do not count as Melee damage.
SlamSlamsSlams are Melee Attacks that cause damaging areas of effect, rather than Striking enemies with your weapon directly. Damage from Slams is still Melee damage.
ChainChainEffects that Chain are redirected to another target after hitting an enemy. Projectiles cannot Chain from enemies they Pierce or Fork from.
Projectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be Hit more than once in the same Chain.
PiercePierceProjectiles that Pierce can pass through a target while still damaging them.
ForkForkProjectiles that Fork split into two the first time they hit an enemy and do not Pierce it.
SplitSplitProjectiles that Split fire at a number of targets within 6 metres by splitting into multiple Projectiles the first time they Hit an enemy.

Some non-Projectile beam Skills can also Split.
DeflectDeflectDeflection Rating provides a chance to Deflect damage from Hits, preventing 40% of the damage from those Hits and Ailments they inflict. Exact chance to Deflect also depends on the attacker's Accuracy.
SuppressSuppress50% of damage from Suppressed Hits and Ailments they inflict is prevented.
BlockBlockBlocking completely prevents the damage of an incoming Hit.

You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen.

Some skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the skill.
ChanceToBlockChance to BlockChance to Block only includes modifiers that are explicitly chance-based. Guaranteed Block (such as raising your Shield) does not affect your Chance to Block.
OvercappedBlockOvercapped Block ChanceOvercapped Block Chance is the amount by which your Chance to Block exceeds your maximum Chance to Block.
StrikeStrikeA Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
ProjectileProjectileA Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.

When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
ResistancesResistancesResistances reduce damage taken of the corresponding damage type — Fire, Cold, Lightning or Chaos — up to a Maximum. Fire, Cold and Lightning Resistances are Elemental Resistances.

Player resistances are lowered as you progress through the game, and can be improved with Equipment, Passives & Quest items.
CriticalCritical HitsCritical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value.

Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill.

Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
CriticalDamageBonusCritical Damage BonusMultiplies the damage dealt by Critical Hits. Default value is +100% (i.e. twice as much damage).
JaggedGroundJagged GroundJagged Ground Slows the movement speed of enemies in its area by 20%.
TotemTotemsTotems are allied constructs which use skills for you. Totems are not Minions and their skills benefit from your stats, though they have their own defensive stats and can be damaged or killed.

Totem Limit is shared between different types of Totem by default.
TauntTauntEnemies you Taunt can only target you, and deal 10% less damage with hits to anyone else. If not otherwise specified, Taunt lasts for 3 seconds.
EmpoweredEmpowered SkillsEmpowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
PowerMonster PowerMonster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's Rarity:

Normal: 1
Magic: 2
Rare: 5

Unique monsters always have 20 Power.
ArmourArmourArmour reduces Damage taken from Hits. By default, Armour only applies to Physical Damage.

Damage reduction from Armour is proportional to the amount of Damage, and is more effective at reducing smaller hits.
BurningBurningBurning damage is any Fire damage dealt over time, including things like Ignite.
FrozenFrozenA Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.
EvasionEvasionEvasion Rating grants a chance to Evade enemy Hits, preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy.
AccuracyAccuracyAccuracy is used to hit a target with an Attack, and is checked against the targets Evasion to determine that chance.

Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
EnergyShieldEnergy ShieldEnergy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
Chaos damage removes twice as much Energy Shield.
Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
PrimedElectrocutionPrimed for ElectrocutionNormal enemies are Primed for Electrocution when they have at least 40% Electrocution buildup. Magic enemies are instead Primed at 50% buildup, Rare at 60%, and Unique at 70%.
PrimedStunPrimed for StunNormal enemies are Primed for Stun when they have at least 40% Heavy Stun buildup. Magic enemies are instead Primed at 50% buildup, Rare at 60%, and Unique at 70%.
PrimedFreezePrimed for FreezeNormal enemies are Primed for Freeze when they have at least 40% Freeze buildup. Magic enemies are instead Primed at 50% buildup, Rare at 60%, and Unique at 70%.
IronReflexesIron ReflexesConverts all Evasion Rating to Armour.
SlowSlowSlows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.

Higher Rarity enemies are less affected by Slows:

15% less Slow effect on Magic monsters
30% less Slow effect on Rare monsters
50% less Slow effect on Unique monsters

Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 75% of their base speed.
RarityRarityItem or monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
FasterESRechargeStartFaster Start of Energy Shield RechargeAffects the delay before your Energy Shield starts Recharging after losing Energy Shield.
ESRechargeRateEnergy Shield Recharge RateAffects how quickly Energy Shield is recovered by Recharge once it starts Recharging.
HitDamageHit DamageAny damage that isn't damage over time is Hit damage.

Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
SpellSpellsSpells are skills that use raw magic to destroy your enemies. Attacks are not Spells.

Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
AttackAttacksAttacks are skills that directly use your equipped weapon to damage enemies. Spells are not Attacks.

The base damage, attack speed and critical hit chance of an attack are determined using your weapon's stats unless a skill says otherwise.

Attacks do not necessarily deal Physical damage — they can deal any damage type.
TrapTrapsTraps are Two-Handed ranged weapons that require Dexterity and Intelligence to equip. Traps cannot be used to Attack directly.

Throwing a Trap places it on the ground, where it can either be detonated manually or triggered by Close by enemies depending on the Trap type.
WitheredWitheredWithered applies 5% increased Chaos damage Taken, and can be inflicted up to 10 times.
CrushedCrushedCrushed lowers Physical damage Reduction by 15%.
CrushingBlowCrushing BlowsCrushing Blows cause a Heavy Stun on enemies that are Primed for Stun.
BrittleBrittleHits have up to +6% Critical Hit Chance against Brittle enemies, based on the Cold damage of the Hit which inflicted Brittle, for 4 seconds.
QuestItemQuest ItemQuest items are used to progress the story. They cannot be sold or stashed, but can be discarded. Discarded quest items can be reobtained from their original source.
SwordSwordsSwords are Melee weapons that can be One-Handed or Two-Handed. Swords require Strength and Dexterity to equip.

Sword Attacks are commonly related to elemental damage.
MaceMacesMaces are Melee weapons that can be One-Handed or Two-Handed. Maces require Strength to equip.

Mace Attacks are often Slams or slow Strikes that deal Physical or Fire damage.
SceptreSceptresSceptres are One-Handed weapons that require Strength and Intelligence to equip. Sceptres can be equipped in your main hand or off hand, but you cannot Dual Wield two Sceptres.

Sceptres cannot be used to Attack and do not grant bonuses to Spellcasting. Instead, they grant additional Spirit and can provide bonuses to your Allies.
WandWandsWands are One-Handed Spellcasting weapons that require Intelligence to equip.

Wands cannot be Dual Wielded and cannot be used to Attack directly. However, they grant inbuilt Spells based on the wand type and powerful bonuses to spells.
AxeAxesAxes are Melee weapons that can be One-Handed or Two-Handed. Axes require Strength and Dexterity to equip.

Axe Attacks commonly involve throwing your axe and/or inflicting Bleeding.
BowBowsBows are Two-Handed ranged weapons that require Dexterity to equip. Equipping a Bow allows you to also equip a Quiver in the off hand slot.

Bows can Attack from long range and with high mobility using a variety of skills, but generally deal less damage than other two-handed weapon types.
DaggerDaggersDaggers are One-Handed Melee weapons that require Dexterity and Intelligence to equip.

Dagger Attacks are commonly related to ambushing or debilitating enemies. Some blade-related Spells also require a Dagger.
StaffStavesStaves are Two-Handed Spellcasting weapons that require Intelligence to equip.
Staves cannot be used to Attack. However, they grant inbuilt Spells based on the staff type and powerful bonuses to spells.
ClawClawsClaws are One-Handed Melee weapons that require Dexterity to equip. Claws can be Dual Wielded with another Claw, but cannot be combined with other equipped items in the off hand.

Claw Attacks are commonly fast and cause Bleeding.
TalismanTalismansTalismans are Two-Handed Melee weapons that require Strength and Intelligence to equip.

Talismans allow you to use Shapeshifting Skills. Although each Talisman is associated with a specific Shapeshift form, every Talisman allows you to use Skills from all forms.
ShieldShieldsShields are armour items that are equipped in your off hand. While holding a Shield you have a chance to passively Block. Most Shields can also be raised to Block all incoming Strikes and Projectiles from the front.

Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block.
ArmouredShieldArmoured ShieldsArmoured Shields are any Shields that grant the player Armour — that is, any type of Shield other than Bucklers.
BucklerBucklersBucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block.
FocusFociFoci are armour items that are equipped in your off hand and require Intelligence to equip.

Foci can grant significant amounts of Energy Shield and powerful bonuses to your Spells.
QuarterstaffQuarterstavesQuarterstaves are Two-Handed Melee weapons that require Dexterity and Intelligence to equip.

Quarterstaff Attacks often focus on high mobility in combat.
SpearSpearsSpears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.

Spear combat is often a mix of both ranged and Melee, as many spear skills enable you to throw your spear.
CrossbowCrossbowsCrossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills.

Multiple Projectiles fired from a single Crossbow skill can all hit the same target, and single-Projectile skills fire additional Projectiles in sequence rather than in a spread.
FlailFlailsFlails are One-Handed Melee weapons that require Strength and Intelligence to equip. Flails cannot be Dual Wielded.

Flail Attacks tend to reward careful placement and long wind-up times with devastating effects.
FlaskFlasksFlasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies.

Normal enemies grant Flask charges equal to half their Power
Magic enemies grant Flask charges equal to their Power
Rare and Unique enemies grant Flask charges equal to twice their Power

Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
UFlaskUtility FlasksUtility Flasks can only hold charges while in a flask slot. They can be bound to action buttons to trigger strategically during combat. Utility Flasks offer a buff or combat ability for a limited time.

Flasks refill at Checkpoints, Wells or by killing Monsters. More powerful Monsters will grant more charges.
QuiverQuiversQuivers are off hand items that are only usable while you have a Bow equipped. Quivers provide a variety of bonuses to Bow Attacks.
SpiritSpiritSpirit is a reserve of power used to activate and maintain skills with permanent effects. Spirit-powered skills are managed within the Skills Panel.

Weapon Sets can have differing amounts of available Spirit, due to weapons with Spirit (such as Sceptres), Weapon Set Passive Skills, or Persistent Skills that are active in specific Weapon Sets.
One-HandedOne-HandedOne-handed weapons can be placed in the main weapon slot. Some one-handed weapon types can be dual wielded in both main and off hand weapon slots.
Two-HandedTwo-HandedTwo-handed weapons take up both weapon slots when equipped.
AlliesAlliesYour allies include other players, Minions, and any other entity that fights alongside you and has its own stats.

You do not count as your own Ally.
DualWieldDual WieldingDual Wielding refers to using two Martial Weapons, one in each hand.
MinionMinionsMinions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active.
WarcryWarcriesWarcries are skills which count enemy Power within their area and Empower your subsequent Melee Attacks, sometimes depending on the total Power of enemies counted.
CurseCursesCurses significantly Debuff affected targets. By default a target can have one Curse on them at a time.

Higher Rarity enemies are less affected by Curses:

15% less Curse effect on Magic monsters
30% less Curse effect on Rare monsters
50% less Curse effect on Unique monsters
AftershockAftershocksAftershocks are bursts of area damage that occur after the initial impact of the skill causing them. If not otherwise specified, the Aftershock will deal the same damage as the initial impact, in the same area.
ElusiveElusiveThe Elusive buff grants increased Movement Speed, and additional chance to avoid damage. The effects of Elusive are reduced over time.
ShockedGroundShocked GroundShocked Ground Shocks those standing in it, and lasts 6 seconds by default.
EnergyShieldLeechEnergy Shield LeechWhen you deal damage from a Hit, Leech causes you to recover an amount of the stated resource equal to a percentage of the damage you dealt.
Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech.
Leeched Energy Shield is recovered over one second. Multiple Leeches can occur simultaneously. Modifiers specific to Life Leech will not apply to Energy Shield Leech.
UnarmedUnarmedUnarmed Attacks do not benefit from your equipped Weapon.
OrbOrb SkillsOrb Skills create lasting effects at a location which damage enemies in an area around them.
ExposureExposureExposure is a type of Debuff that lowers the affected enemy's Total Elemental Resistances. By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances, this can cause the enemy's Resistance to become negative.

Higher Rarity enemies are less affected by Exposure:

15% less Exposure effect on Magic monsters
30% less Exposure effect on Rare monsters
50% less Exposure effect on Unique monsters
EnergyEnergySeveral Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.

Energy cannot be gained from direct effects of Triggered Skills.
IceCrystalsIce CrystalsIce Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal Cold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path.

Skills which Consume Freeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
IceCrystalShatterIce Crystal ShatteringSkills which Consume Freeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
ReturnReturningProjectiles which Return will Return to the entity which originated them after reaching the end of their travel, or on hitting a final target.
PhasingPhasingWhile Phasing, you can pass through enemies without being blocked by them.
CorpseCorpsesCorpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain Allies do not leave usable Corpses.
ChargesChargesCharges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.

There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
ElementalDamageElemental Damage TypesThe three Elemental damage types are Fire, Cold, and Lightning.
WellsWellsWells are present in every Town, and will refill your Flasks as well as restoring your Life and Mana when used.
PresencePresenceYour Presence is an area around your character within which certain effects (such as many Auras) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
LightRadiusLight RadiusYour Light Radius determines the distance from your character which will be illuminated in dark areas, and the radius within which terrain and points of interest are revealed on the map.
ItemRarityItem RarityItems can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.
Magic items can have 2 Modifiers; a Prefix and a Suffix.
Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.
More powerful and dangerous enemies are more likely to drop rarer Items.
ShatterShatterFrozen enemies Shatter when killed, destroying their corpse.
PenetrationResistance PenetrationPenetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits. Resistances can only be Penetrated down to a minimum of 0% by default.

Since Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments.
ArmourBreakArmour BreakSome Skills, Items, Support Gems and other effects can Break Armour, which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour, non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits.

Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
ArmourOverbreakArmour Break below 0Enemies with Armour Broken below 0 have negative Armour. This means they take more Physical damage from Hits. Armour broken below 0 is capped by the enemy's base Armour.
ChannellingChannellingChannelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
RemoteRemote SkillsRemote Skills are Skills that are performed for you by a different entity, such as a Totem, Trap, or Clone. Minions are not Remote Skills.
AncestralBoostAncestral BoostAn Ancestrally Boosted Slam has 30% more damage and 25% increased area of effect, and an Ancestrally Boosted Strike will target 2 additional Enemies. Triggered Skills cannot be Ancestrally Boosted. Ancestrally Boosted Attacks count as being Empowered.
BuffBuffsBuffs are effects that boost a player or monster's stats for a duration or while a condition is met.

Unless otherwise stated, Buffs of the same type do not stack — only the copy with the strongest effect applies.
DebuffDebuffsDebuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.

Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
PersistentPersistent SkillsPersistent Skills are toggled in the Skills Panel instead of being used normally and often need to Reserve Spirit in order to be activated.
ConsumeEffect ConsumptionMultiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.

Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
ChaosOrbChaos OrbRemoves a random modifier and augments a Rare item with a new random modifier.
OrbOfAlterationOrb of AlterationReforges a Magic item with new random modifiers.
OrbOfTransmutationOrb of TransmutationUpgrades a Normal item to a Magic item with 1 modifier.
OrbOfAlchemyOrb of AlchemyUpgrades a Normal or Magic item to a Rare item with 4 random modifiers.
OrbOfChanceOrb of ChanceUnpredictably either upgrades a Normal item to Unique rarity or destroys it.
RegalOrbRegal OrbUpgrades a Magic item to a Rare item
ArtificersOrbArtificer's OrbAdds a Rune Socket to a Martial Weapon or Armour
AuraAurasAuras apply Buffs to Allies within a radius, or Debuffs to enemies within a radius of the source of the Aura.
StormSurgeStormsurgeEach Stormsurge on this Weapon grants 3% of damage Gained as Extra Lightning damage for 5 seconds. Maximum 10 Stormsurge.
RevivingReviving MinionsReviving Minions heal after avoiding damage for a short time, and automatically revive after a short delay when killed. This delay is reset whenever another Reviving Minion dies.
QualityQualityQuality grants small bonuses to an item depending on the type of item.

Martial Weapons gain 1% more Physical damage per Quality.
Armours gain 1% more Defences per Quality.
Rings and Amulets have a number of possible quality types that provide bonuses to specific modifiers on the item.
Flasks gain 1% more Life and Mana recovery per Quality.
Charms gain 1% increased duration per Quality.
Skill Gems or equipment that grant Skills grant a specific bonus to their Skill based on their Quality.
SupportGemSupport GemsSupport Gems can be inserted into sockets on a Skill Gem in order to modify the effects of that Skill. They only apply to the Skill Gem they are socketed into.

You cannot use multiple copies of the exact same Lineage Support across multiple Skills, or for Supports that grant global benefits to persistent reservation Skills while active.
Cannot use multiple Support Gems of the same Category in one Skill.
AoESkillArea of Effect SkillsThis Skill has an effect that applies to every target in its area, rather than picking specific targets.

Areas of Effect that originate from a target hit by a Skill will add that target's size to their radius.
DurationSkillDuration SkillsThis Skill has a Duration that can be modified.
DetonatorDetonator SkillsDetonator Skills can cause flammable gas, Oil, explosives, and similar effects to explode on contact.
NovaNova SkillsNova Skills take effect in a circular area around their user.
TriggerTriggered SkillsMany effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.

If multiple methods of Triggering a skill attempt to apply to the same skill, that skill will be disabled.
HeraldHerald SkillsHerald Skills are a type of Persistent Buff that grant powerful effects on killing enemies.
RecoupRecoupWhen you take damage from a Hit, Recoup causes you to recover an amount of the stated resource equal to a percentage of the damage you took over 8 seconds.
ThornsThornsThorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those.

If you have Thorns damage, you inherently Retaliate against Melee Attack Hits, dealing your Thorns damage to the enemy that Hit you.

Some skills and other effects may also deal your thorns damage to enemies at other times.
IgnitedGroundIgnited GroundIgnited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 100%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
CriticalWeaknessCritical WeaknessCritical Weakness causes hits against affected targets to have +0.5% to Critical Hit Chance, and can stack up to 20 times. If not otherwise specified, each stack lasts for 4 seconds.
ElementalGroundElemental Ground SurfacesElemental Ground Surface include Shocked Ground, Chilled Ground, and Ignited Ground.
AmmunitionCrossbow Ammunition SkillsUsing a Crossbow Ammunition Skill replaces your Crossbow's basic Attack with the skill indicated. The Ammunition Skill itself does not fire the Ammunition, only load it into your Crossbow. Most Crossbow Ammunition Skills that directly Hit enemies have Knockback.
MonsterModifiersMonster ModifiersMagic and Rare Monsters can have Modifiers which will augment them in many dangerous ways, making them more powerful and deadly foes.

Magic Monsters will only ever have a single Monster Modifier, whereas Rare Monsters can have multiple.
UnwaveringStanceUnwavering StanceCannot be Light Stunned
Cannot Dodge Roll or Sprint
EldritchBatteryEldritch BatteryConverts all Energy Shield to Mana
Doubles Mana Costs
MindOverMatterMind over MatterAll Damage is taken from Mana before Life
50% less Mana Recovery Rate
BloodMagicBlood MagicYou have no Mana
Skill Mana Costs Converted to Life Costs
GiantsBloodGiant's BloodYou can wield Two-Handed Axes, Maces and Swords in one hand
Triple Attribute requirements of weapons
Inherent Life granted by Strength is halved
VaalPactVaal PactLife Leech is Instant
Cannot use Life Flasks
PainAttunementPain Attunement30% less Critical Damage Bonus when on Full Life
30% more Critical Damage Bonus when on Low Life
HexMasterHex MasterYou can apply an additional Curse
Double Activation Delay of Curses
GlancingBlowsGlancing BlowsChance to Evade is Unlucky
Chance to Deflect is Lucky
AncestralBondAncestral BondUnlimited number of Summoned Totems
Totems reserve 100 Spirit each
ConduitConduitWhen you generate an Endurance, Frenzy or Power Charge, Allies in your Presence generate that Charge instead
MartialWeaponMartial WeaponsMartial Weapons can be used to Attack. Axes, Bows, Claws, Crossbows, Daggers, Flails, Maces, Quarterstaves, Spears, Swords, and Talismans are Martial Weapons.
SacrificeSacrificeSacrificing is loss of a resource (commonly Life, Mana or Energy Shield) that does not count as taking damage. You cannot Sacrifice a resource you do not have. Sacrificing Life cannot reduce you below 1 Life, but Sacrifices you cause on others (such as Sacrificing Minion Life) can lead to their death.
TravelTravel SkillsTravel Skills cover a large amount of distance without needing to target an enemy. If you have multiple Travel Skills with cooldowns, their cooldowns are shared.
EternalYouthEternal YouthLife Recharges instead of Energy Shield
Life Recovery from Flasks applies to Energy Shield instead
SupportGemRequirementsSupport Gem RequirementsEvery Support Gem you have socketed will incur a cumulative Attribute requirement, generally at a value of five of the relevant stat for each support gem used.

This Attribute requirement is separate from that required by your Skill Gems and Equipment.
BuffMagnitudeBuff/Debuff MagnitudeThe Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.

Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
BuffEffectBuff/Debuff EffectModifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff, which come from its creator.
HeartstopperHeartstopperTake 50% less damage over time if you've started taking damage over time in the past second
Take 50% more damage over time if you haven't started taking damage over time in the past second
ElementalEquilibriumElemental EquilibriumHits that deal Fire damage remove Fire Exposure and inflict Lightning Exposure
Hits that deal Cold damage remove Cold Exposure and inflict Fire Exposure
Hits that deal Lightning damage remove Lightning Exposure and inflict Cold Exposure
OasisOasisCannot use Charms
30% more Recovery from Flasks
ArcaneSurgeArcane SurgeArcane Surge grants 15% increased Cast Speed and 20% more Mana Regeneration Rate.
ArcaneSurgeDurationArcane SurgeArcane Surge grants 15% increased Cast Speed and 20% more Mana Regeneration Rate.
It lasts for 4 seconds by default.
InvokeInvokeInvoked Skills are those Triggered by Invocation Skills.
MetaMeta GemsMeta Gems are Skill Gems that can use, Trigger, or otherwise apply the effects of other Skill Gems. Skill Gems and Support Gems can be socketed into them interchangeably, though most Meta Gems require at least one Skill Gem to be socketed to function.
FinalStrikeFinal StrikeSkills that meet this requirement use the term "Final Strike" to refer to the last hit of their combo. This includes basic Melee Attacks.
CorruptedBloodCorrupted BloodCorrupted Blood is a Debuff that deals Physical damage over time and can stack up to 10 times.

Corrupted Blood is not Bleeding and is not affected by any stats related to Bleeding.
AggravateAggravated BleedingBleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.

Once a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.

Each Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.
AggravateIgniteAggravated IgniteIgnite that has been Aggravated deals 100% extra damage.

Once an Ignite has been Aggravated, it will remain Aggravated until its duration expires.

Just like Bleeding, each Ignite Debuff can be Aggravated, or not, independently of others on the target.
LeechSameAmountAllies Leech the same amountTheir modifier to the amount they leech will not affect this amount; your modifiers have already applied to it.
NonStackingEffectNon-Stacking EffectsThis effect does not stack. Applying it again before the first expires will refresh the duration.
MarkMarkMarks are a family of Debuffs that apply powerful effects to a single enemy, usually for a limited duration. You can have multiple Marked enemies at once, but each individual enemy can only have a single Mark applied to them at once.
LifeRechargeLife RechargeLost Life will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Life resets this delay, interrupting Recharge.
Modifiers to Energy Shield Recharge Rate or to how fast it starts will also apply to Life Recharge.
ESRechargeEnergy Shield RechargeLost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.
ESProtectsManaEnergy Shield Protecting ManaEnergy Shield will no longer protect you from Damage, unless that damage would be dealt to Mana.
OnslaughtOnslaughtOnslaught grants 20% increased Skill Speed and 10% increased movement speed.
Unless specified, Onslaught lasts 4 seconds.
CheckpointCheckpointsCheckpoints are a form of saving your progress through Wraeclast and will often appear before Boss fights and at points of interest. Reaching a Checkpoint will refill your Life, Mana, Flasks and Charms.

On death, you can choose to revive either in Town or at the last Checkpoint you reached. For this purpose, Waypoints also function as Checkpoints.
WaypointWaypointsWaypoints are a form of saving your progress through Wraeclast. Most areas (though not all) will have one, and they can be used to quickly travel from area to area. Reaching a Waypoint will refill your Life, Mana, Flasks and Charms.
AilmentThresholdElemental Ailment ThresholdA higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment, as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.
MaximumResistancesMaximum ResistancesThe default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.
ChargeCycleResonanceGain Power Charges instead of Frenzy Charges
Gain Frenzy Charges instead of Endurance Charges
Gain Endurance Charges instead of Power Charges
SustainedSustained SkillsSustained skills cause a large number of Hits over a period of time. They roll for Critical Hits independently each time they damage enemies, rather than rolling once for the entire skill as other skills do.
DazeDazeSome skills and effects have a chance to apply Daze to enemies on Hit.

Daze lasts for 8 seconds, and a Dazed enemy will take 50% more Stun Buildup. There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
ComboComboSome skills and effects require a certain Combo count to use. Combo is built by successfully Striking Enemies. Combo count will fall off after a short duration of not building or maintaining further Combo.

Combo can only be built while using the same weapon as the Combo Skill is bound to, and will be lost if you swap weapons.
MinionDeathMinion Death and Killing MinionsMinions whose durations expire or that are despawned by the player are considered to have died. However, effects that state they trigger when a Minion is Killed do not trigger in these cases. Minions are only Killed if they reach 0 life, though this can be caused by their summoner as well as enemies.
SurroundedSurroundedYou are surrounded if there are at least 5 Enemies within 3 metres of you.
ReservationReservationReservation effects prevent a portion of a given resource — usually Spirit, though it can also be Life or Mana — from being used for other purposes while active. Reserving a resource does not change the maximum value of that resource.
LowInfernalFlameLow Infernal FlameYou are on Low Infernal Flame if you have 35% of your maximum Infernal Flame or less.
BulwarkBulwarkDodge Roll cannot Avoid Damage
Take 30% less Damage from Hits while Dodge Rolling
ConversionDamage ConversionDamage can be converted from one type to another. This causes it to deal the new damage type, scale with modifiers to the new damage type, and no longer scale with modifiers to the old damage type.

For example, Fire damage converted to Lightning now scales with Lightning damage modifiers and causes Shock, but no longer scales with Fire damage modifiers or causes Ignite.

Conversion is a two step process. Conversion inherent to Skills occurs first, then Conversion from all other sources. Damage over time cannot be converted.
GainDamage Gained as extra XDamage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type).

For example, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers.

Damage Gain occurs in the same two step process as Damage Conversion. Damage over time cannot benefit from damage Gain.
TailwindTailwindTailwind is a stacking Buff which grants 1% increased movement speed, 3% increased Skill Speed and 15% increased Evasion Rating per stack for 10 seconds, refreshing whenever you gain another stack. Maximum 10 stacks.
JadeJadeJade is a stacking Buff which grants 1% additional Physical Damage Reduction per stack. Maximum of 10 Jade stacks.
ConcentrationConcentrationEnemies have less Cooldown Recovery Rate the lower their Concentration, scaling down to 50% less Cooldown Recovery Rate when Concentration is 0%.
FlamesOfChayulaFlame of ChayulaCollecting Flames of Chayula grants the following bonuses:
Red Flames of Chayula Leech 7% of your maximum Life to you
Blue Flames of Chayula Leech 7% of your maximum Mana to you
Purple Flames of Chayula provide a stacking Buff granting 7% of damage as extra Chaos damage for 5 seconds, and stacks up to 10 times. Flames of Chayula count as Remnants.
RedFlamesOfChayulaRed Flames of ChayulaRed Flames of Chayula Leech 7% of your maximum Life to you to when collected.
BlueFlamesOfChayulaBlue Flames of ChayulaBlue Flames of Chayula Leech 7% of your maximum Mana to you when collected.
SmallPassiveSmall PassivesSmall Passive Skills are Passives that are not Notables, Keystones, Ascendancy Passive Skills or Passive Skills where you can select an Attribute.
ValourValourValour is used to fuel Banner Skills. Killing an enemy with an Attack generates 1 Valour, and Banners passively gain 1 Valour per second while a Unique enemy is in your Presence. You can only gain Valour once every 0.5 seconds, and a Banner skill cannot gain Valour while its Banner is placed.

Each Banner has 50 maximum Valour by default. If you have multiple Banner skills active, each gains Valour separately.
IntimidateIntimidateIntimidate is a Debuff that inflicts 10% increased damage taken and 10% reduced damage dealt.
BallistaBallista TotemsBallistas are a type of Totem that use Projectile Attacks.
SoulCoreSoul CoreSoul Cores are Vaalish artifacts that work in the same manner as Runes, but have unusual effects.
HonourHonourHonour is an additional resource you have to manage within the Trial of the Sekhemas. A percentage of the damage you take from enemies in the Trial will be taken from your Honour. If your Honour reaches zero then the Trial is failed.
LightningAilmentLightning AilmentsShock and Electrocute are Lightning Ailments.
AddedAttackCastTimeAdded Skill Use TimeThis additional use time is fixed and will not be modified by skill use speed stats.
OilCovered in OilEnemies covered in Oil have their movement speed Slowed, are inflicted with Fire Exposure and have 200% more Magnitude of Flammability inflicted on them.

Ignited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite.
OilGroundOil GroundEnemies standing in Oil Ground have their movement speed Slowed and are inflicted with Exposure.

Ignited enemies, Ignited Ground, or Detonator Skills that touch the Oil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure.
StrStr
DexDex
IntInt
StrDexStr/Dex
StrIntStr/Int
DexIntDex/Int
StrDexIntStr/Dex/Int
OneHandedOne-Handed
TwoHandedTwo-Hander
TotalStat TotalsThe Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.
TotalPlusAdding to Stat TotalsAdding to the Total value of a stat occurs after all other calculations have been performed. This means that the added value does not benefit from percentage modifiers to the stat.
CharmCharmsCharms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks, Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power. Checkpoints and Wells completely recharge Charms when activated.

The maximum number of Charm slots is capped at 3.
ZealotsOathZealot's OathExcess Life Recovery from Regeneration is applied to Energy Shield.
Energy Shield does not Recharge.
UnboundFuryUnbound FuryChilling Enemies grants 1 Unbound Fury, Shocking or Igniting Enemies grants 2 Unbound Fury and Freezing or Electrocuting Enemies grants 6 Unbound Fury.
StatConversionStat ConversionConverting stat A to stat B applies the base value of stat A to stat B instead. The converted stat scales with percentage modifiers to stat B, but not with percentage modifiers to stat A.

For example, if you converted your Evasion to Armour, the converted portion would be scaled by percentage modifiers to Armour, but percentage modifiers to Evasion would have no effect.
LifeLossLife LossLife Loss is not damage, and can't be mitigated or absorbed by Energy Shield. Life Loss can still kill you.
StatGainGaining Stats from other StatsGaining a percentage of stat A as stat B is calculated from the base value of stat A. The portion gained scales with percentage modifiers to stat B, but not with percentage modifiers to stat A.

For example, if you gained 50% of Evasion as Armour, the portion gained would be scaled by percentage modifiers to Armour, but not by percentage modifiers to Evasion.
OverflowOverflowRecovery which Overflows its maximum can be recovered up to 1.5 times that maximum.
CommandMinion CommandsSome Minions can be Commanded to perform certain actions. This requires you to use the corresponding Command skill, which will cause one of your Minions to carry out the Command.
AtlasDifficultyDifficultyDifficulty causes monsters to have increased damage and life, as well as improving the items they drop.

Certain Bosses with increased difficulty will gain new abilities and begin to drop exclusive items, and have a reduced number of Respawn Attempts.

Difficulty above 4 has no additional effect.
LimitedRespawnRevival AvailabilityMost endgame content allows for a limited number of deaths before you can no longer access the area. Most areas allow unlimited leaving and re-entry for other reasons except while fighting a boss.

On death during a boss fight, the Map Owner may respawn all players into a new instance of the area to attempt the boss fight again.

The number of modifiers on a Waystone will reduce the number of Revivals available allowed when opening a Map. For pinnacle endgame content, increased Difficulty will reduce the number of Revivals available.
MapBossMap BossEndgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.
PowerfulMapBossPowerful Map BossPowerful Map Bosses are Map Bosses that are even more difficult and drop even better rewards.

Powerful Map Bosses frequently drop Waystones one Tier higher.
ContainsMapBossEmpowermentEmpowering a Map Boss upgrades it to a Powerful Map Boss
WakingNightmareWaking NightmareThis Debuff causes you take 10% increased damage and have 10% reduced Light Radius for 10 seconds per stack.
ToughnessToughnessThe higher toughness a monster has, the less damage it takes. A monster with 100% increased Toughness takes 50% less damage, a monster with 200% increased toughness takes 67% less damage, and so on. Reduced toughness causes monsters to take more damage.
AilmentSpreadSpreading AilmentsSpreading an ailment inflicts a new, matching ailment on another target, from the same source. The new ailment can potentially spread further, but never back to the same target twice.
DanceWithDeathDance with Death25% more Skill Speed while Off Hand is empty and you have a One-Handed Martial Weapon equipped in your Main Hand.
ContributesDamage Contributing to AilmentsBy default, specific Ailments are calculated based on only specific damage types, such as only the Fire damage of a Hit mattering when inflicting Ignite.

Allowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment.

For Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment. For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).
WeaponSetPassiveSkillPointsWeapon Set Passive Skill PointsWeapon Set Passive Skill Points can be allocated differently in each of your Weapon Set Passive Trees, including your default Passive Tree.
RunicInscriptionRunic InscriptionsCertain Skills which create Areas of Effect on the ground create Runic Inscriptions when doing so. Various effects such as Support Gems and Unique Items can interact with these Inscriptions to cause many different effects.
OfferingOffering SkillsOffering Skills target an active Skeleton Minion to create an Offering Spike. Offering Spikes grant various Buffs to you or your Minions, and can even directly damage Enemies. Offering Skills are themselves damageable Minions and their Buffs are lost if they die.
PayoffPayoff SkillsPayoff Skills have powerful extra affects when Hitting enemies inflicted with specific Debuffs, often Consuming the Debuff in the process. Payoff Skills cannot inflict the Debuff they interact with.
GrenadeGrenade SkillsGrenade Skills are only usable when wielding a Crossbow. They have cooldowns, but generally deliver high damage or powerful utility.

Grenade Skills have a fuse duration and will generally not explode until the fuse has expired, so they are strongest when you aim carefully and predict enemy movements.

Grenades cannot Fork or Chain.
StunRecoveryStun RecoveryIncreasing your Stun Recovery causes you to recover more quickly from being Stunned.
GraspingVinesGrasping VinesGrasping Vines is a stacking Debuff that Slows character movement speed by 8% for each stack applied.
Moving will gradually remove stacks of Grasping Vines.
EnragedEnragedEnraged is a Buff that grants 25% Toughness and 25% increased damage.
VolatilesVolatilesVolatiles are homing orbs which move towards a target before exploding after a duration or when they get close enough, dealing damage in a larger area.
PetrifyPetrifyPetrify is a Debuff which causes targets to become covered in stone and unable to move or act.
RuneRunesRunes can be socketed into Weapons or Armours with a Rune Socket to add an additional modifier to the item, as listed on the Rune. Once socketed, a Rune cannot be removed.
AlternateStrengthBonusBlack Scythe TrainingGain no inherent bonus from Strength
1% increased Energy Shield per 2 Strength
KeystoneAlternateDexterityBonusCircular TeachingsGain no inherent bonus from Dexterity
1% increased Armour per 2 Dexterity
KeystoneAlternateIntelligenceBonusKnightly TenetsGain no inherent bonus from Intelligence
1% increased Evasion Rating per 2 Intelligence
SacredWaterSacred WaterSacred Water is a resource you find within the Trial of the Sekhemas. It is used to purchase Boons from merchants and venerate Maraketh Shrines, granting you various effects within the Trial.
BoonsBoonsBoons are positive effects that are applied to the Trial of the Sekhemas; making them easier to run.
Boons can be gained from certain Maraketh Shrines or from buying them from the Trial Merchant using Sacred Water.
Boons can be either Minor or Major, providing varying benefits to your Trial.
AfflictionsAfflictionsAfflictions are negative effects that are applied to the Trial of the Sekhemas; making them harder to run.
Afflictions will be applied for entering certain rooms in the Trial or from encountering certain Maraketh Shrines.
Afflictions can be either Minor or Major, providing varying negative effects to your Trial.
EnfeebleEnfeebleEnfeeble is a Curse that lessens the damage dealt by those affected. If not otherwise specified, Enfeeble lessens damage dealt by unique targets by 10%, and other targets by 20%.
BindingChainsBinding ChainsBinding Chains is a stacking Debuff that Slows character movement speed by 8% for each stack applied.
SekhemaKeysTrial of the Sekhema KeysBronze, Silver or Gold Keys are sometimes awarded for completing rooms or for killing monsters within the Trial of the Sekhemas. After completing each floor of the Trial there will be an assortment of Bronze, Silver and Gold caches which can be opened by their respective key, revealing treasures within.
RelicRelicsRelics are items that are placed in the Relic Altar before the start of the Trial of the Sekhemas.
Relics influence various aspects of the Trial to make it easier. Your Relics persist between Trials.
Selected Relics cannot be changed while you have an active Trial.
Relics have varying dimensions, so arrange them carefully to maximise your benefits.
You can unlock more Relic slots by killing bosses deeper into the Trials.
Spare Relics can be stored in the Relic Locker or any of your personal stash tabs.
SlowMagnitudeModifierSlow Magnitude ModifierThis is modifier applies to Debuffs you inflict that Slow enemies, and scales only the specific Magnitude that slows the target. It will not affect any other Magnitudes that Debuff has if it does other things in addition to the Slow.
HighInfernalFlameHigh Infernal FlameYou are on High Infernal Flame if you have 65% of your maximum Infernal Flame or more.
PurpleFlamesOfChayulaPurple Flame of ChayulaPurple Flames of Chayula provide a stacking Buff granting 7% of damage as extra Chaos damage. Stacks up to 10 times.
SkillSpeedSkill SpeedAffects the speed at which all Skills are used. Increases and reductions to Skill Speed stack additively with increases and reductions to Attack Speed, Cast Speed, Warcry Speed, and similar stats.
WildwoodWispWildwood WispWildwood Wisps grant 50% increased Tribute Gained to Players within 3 metres of it.
CloseRangeClose RangeClose Range is anywhere within 2 metres of your character. Normally, Melee Attacks you make are in Close Range.
UnleashUnleashUnleash is an effect that allows Spells to accumulate Seals that allows the Spell to reoccur when being cast. There is a limit of 2 Seals per Spell.
GuardGuardGuard is a Buff that provides a buffer against damage from Hits, taking the damage before your Life or Energy Shield until the buff expires or is depleted.

You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration.
ContainsDeliriumDeliriumMaps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the Delirium or it will dissapear.

Defeating any monster while in this fog adds to a rewards counter, with the culminated rewards being dropped after the fog dissapears.
Simulacrum Splinters can be collected from Delirium Monsters to form a Simulacrum that allows access to a challenging Delirium encounter via the Realmgate.

Maps instilled with Liquid Emotions will have constant Delirium Fog throughout the map, and not have any rewards that drop as Delirium fog does not dissapear in these maps.
ContainsExpeditionExpeditionExpeditions are Ancient Kalguuran burial sites, with hidden artifacts and dangers buried beneath the ground.
Help the Kalguuran Settlers set up a chain of explosives and unearth the treasures, but beware of the dangers that hide in wait.
Remnants can also be detonated to add modifiers to the rest of the Expedition encounter; making them harder but more rewarding.

Expedition monsters and chests will occasionally drop Artifacts that can be traded at the Kalguuran Settlers for items.
Vendor Refresh Currencies can also occasionally drop which allow for the refreshing of Kalguuran Settler shops.
ContainsBreachBreachA Breach is a tear in the fabric of reality. Opening it will allow you to see and interact with monsters from another dimension.
The faster you can defeat these monsters, the longer you will keep the Breach open.

Breaches will sometimes have Clasped Hands, which drop items when walked over.
Breach Splinters can be collected from Clasped Hands and defeated Breach monsters to form a Breachstone that allows access to the Twisted Domain via the Realmgate.
ContainsRitualRitualRitual Altars are sacrificial sites that absorb the monsters slain within their ritual circles. After an amount of monsters have been slain, the Ritual can be activated.
Activating the Ritual will resurrect the slain monsters, requiring you slay them once more.

Defeating these revived monsters earns you Tribute, a resource that you can trade for various Favours from the Ritual Altar.
The list of Favours tradable for Tribute can be rerolled, costing Tribute.
Favours can be deferred, paying a part of their cost but having them appear again later.
ContainsIrradiatedIrradiatedArea has +1 to Monster Level.
ContainsAbyssAbyssAn Abyss is a pit which leads deep underground with multiple fissures branching from it. Any monsters spawned near an Abyss will be weakened by it.
Defeating these weakened monsters will cause the fissures to close.
Once the fissures have closed all the way to the pit, the pit will activate and spawn a large number of Abyssal monsters.
The rarity of the monsters spawned depends on the rarity of the slain weakened monsters and the emerging Abyssal will steal some or all of the modifiers from them.
Any of the modifiers stolen by Rare Abyssal can be upgraded to Abyssal Modifiers.
There are three separate groups of Abyssal Monsters. The Lightless, the Blackblooded and the Legion of the Pit, each area generally contains one of these groups.
Rarely a stolen modifier can become a Lichborn Modifier.

Defeating all these monsters will close the pit. Each closed pit has a chance to spawn an Abyssal Trove which can grant pieces of Preserved Bone to craft onto your Items.

Sometimes when the Abyssal emerging from a pit is slain it will instead open an underground dungeon called an Abyssal Depths.
The Abyssal Depths contains many Abyssal monsters and all Rare monsters will have an Abyssal Modifier.
At the end of the Abyssal Depths is a more powerful Rare with both a Lichborn Modifier and an Abyssal Modifier. Defeating this Rare will unlock valuable chests nearby.

The chests at the end of the Abyssal Depths can also drop pieces of Preseved Bone, but also can rarely drop additional exclusive Omens and Lineage Supports.

At higher levels the Abyssal Depths can lead to powerful Boss Fights.
PrecursorTabletPrecursor TabletsPrecursor Tablets are special items that can be used in the Map Device to add more Endgame Mechanics to Maps on your Atlas.
WaystoneWaystonesWaystones are items that can be used to travel to Maps on the Atlas.
Waystones come in different tiers, with higher tiers meaning higher level monsters to fight.
Waystones can be modified to increase the difficulty and reward of the monster encountered in maps.
EssenceEssenceEssence monsters are powerful monsters trapped in crystallised corruption.
Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.
ShrineShrineShrines are Precursor Artifacts that empower monsters with its Presence with various effects.
Defeat all the monsters surrounding the Shrine and interact with it to temporarily gain the power for yourself.
StrongboxStrongboxStrongboxes are locked chests that contain various items.
Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.
Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.
PrecursorTowerPrecursor TowersPrecursor Towers are ancient structures that are scattered all throughout the Atlas. Precursor Tower Maps can be completed to reveal a large area around them and to obtain a Precursor Tablet.

Completing a Precursor Tower requires you to activate the Precursor Beacon at the end of the Map, after defeating the Map Boss.
FracturingMirrorFracturing MirrorsFracturing Mirrors are structures found in Delirium Fog that shatter when you get near them, spawning Delirium monsters.
AcrobaticsAcrobaticsCan Evade all Hits
75% less Evasion Rating
BasicJewelBasic JewelBasic Jewels do not affect nodes in a radius.
Basic Jewels are Rubies, Emeralds, Sapphires and Diamonds.
RealmgateThe RealmgateThe Realmgate is a piece of Vaal Technology which allows the use of Atlas mechanic keys; accessing deadly areas and facing off against powerful enemies.
ReliquaryVaultThe Reliquary VaultThe Reliquary Vault is a Vaal Vault which can be accessed by using Reliquary Keys found throughout the Atlas.
ContainsCorruptionCorruptionContains Corruption, which may add an additional modifier to the area.

Corrupted Areas cause slain monsters to Coalesce Corruption to manifest powerful monsters.
ContainsUniqueMapUnique MapContains a Unique Map layout which may contain specialised rewards.

Unique Maps cannot gain additional content, Essences, Shrines, or Strongboxes.
ContainsHideoutHideoutContains a Hideout that can be fully cleared to unlock the Hideout for personal use.

All monsters in the area are at least Magic.
ContainsWanderingTraderWandering TraderContains a Wandering Trader who may offer you powerful rewards.
CopperCitadelCopper CitadelThe Copper Citadel is an endgame area which can be accessed with a Tier 15 or above Waystone. The boss of this area will drop a Crisis Fragment.

Increases to Waystone Drop Chance gives a chance for additional Crisis Fragments to drop.
IronCitadelIron CitadelThe Iron Citadel is an endgame area which can be accessed with a Tier 15 or above Waystone. The boss of this area will drop a Crisis Fragment.

Increases to Waystone Drop Chance gives a chance for additional Crisis Fragments to drop.
StoneCitadelStone CitadelThe Stone Citadel is an endgame area which can be accessed with a Tier 15 or above Waystone. The boss of this area will drop a Crisis Fragment.

Increases to Waystone Drop Chance gives a chance for additional Crisis Fragments to drop.
TheBurningMonoilthThe Burning MonolithThe Burning Monolith houses the most dangerous foe in all of Wraeclast.
Access to this foe requires three different Crisis Fragments from the Copper, Iron and Stone Citadels.
MapNodeMap NodeThis represents a Map. A Waystone can be used to access it.

If you fail to complete the Map, it may be attempted again but will not contain additional content, Essences, Shrines, or Strongboxes. It will not be Corrupted. Precursor Tablets cannot be used on failed Maps.

To complete a Map, defeat the Boss.
CooldownRecoveryCooldown Recovery RateCooldown Recovery Rate modifies the speed at which your Skill cooldowns are restored. For example, with 100% increased Cooldown Recovery Rate your Skill cooldowns will effectively be halved.

Cooldown Recovery Rate does not affect anything other than Skill cooldowns.
JewelJewelsJewels are items that can be socketed into Jewel Sockets on the Passive Skill Tree to grant bonuses. Basic Jewels simply grant you the listed stats, while some other kinds of Jewel can have more complicated effects, such as modifying other Passive Skills within a certain radius.
IronGripIron GripGain no inherent bonus from Strength
1% increased Projectile Attack damage per 2 Strength
IronWillIron WillGain no inherent bonus from Strength
1% increased Spell damage per 2 Strength
SoulEaterSoul EaterGain 1% increased Skill Speed for 4 seconds when an enemy dies in your Presence, stacking up to 50 times. A stack is lost every 0.5 seconds if one has not been gained within the past 4 seconds.
LeechLeechLeech can recover Life, Mana, or Energy Shield over time, usually as a result of Hitting an enemy and based on the damage of the Hit.
HistoricHistoric JewelsYou can only have one Historic Jewel socketed.
CatalystCatalystsCatalysts are Currency items that are exclusive drops from the Breach mechanic. Catalysts add Quality that affect certain modifiers on Ring and Amulet equipment.
OmenOmensOmens are Currency items that are exclusive drops from the Ritual mechanic. Omens enable exclusive meta-crafting effects, allowing for more specialised crafting.
LogbookLogbooksLogbooks are items that are exclusive drops from the Expedition mechanic. Logbooks can be taken to Dannig to open a special area that is one very large Expedition Encounter.
AudienceWithTheKingAudience With The KingAn Audience with the King is an item that is an exclusive drop from the Ritual mechanic. This item allows you to access the Crux of Nothingness via the Realmgate.
DistilledEmotionLiquid EmotionsLiquid Emotions are Currency items that are exclusive drops from the Delirium mechanic. Liquid Emotions allow you to instil an amulet with a Notable Passive Skill from the Passive Tree. Instilling a Notable Passive Skill which you have already allocated normally will not grant its effects a second time.

Maps can also be instilled, adding various rewards while making them more challenging.
CorruptedCorrupted ItemsCertain items can be found Corrupted or made Corrupted using a Vaal Orb, changing their properties unpredictably.
Most methods of item crafting and modification cannot be used on Corrupted items. There is no penalty for using Corrupted items.
MirroredMirrored ItemsCertain items can be found Mirrored or made Mirrored using a Mirror of Kalandra.
Mirrored items are copies of an original item. Most methods of item crafting and modification cannot be used on Mirrored items.
HexproofHexproofHexproof means that you are Unaffected by Curses.
RunicRunicRunic Monsters are powerful monsters encountered in Expeditions.
Runic Monsters are more commonly found by using explosives on larger Expedition markers.
CoalescedCorruptionCoalesced CorruptionMonsters slain close together have a chance to merge together and manifest powerful Monsters.
PerfectTimingPerfect TimingCertain Channelling skills have extra effects and benefits if released within a certain timing window while using the skill.
Certain support gems and items can modify the duration of that timing window.
LimitLimitCertain skills can only have a limited number of effects active at once.
If a new effect is created while at the maximum number of effects, the oldest effect will dissapear.
Certain support gems and items can modify skill effect limits.
SoulEaterMonsterMonster Soul EaterMonsters with Soul Eater gain 1% increased Skill Speed and 1% less damage taken for 4 seconds when a monster dies in their Presence, stacking up to 50 times. A stack is lost every 0.5 seconds if one has not been gained within the past 4 seconds.
RemnantRemnantsRemnants are lingering objects in the world which are generally created by player Skills. Walking over a Remnant collects it to grant a bonus based on the type of Remnant. Remnants will generally disappear if not collected for some time.
AscendancyPointsAscendancy PointsAscendancy Passive Skill Points can be allocated in your Ascendancy Skill Tree once you have chosen your Ascendancy. Your Ascendancy class is unlocked by completing any Ascension Trial. In order to change your Ascendancy, you must complete an Ascension Trial to the furthest extent you have successfully already done so, and then interact with the Ascendancy Altar while you have no Ascendancy Passive Skill Points currently assigned. Trialmaster and Balbala will offer the ability to refund passive points while in rooms with Ascendancy Altars to facilitate this.

You can obtain 4 sets of 2 Ascendancy Points for a total of 8 in the following ways:
Set 1 - Completing floor 1 of the Trial of the Sekhemas or completing the Trials of Chaos with at least 7 Trials
Set 2 - Completing floor 2 of the Trial of the Sekhemas or completing the Trials of Chaos
Set 3 - Completing floor 3 of the Trial of the Sekhemas or completing the Trials of Chaos with at least 10 Trials
Set 4 - Completing floor 4 of the Trial of the Sekhemas or completing the secret challenge behind the locked door in the Trials of Chaos
HonourResistanceHonour ResistanceYou lose this much less Honour.
Maximum Honour Resistance is capped at 75% by default and cannot be higher than 90%.
GainsStagesStage-Gaining SkillsSkills can gain Stages passively or while attacking/casting them, depending on the Skill in question.

Stages gained for a given Skill apply to that instance of the Skill and will not carry over from one area to another.
PrimedPinPrimed for PinNormal enemies are Primed for Pin when they have at least 40% Pin buildup. Magic enemies are instead Primed at 50% buildup, Rare at 60%, and Unique at 70%.
SurgeElemental SurgesElemental Surges are consumed when you use a non-Melee Projectile Attack to suffuse the Projectiles fired by that Attack, causing them to trigger a Surging Blast when they reach the end of their flight.

Your weapon can have a maximum of 6 of each type of Surge active by default. Surges last 15 seconds. Surges are specific to your current weapon, so do not affect non-weapon damage and are not carried over if you weapon swap.

Projectiles which Split or Fork do not gain the benefits of Surges.
ChaosSurgeChaos SurgeChaos Surge behaves identically to Elemental Surges, but causes a Chaos blast.
ConditionalConditional UsageSkills which are Conditional require some sort of condition to be met before they can be used. Combo is an example of this, but almost anything can be a condition, such as having to have killed a certain number of enemies Recently or having to have moved a certain distance.
WhirlwindWhirlwindsWhirlwinds Blind and Slow the movement speed of enemies within them. If their creator crosses the edge of the Whirlwind it collapses, damaging and Knocking Back enemies caught inside. The collapse deals Melee damage.

Trying to create a Whirlwind that would overlap with an existing Whirlwind instead moves the existing Whirlwind and grants it a stage, making it larger and more damaging.

A Whirlwind that overlaps an allied Elemental Ground Surface takes on that element, gaining 50% of damage as the corresponding type and applying the Ground Surface's debuff to enemies inside the Whirlwind for 4 seconds.
VolatilityVolatilityVolatility explodes after 4 seconds, dealing 100 Physical Damage to you per Volatility. For 10 seconds after explosion, you will gain Volatile Power, Gaining 1% of Damage as Chaos for each Volatility which exploded. The explosion timer will reset on gaining another stack of Volatility.

Volatility can be gained once every 0.1 seconds, and the default maximum for Volatility stacks on you at once is 200.
BloodstainedBloodstainedWhile Bleeding enemies build up Bloodstained, gaining the Bloodstained Debuff after Bleeding for a total of 6 seconds. Bloodstained builds up 100% faster if the Bleeding enemy is moving or the Bleed is Aggravated.

Certain skills allow you to view the Bloodstained Debuff on enemies and can consume the Debuff for powerful effects.
RevealWeaknessRevealing WeaknessesRevealed Weaknesses are highlighted on enemy Life bars, and occupy a total of 45% of their maximum Life (but in random segments). While the enemy's current Life is within a highlighted segment, they are considered to have an Open Weakness.
ResonanceResonanceResonance is a buff granted by the Trinity skill. There are three types of Resonance: Fire, Cold and Lightning. You can have a maximum of 100 of each type of Resonance.

You lose 10 Resonance per second of specific types if you haven't gained Resonance of that type in the past 8 seconds.
IncisionIncisionIncision is a Debuff which causes the affected target to gain increasingly higher chance to be inflicted with Bleeding when Hit. All Incision stacks are removed when Bleeding is inflicted.

Each stack of Incision applies 10% chance to be inflicted with Bleeding when Hit. A maximum of 10 Incision stacks can be present on a target at once.
ThornsRetaliationRetaliate with ThornsRetaliating specifically refers only to the inherent ability to deal Thorns damage to enemies when they Hit you.

Some effects may cause you to deal Thorns damage in other ways, but those are not Retaliation, and effects which specifically care about when you Retaliate will ignore them.
CompanionCompanionsCompanions are a type of Reviving Minion that are more complex and powerful than typical Minions. By default you can only have one Companion of any type summoned at a time.
MonsterCategoryMonster CategoryEvery Monster has exactly one Monster Category. These are Humanoid, Beast, Undead, Construct, Demon and Eldritch.

Certain Skills interact with specific Monster Categories.
HobbleHobbleHobbling a target lowers their Evasion by a specified amount. If this brings that target's Evasion value to 0, they are fully Hobbled for 12 seconds.

Hobble from Players lowers Evasion by 3 times as much against Normal Monsters and 2 times as much against Magic Monsters.
HazardHazardsHazards are objects created in the world (usually by some player skill) and which are destroyed when traversed by an enemy, dealing damage and/or applying some effect to the enemy which triggered the Hazard.
UnholyMightUnholy MightUnholy Might is a Buff that grants 30% of all damage as extra Chaos Damage.
ImpaleImpaleImpale is a Debuff inflicted by Hits, which stores 30% of the Pre-mitigation Physical Hit damage of the Impaling hit as its Magnitude.

Subsequent Attack Hits against Impaled targets will Extract the Impale debuff. When this occurs, the Magnitude of the Impale is added to the Pre-mitigation Physical damage of that attack hit.

A maximum of 60 Impale Debuffs can be present on a target at once. If multiple Impales are present on a target, each Attack's Hit only Extracts and benefits from the strongest one of them.
BloodLossBlood LossAll Physical damage over time taken by a target (including Bleeding) is accumulated as Blood Loss.
PerfectionBuffPerfection BuffPerfection lasts for 10 seconds and can stack up to 4 times, granting 5% more Damage per stack. This Damage bonus is not limited to Skills Supported by Perfection Support.

Failing to successfully execute any Perfect Timing will remove all Perfection stacks on you.
KillingBlowKilling BlowA Killing Blow is any Hit Damage which successfully reduces a target to zero Life, killing them. Damage over time cannot cause Killing Blows.
ForksCritBifurcated Critical HitsHits with this weapon roll against their Critical Hit chance twice when determining if they are a Critical Hit.

If either roll succeeds, the hit will be a Critical Hit, and thus the Critical Damage Bonus will apply as normal.

If both rolls succeed, the hit will be a Critical Hit, and the Critical Damage Bonus will apply twice to that Hit.

If a modifier makes your Critical Hit Chance Lucky, that Luck will apply individually to both of these rolls.
PremitigationPre-mitigation DamageYour Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour, Resistances or Blocking, prevents any of that damage.

The target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.
EasyTargetDebuffEasy TargetEasy Target is a Debuff which causes the next Projectile Attack Hit against the affected target to deal increased Damage, at which point the Debuff is consumed.
ExpectedKnockbackExpected KnockbackThe Expected Knockback distance is the distance a target would be Knocked Back were there nothing impeding that Knockback, such as terrain, other entities, or other mitigating circumstances.
RogueExileRogue ExileRogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any Unique equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
AzmeriSpiritAzmeri SpiritAzmeri Spirits are the spirits of various Azmeri Animal Guardians.
Azmeri Spirits appear as wisps that flee as you approach them. Normal or Magic Monsters the Spirit comes into contact with become Spirit-Influenced, making them more powerful.
Sometimes the Spirit will reach and Possess a Rare or Unique monster, making them substantially stronger and rewarding while occasionally summoning spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
SpiritPossessedPossessedA Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
SpiritTouchedSpirit-InfluencedA Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
ExtraContentExtra ContentRandom Extra Content is Shrines, Strongboxes, Essences, Rogue Exiles and Azmeri Spirits.
CovetousShrineSeeking ShrineSeeking Shrines grant increased Rarity of Items Found.
EnlighteningShrineEnlightening ShrineEnlightening Shrines cause you to gain increased Experience.
GreedShrineGreed ShrineGreed Shrines cause item drops to be converted to Gold and monsters to drop increased Gold.
CartographersStrongboxCartographer's StrongboxCartographer's Strongboxes drop Waystones.
ResearchersStrongboxResearcher's StrongboxResearcher's Strongboxes drop Currency items.
OrnateStrongboxOrnate StrongboxOrnate Strongboxes have improved dropped Item Rarity.
EffectiveChanceEffective ChanceSome effects manipulate how random chances are rolled in ways that affect the result without changing the stated chance for the effect, such as a chance being Lucky causing it to be rolled twice and use the better result, or an effect skipping the roll entirely to force something to succeed or fail. The Effective chance is the real chance to get a specific result, accounting for all such roll-manipulating effects.

For example, if you had a Critical Hit chance of 20%, and your Critical Hit chance was Lucky, you would have an Effective Critical Hit chance of 36%, which is the chance that at least one of the two 20% rolls succeeds.
CrimsonAssaultCrimson AssaultBleeding you inflict is Aggravated and base Bleeding Duration is 1 second.
EquippedEquippedWeapon, Armour, Belt, and Jewellery Items are Equipped to the character in the Inventory Panel. Flasks, Skill Gems, and Jewels are never considered to be Equipped.
JewelleryJewelleryAmulets and Rings are considered Jewellery
EquipmentEquipmentEquipment are items that can be Equipped
BooleanDamageRollOnly Minimum or Maximum DamageThis weapon's hits will not roll a random value between the minimum or maximum damage value, but instead will always roll either the minimum value or the maximum value, with a 50% chance for each.

Each Damage Type has its damage value rolled separately, so if the hit deals multiple types of damage, some types may roll the maximum while others are at minimum.

If the damage rolls are Lucky, that will still apply, make this roll twice and picking the maximum if either roll had that result, only picking minimum damage if both rolls selected minimum. Unlucky damage rolls will prefer minimum damage in the same way.
TrustedKinshipTrusted KinshipYou can have two Companions of different types
You have 30% less Defences
Companions have +1 to each Defence for every 2 of that Defence you have
DamageAbsorptionDamage AbsorptionAbsorption effects include Guard, Encased in Jade and Sorcery Ward.
ParryParryParry is a Skill granted by Bucklers that allows you to Block and retaliate against an enemy Strike or Projectile, leaving them off balance and inflicting the Parried Debuff.
ParriedDebuffParriedEnemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.
EverlastingSacrificeEverlasting SacrificeWhen you reach full Energy Shield, Sacrifice all Energy Shield to gain +5% to all Maximum Resistances for 4 seconds
LocalOnAggravateBleedingAggravating any BleedingThis effect will occur when a hit with the weapon directly causes at least one Bleeding Debuff on the target to become Aggravated.

It will not occur if an on-hit effect tries to Aggravate Bleeding but there are no Bleeding Debuffs on the target to Aggravate, or all of them are already Aggravated, since no Bleeding Debuffs will be Aggravated by that hit.
DetonationTimeDetonation TimeSkills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
MapBossMapDropWaystone Tier ProgressionOnly the Final Powerful Map Boss in a Map Area has a chance to drop a Waystone of a higher tier than the tier of that Map Area.

The chance diminishes the higher the tier of the Waystone used to the create the Map Area, but can be increased again by adding modifiers to Waystones, additional modifiers on Waystones can give increased chance for Waystones to drop in the Map Areas they create.
RareMonsterMapDropMap Objective Waystone DropsThe final Rare Monster slain in a Map Area has a chance to drop a Waystone equal to the tier of the Waystone used to create that Map Area.

The chance diminishes the tier of the Waystone used to the create the Map Area, but can be increased again by adding modifiers to Waystones, additional modifiers on Waystones can give increased chance for Waystones to drop in the Map Areas they create.
CorruptedNexusCorrupted NexusA Corrupted Nexus is the source of immense corruption, guarded by a powerful monster.
IrradiatedNonAtlasIrradiatedIrradiated Areas have +1 to Monster Level
RetaliateAgainstAllRetaliate against all HitsThis allows your Thorns to Retaliate against any kind of Hit dealt to you by enemies, rather than just Melee Attacks, except that you can never Retaliate against the enemy's Thorns damage.
TakeManaCostAsDamageTake Mana Costs as DamageUpfront Costs will result in taking the damage all at once as a Hit.

A per-second costs will instead result in taking Damage per second, which is damage over time, and thus not a Hit.
UpfrontCostUpfront CostsAn upfront cost is one that lists just an amount of resource to pay, rather than a per-second rate to pay at.

"3 Mana" is an Upfront Cost, while "3 Mana per second" is not.
AccountBoundAccount BoundAccount Bound items cannot be traded to other players, but can be shared between other characters on your account.
EssenceDeliriumEssence of DeliriumA monster empowered by an Essence of Delirium will periodically summon the demons that lay behind the Delirium Mirror.
CleansedCleansedThe Corruption in this area has been Cleansed, which may add an additional modifier to the area.

Cleansed areas also contain monsters twisted by the disruption of power in the area.
DeliriousDelirious PlayersDelirious players are assaulted by illusions, making combat more difficult. Higher delirium causes monsters to deal more damage and have additional Toughness. It can also cause additional monsters to appear or can grant additional modifiers to existing monsters. Monster item drops are improved by higher delirium.
OvercapChanceChances in excess of 100%By default, chance-based stats cap at 100% chance for the result to occur. However, some chances can exceed 100%. In this case, the result occurs once for each 100% chance you have, plus a normal percentage chance for it to occur again based on the remaining value.
SpiritOfTheOwlPossessedPlayerSpirit Of The OwlPlayers possessed by the Spirit Of The Owl have 60% increased Energy Shield, 80% increased Damage and Gain 20% of Damage as Extra Cold Damage.
Players will also periodically summon a spiritual Owl that conjures a Cold tornado.
SpiritOfTheSerpentPossessedPlayerSpirit Of The SerpentPlayers possessed by the Spirit Of The Serpent have All Damage from Hits Contributes to Poison Magnitude, Always Poison on Hit and 80% increased Damage.
Players will also be accompanied by Spiritual Snakes that periodically strike enemies.
SpiritOfThePrimatePossessedPlayerSpirit Of The PrimatePlayers possessed by the Spirit Of The Primate have All Damage from Hits Contributes to Chill Magnitude, 60% Increased Freeze Buildup and 80% increased Damage.
Players will also periodically summon a group of spiritual Primates.
SpiritOfTheBearPossessedPlayerSpirit Of The BearPlayers possessed by the Spirit Of The Bear have 20% Increased Maximum Life, 60% increased Stun Threshold, 60% increased Stun Buildup and 20% reduced damage taken.
Players will also periodically summon a spiritual Bear that uses slam attacks.
SpiritOfTheBoarPossessedPlayerSpirit Of The BoarPlayers possessed by the Spirit Of The Boar Gain 20% of Damage as Extra Fire Damage, always inflict Bleeding on Hit and have 20% reduced damage taken.
Players will also periodically summon spiritual Boars that explode, dealing Fire Damage.
SpiritOfTheOxPossessedPlayerSpirit Of The OxPlayers possessed by the Spirit Of The Ox have 50% reduced Slowing Potency of Debuffs on them, 60% increased Elemental Ailment Threshold and Armour and 20% reduced damage taken.
Players will also periodically summon a spiritual stampede of Oxen that tramples over enemies.
SpiritOfTheWolfPossessedPlayerSpirit Of The WolfPlayers possessed by the Spirit Of The Wolf have 50% chance to Maim on Attack Hit, 30% increased Skill Speed, 15% increased Movement Speed and Break Armour equal to 10% of Hit Damage dealt.
Players will also periodically summon a spiritual Wolf which uses a dash attack.
SpiritOfTheStagPossessedPlayerSpirit Of The StagPlayers possessed by the Spirit Of The Stag have +30% to all Elemental Resistances, 30% increased Skill Speed, 15% increased Movement Speed and Gain 20% of Damage as Extra Lightning Damage.
Players will also periodically summon a spiritual Stag that calls down Lightning bolts.
SpiritOfTheCatPossessedPlayerSpirit Of The CatPlayers possessed by the Spirit Of The Cat have 60% increased Evasion Rating, 100% increased Critical Hit chance, 30% increased Skill Speed and 15% increased Movement Speed.
Players will also periodically summon a ravaging flurry of spiritual Cats.
PlayerPossessedPossessedPlayers possessed by Spirits of the Azmeri gain powerful buffs depending on what Spirit Animal has possessed them. Spiritual beasts will occasionally be summoned to aid the player. Players can only be possessed by one Spirit at a time.
VulnerabilityVulnerabilityVulnerability is a Curse that lowers the Armour of those affected. If not otherwise specified, Vulnerability removes 191 Armour.
DespairDespairDespair is a Curse that lowers the Chaos Resistance of those affected. If not otherwise specified, Despair lowers Chaos Resistance by 25%.
TemporalChainsTemporal ChainsTemporal Chains is a Curse that slows those affected and makes other effects on them expire more slowly. If not otherwise specified, Temporal Chains slows by 26%.
ResistedByResisted by Other ValueDamage from your Hits will effectively ignore the value of the target's relevant Resistance, and instead be mitigated by the specified value of Resistance.

This will still occur even if you Ignore the target's Resistance, as this mitigation is not based on their Resistance stats. Similarly, Penetration will not apply to this Resistance value.
GloryGloryGlory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power. Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 2 seconds per monster.

Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner, but different Skills can generate Glory from the same Glorious action.
MountingGreedMounting GreedPlayers with Mounting Greed gain increased Rarity of Items on kill up to a limit of 100%. This increased Rarity decays over time.

Higher Rarity monsters grant a greater amount of Rarity.
ObeliskCorruptionObelisk of CorruptionAn Obelisk of Corruption is an object that activates once a player gets close enough; granting a 10 second Buff that makes enemies killed by you explode, dealing 10% of their life as Physical damage.
ObeliskCleansingObelisk of CleansingAn Obelisk of Cleansing is an object that activates once a player gets close enough; granting a 10 second Buff that grants 100% Item Rarity, 50% increased Defences and makes players Gain 30% of Damage as extra Lightning Damage.
ImmuredFuryImmured FuryThe Immured Fury is a powerful monster that has appeared due to the Cleansing process. This monster has dangerous abilities but greatly increased rewards.
FractureFractured ModifiersA Fractured Modifier is locked onto the item permanently. It cannot be removed or altered.
WeaponSetsWeapon SetsYour character has two Weapon Sets that can be used independently by equipping items into both sets.

By default your Skills will use the currently active Weapon Set if possible, or automatically swap to your other Weapon Set if required to use the Skill. You can also specify the Weapon Set you want to automatically swap to for each Skill in that Skill's information panel.

In addition to changing your active items, Weapon Sets also have dedicated Passive Skill Points that can be allocated differently in each Weapon Set.

Weapon Sets can have differing amounts of available Spirit, due to weapons with Spirit (such as Sceptres), Weapon Set Passive Skills, or Persistent Skills that are active in specific Weapon Sets.
TimeLostJewel[DNT] Time Lost JewelDNT Fill me in
MonsterAdditionalProjectiles1Additional ProjectilesMonster fires 4 additional Projectiles.
MonsterAreaOfEffect1Increased Area of EffectMonster has 100% Increased Area of Effect.
MonsterArmourPenetration1Breaks ArmourMonster Breaks Armour equal to 1000% of Physical Damage dealt.
MonsterBombardier1BombardierMonster periodically unleashes barrages of Fire projectiles.
MonsterChaosResistance1Chaos ResistantMonster has +50% to Chaos Resistance.
MonsterColdResistance1Cold ResistantMonster has +50% to Cold Resistance and +10% to Maximum Cold Resistance.
MonsterCriticalStrikeChance1Extra CritsMonster has 300% increased chance to Critically Hit.
MonsterDamageGainedAsChaos1Extra Chaos DamageMonster Gains 40% of damage as extra Chaos damage.
MonsterDamageGainedAsCold1Extra Cold DamageMonster Gains 40% of damage as extra Cold damage.
MonsterDamageGainedAsFire1Extra Fire DamageMonster Gains 40% of damage as extra Fire damage.
MonsterDamageGainedAsLightning1Extra Lightning DamageMonster Gains 40% of damage as extra Lightning damage.
MonsterEnergyShieldAura1Energy Shield AuraMonster creates an Aura that grants 20% of Maximum life as added Energy Shield to Allies within 5 metres.
MonsterExtraArmour1ArmouredMonster gains extra Armour based off of their Strength.
MonsterExtraEnergyShield1Extra Energy ShieldMonster gains 25% of Maximum life as added Energy Shield.
MonsterExtraEvasion1EvasiveMonster gains extra Evasion based off of their Dexterity.
MonsterFireResistance1Fire ResistantMonster has +50% to Fire Resistance and +10% to Maximum Fire Resistance.
MonsterFlamewaller1Conjures FlamewallsMonster creates circular walls of Fire that deal damage to enemies standing in them.
MonsterFlaskRemovalAura1Siphons Flask ChargesMonster creates an Aura that removes 3 Flask and Charm charges from enemies every 3 seconds within 3.6 metres.
MonsterGlacialPrison1Conjures Ice PrisonsMonster creates circular walls of Ice around enemies.
MonsterHealingNova1Heals Allies and Suppresses Foe RecoveryMonster releases a nova that reduces Enemy Life and Energy Shield Recovery Rate by 60% and causes Allies to Regenerate 5.5% of Maximum Life per second for 4 seconds within 5 metres every 8 seconds.
MonsterHinderAura1Hinder AuraMonster creates an Aura that Hinders enemies within 3.6 metres.
MonsterImmuneAura1Periodic Invulnerability AuraMonster releases a nova that makes Allies invulnerable for 5 seconds while the monster is alive within 5 metres every 12 seconds.
MonsterImmuneAura2Empowered Periodic Invulnerability AuraMonster releases a nova that makes Allies invulnerable for 5 seconds while the monster is alive within 5 metres every 12 seconds.
MonsterImmuneAuraMinion2Increased LifeMonster has 50% increased Life.
MonsterImmuneToSlow1Slow ResistantMonster has 50% reduced Slowing Potency of Debuffs on them.
MonsterImmuneToStun1Increased Stun ThresholdMonster cannot be Stunned.
MonsterIncreasedAccuracy1AccurateMonster has 200% increased Accuracy Rating.
MonsterIncreasedSpeed1HastedMonster has 30% increased Attack, Cast and Movement speed.
MonsterIncreasedSpeedAura1Haste AuraMonster creates an Aura that grants 20% increased Attack and Cast speed and 10% increased Movement speed to Allies within 5 metres.
MonsterLifeRegenerationRatePercentage1Regenerates LifeMonster Regenerates 2% of Maximum Life per second.
MonsterLightningMirage1Lightning Mirage When HitMonster creates a Mirage when Hit that moves towards enemies and explodes when it gets close enough, dealing Lightning Damage.
MonsterLightningMirage2Lightning Mirages When HitMonster creates Mirages when Hit that move towards enemies and explode when they get close enough, dealing Lightning Damage.
MonsterLightningResistance1Lightning ResistantMonster has +50% to Lightning Resistance and +10% to Maximum Lightning Resistance.
MonsterLivingCrystals1Volatile CrystalsMonster creates Volatile Crystals when Hit, which explode upon the Monster's death, dealing Chaos damage.
MonsterMagmaBarrier1Magma BarrierMonster creates a 90% damage absorption barrier that explodes after taking a certain amount of damage, dealing Fire Damage
MonsterManaSiphonAura1Siphons Mana and Deals Lightning DamageMonster creates a circular effect that drains Mana and deals Lightning Damage over time to enemies near the edge of the circle.
MonsterManaSiphonAura2Siphons Mana and Deals Lightning DamageMonster creates a circular effect that drains Mana and deals Lightning Damage over time to enemies near the edge of the circle.
Additionally, Monster will periodically create separate circles that drain Mana and deal Lightning Damage over time to enemies standing in them.
MonsterMinionsTakeLifeInstead1Damage Taken From Minions First50% of damage taken from Monster is taken from Monster's Pack Minions instead
MonsterMinionsTakeLifeInsteadMinions150% of damage taken from Monster is taken from Monster's Pack Minions instead
MonsterMinionStrongerMinions1EmpoweredMonster has 25% increased Damage and 50% increased Life
MonsterModReducedCritMulti1Crit ResistantHits against this Monster have 80% reduced Critical Damage Bonus.
MonsterPeriodicEnrage1Periodically EnragesMonster periodically Enrages; gaining 30% increased Damage, 25% increased Skill and Movement Speed and 33% less damage taken for 5 seconds every 10 seconds.
MonsterPeriodicEnrage2EnragedMonster is Enraged; gaining 30% increased Damage, 25% increased Skill and Movement Speed and 33% less damage taken.
MonsterPhysicalDamageAura1Extra Physical Damage AuraMonster creates an Aura that grants 40% increased Physical Damage to Allies within 5 metres.
MonsterPreventRecoveryAura1Prevents Recovery Above 50%Monster creates an Aura that Debuffs enemies within 4.2 metres, causing their Life and Energy Shield to not be able to recover past 50%.
MonsterProximalTangibility1Proximal TangibilityMonster cannot be damaged by enemies any further than 3 metres from them.
MonsterResistanceAura1Elemental Resistance AuraMonster creates an Aura that grants +35% to all Elemental Resistances to Allies within 5 metres.
MonsterRevivesMinions1Reviving MinionsMonster periodically revives Pack Minions.
MonsterRevivesMinions2Empowered Reviving MinionsMonster periodically revives Pack Minions.
MonsterShockedGroundTrail1Trail of LightningMonster leaves a trail of Shocked Ground as they move.
MonsterShroudWalker1Shroud WalkerMonster periodically teleports to an enemy they can see, creating a Smoke Cloud where they leave and where they teleport to.
MonsterShroudWalker2Shroud WalkerMonster periodically teleports to an enemy they can see, creating a Smoke Cloud where they leave and where they teleport to.
MonsterStrongerMinions1Powerful MinionsMonster's Pack Minions have 25% increased Damage and 50% increased Life.
MonsterStunDamageIncrease1StunsMonster has 100% increased Stun buildup.
MonsterStunResilience1Stun ResistantMonster has 250% increased Stun Threshold.
MonsterTemporalAura1Temporal BubbleMonster creates an Aura that Debuffs Enemies within 3.2 metres; Slowing by 25%, making effects expire 40% slower and reducing Cooldown Recovery Rate by 60%.
MonsterVolatilePlants1Volatile PlantsMonster periodically creates Volatile Plants, releasing orbs that move towards enemies; exploding when they get close enough; dealing Chaos Damage.
MonsterVolatilePlants2Empowering Volatile PlantsMonster periodically creates Powerful Volatile Plants, releasing orbs that move towards enemies; exploding when they get close enough; dealing Chaos Damage.
MonsterVolatileRocks1Volatile CragMonster periodically creates Volatile Crag that moves towards enemies; exploding when they get close enough; dealing Fire Damage.
MonsterVolatileRocks2Empowering Volatile CragMonster periodically creates Powerful Volatile Crag that moves towards enemies; exploding when they get close enough; dealing Fire Damage.
PackPackA Pack Monster or Minion is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like Strongboxes.
Monsters or Minions created by other Monsters do not count as Pack Monsters or Minions.
UniqueArrowModifierChainCrescendo ArrowsCrescendo Arrows Chain 6 additional times and deal 60% increased Damage for each time they have Chained.
UniqueArrowModifierSplitSplinter ArrowsSplintering Arrows Split towards 6 targets.
UniqueArrowModifierPierceReturnReversing ArrowsReversing Arrows Pierce all targets and Return to you.
UniqueArrowModifierCritDiamond ArrowsAll Hits with Diamond Arrows are Critical Hits with 60% increased Critical Damage Bonus.
UniqueArrowModifierRarityCovetous ArrowsEnemies killed with Covetous Arrows drop items with 600% increased Rarity.
UniqueArrowModifierStunBlunt ArrowsBlunt Arrows cause 600% increased Stun Buildup.
RepeatRepeating SkillsSome effects can cause Barrageable Skills to Repeat, causing you to perform the part of the skill where it fires off projectiles or other effects multiple times in quick succession from a single use of the skill.

Skills take 5% longer to perform for each time they Repeat.
UniqueShrineFireGuided Meteoric ShrineMeteors rain down around you when in range of enemies.
UniqueShrineLightningGuided Tempest ShrineLightning bolts strike the ground around you when in range of enemies.
UniqueShrineColdGuided Freezing ShrineFreezing shards fire around you in a spiral when in range of enemies.
UniqueShrineChaosDreaming Gloom ShrineSlain enemies explode, dealing Chaos damage equal to a quarter of their maximum Life.
AbyssalWastingAbyssal WastingAbyssal Wasting reduces Life Regeneration Rate by 50% for 6 seconds
EquipArmourEquippable ArmoursEquippable Armours are pieces of equipment that you can wear to provide various defences. Equippable Armours include Helmets, Body Armours, Gloves, Boots, Shields and Foci.
CasterWeaponCaster WeaponCaster Weapons are Sceptres, Staves and Wands.
SpectralFireSpectral FireTargets affected by a Spectral Fire Debuff do not take damage from Ignite. Instead that damage feeds the Spectral Fire. When the Spectral Fire Debuff expires or the target dies, the Spectral Fire explodes, dealing all the damage it has absorbed to all enemies within 1.8m, including the affected target.
SanctifiedSanctified ItemsSanctifying an item will randomise the numeric values of its modifiers, then multiply the values of those modifiers by a random value ranging from 80% to 120%. The resulting item will now be Sanctified.
Most methods of item crafting and modification cannot be used on Sanctified items.
EfficiencyEfficiencyEfficiency modifiers act as divisors to the stat they modify. For example, 50% increased Reservation Efficiency causes your Reservations to be 67% of their base value, 100% increased Reservation Efficiency causes your Reservations to be 50% of their base value, and so on. Reduced Reservation Efficiency will cause the modified stat to grow larger instead of smaller.
ItemDefencesItem DefencesStats that refer to an item's Armour, Evasion Rating and/or Energy Shield use the exact value of those Defences listed on the item. This means that Quality and local modifiers on the item are taken into account, but stats from other sources that change the amount of Defence actually granted to your character are not considered.
KeystoneFireSpellsBecomeChaosSpellsBlackflame CovenantFire Spells Convert 100% of Fire Damage to Chaos Damage
Chaos Damage from Fire Spells Contributes to Flammability and Ignite Magnitudes
Ignite inflicted with Fire Spells deals Chaos Damage instead of Fire Damage
KeystoneAutoInvocationRitual CadenceInvocation Skills instead Trigger Spells every 2 seconds. Invocation Skills cannot gain Energy while Triggering Spells. Invoked Spells consume 50% less Energy.
ElementalWeaknessElemental WeaknessElemental Weakness is a Curse that lowers Elemental Resistances. If not otherwise specified, it lowers Elemental Resistances by 30% and has a duration of 20 seconds.
FissureFissureCertain Skills create Fissures that travel along the ground, dealing Damage over an Area.
DebilitateDebilitateDebilitate is a Debuff that inflicts 20% reduced movement speed and 10% reduced damage dealt. Unless specified, Debilitate lasts 1 second.
SupportGemCategorySupport Gem CategoriesEvery Support Gem falls into one or more Categories. Support Gems from the same Category cannot be socketed into the same skill simultaneously, but can be used across multiple skills.
BetterCurrencyMinimumLevelMinimum Modifier LevelAdded random modifiers are at least this level or higher, except if a specific modifier type would be excluded entirely from being able to roll. You cannot use this currency on items with item level below the minimum modifier level.
CurrencyMaximumItemLevelMaximum Item LevelYou cannot use this currency on items above this level.
HeatHeatHeat is gained from using specific Crossbow Skills, and can be either beneficial or detrimental depending on the Skill.
ElementalInfusionElemental InfusionsSome Skills create Elemental Infusion Remnants when specific conditions are met. Picking up the Remnant grants you the Infusion for 20 seconds or until it is Consumed by another Skill. You can have up to 3 of each Infusion by default.

Skills that can Consume Infusions specifically mention the type(s) of Infusion they can Consume and the benefits for doing so. If a Skill repeats or reoccurs, each of them must Consume an Infusion separately to gain the effect.
AbyssalifyDesecrated ModifiersDesecrating an item adds an Unrevealed Desecrated modifier. If modifiers are full then a random modifier is also removed. These modifiers can be revealed at the Well of Souls.

Items with Desecrated Modifiers cannot be Desecrated again.
UnstableDesecrationUnstable DesecrationThis item can be Desecrated using the Preserved Cranium currency item. There is an increasing chance for it to be destroyed each time it is Desecrated.
MarkedforDeathMarked for DeathMarked for Death is a Debuff that causes you to take 50% increased damage.
LineageSupportsLineage SupportsLineage Supports are powerful and transformative Support Gems which can drop in maps, or come from specific sources like a particular Boss.

You may only Socket one copy of any given Lineage Support across all of your Skills at once.
NaturalSpawnNaturally Spawning MonstersNaturally Spawning Monsters are those who are spawned upon entering an area for the first time. Monsters that spawn from Secondary Mechanics like Strongboxes or Expedition do not count as Naturally Spawning.
EdictDeclaration[DNT] Edict DeclarationDNT You gain edict declaration when you disable a mod with The Towering Shadow
UnionofSoulsBossUnion of SoulsMonsters in a Union of Souls transfer their soul to other Monsters when slain, granting the receiving Monster 20% Toughness, 5% increased damage and 10% increased Rarity of items dropped.
UnionofSoulsPackUnion of SoulsMonster Packs in a Union of Souls transfer their soul to other Monsters in their Pack when slain, granting the receiving Monsters 20% Toughness, and 5% increased damage.
ThaumaturgicalDynamismThaumaturgical DynamismWhile Thaumaturgical Dynamism is active, you passively generate a Power, Frenzy or Endurance Charge once every eight seconds.

The kind of Charge you generate is determined by the Attribute Requirements of the Skills you have socketed in your Skill Gem sockets. The higher the total Strength Requirement total of your socketed Skill Gems, the more likely you will be to generate an Endurance Charge. Higher total Dexterity Requirement corresponds to a higher chance for Frenzy Charges, and Intelligence to Power Charges.
ArmourPenaltiesArmour Movement PenaltiesDepending on the type of Armour equipped, Players will have a less Movement Speed penalty applied depending on what Attribute the Armour requires. These penalties only apply to equipped Body Armours and Shields.
For Body Armour, pure Strength has a 5% penalty, hybrid Strength and Dexterity or Intelligence has a 4% penalty and pure Dexterity or Intelligence has a 3% penalty.
For Shields, pure Strength has a 3% penalty, hybrid Strength and Dexterity or Intelligence has a 1.5% penalty and pure Dexterity or Intelligence has no penalty.
MergingMergingMerging Crossbow bolts have fragments that can hit the same target at the same time to combine their damage into a single Hit.
PacifyPacificationPacified Enemies cannot deal damage.
ArchonArchon BuffArchons are a type of Buff that augment your Elemental prowess with Spells. There are Archon Buffs related to each Element: Flame Archon, Ice Archon, and Lightning Archon.

By default each Archon Buff lasts 10 seconds, but will be removed early if you use any non-instant Attack.

You cannot gain any Archon Buff while you already have one, or during a recovery period after you lose one, which lasts 20 seconds by default.
IceArchonIce ArchonIce Archon is a type of Archon Buff.
Ice Archon grants:
25% more Cold Damage with Spells
Convert 100% of Elemental Damage with Spells to Cold Damage
Cannot deal Non-Cold Damage with Spells
Hits with Spells cause 100% more Freeze Buildup
FlameArchonFlame ArchonFlame Archon is a type of Archon Buff.
Flame Archon grants:
25% more Fire Damage with Spells
Convert 100% of Elemental Damage with Spells to Fire Damage
Cannot deal Non-Fire Damage with Spells
Spells have 100% more Flammability Magnitude
LightningArchonLightning ArchonLightning Archon is a type of Archon Buff.
Lightning Archon grants:
25% more Lightning Damage with Spells
Convert 100% of Elemental Damage with Spells to Lightning Damage
Cannot deal Non-Lightning Damage with Spells
Hits with Spells have 100% more Shock chance
TemporaryMinionTemporary MinionA Temporary Minion is a Minion that has a Duration, which dies after it's Duration has passed.
ReformMinion ReformingMinion Reforming is similar to Minion Reviving, but only occurs at the end of the "Minion Reforming" Buff Timer that is granted while Persistent Minions are dead, as opposed to other effects that may revive Minions.
GiganticGiganticGigantic Minions have 20% more Maximum Life, 20% more Damage and 20% increased size.
MarkofAbyssalLordMark of the Abyssal LordDesecrating an item with the Mark of the Abyssal Lord modifier always removes that modifier, replacing it with an Unrevealed Desecrated modifier of a higher tier.
RivenArmourRiven ArmourRiven Armour is a Debuff inflicted by Hits, which stores 5% of the Pre-mitigation Physical Hit damage of the Hit that inflicts it as its Magnitude.

The inflicter's subsequent Attack Hits against the target will gain additional unscaleable added Physical Damage equal to that magnitude.

Enemies with Riven Armour cannot get their Armour Broken further.
MoltenFissureMolten FissuresMolten Fissures are long-lasting fissures created by some Slams that can themselves be Slammed to create Aftershocks.

Hitting a Molten Fissure with a Slam other than another Molten Fissure causes an Aftershock to propagate along its length, dealing the Fissure's damage again to enemies standing on it. This Aftershock will also spread to other intersecting Molten Fissures. Each Molten Fissure can Aftershock no more than once every 0.2 seconds.
ChronobuffSands of TimeSands of Time grants 60% increased Cast Speed, scaling down to 1% over 10 seconds, at which point it will then scale back up to 60%. It also grants 1% increased Area of Effect, scaling up to 60% over 10 seconds, at which point it will then scale back down to 1%.
UnravellingBuffUnravellingWhile affected by Unravelling, your Chaos Damage randomly either also contributes to Freeze buildup, Flammability and Ignite Magnitudes, or Shock chance - changing which it contributes to every two seconds.
TacticianTotemBuffEmbankment AurasTotems you place which grant Embankment Auras give a different Aura Buff to Players in range depending on the kind of Totem, as follows:

Artillery Ballista grants 40% increased Immobilisation Buildup.

Siege Ballista grants 50% increased Damage against Immobilised Enemies.

Mortar Cannon grants 15% of Damage Gained as extra Fire.

Shockwave Totem grants 30% increased Area of Effect.

Ancestral Warrior Totem grants 40% increased Glory Generation.

Dark Effigy grants 40% increased Damage over Time.
IceFragmentIce FragmentsIce Fragments are created by a variety of Skills and Detonate in an Area to deal Cold damage.

Some skills can interact with Ice Fragments. Unless otherwise specified, each Ice Fragment can only interact with a single Skill use during its lifetime.
BrokenStanceBroken StanceBroken Stance is a Debuff inflicted by Hits, which stores 5% of the Pre-mitigation Physical Hit damage of the Hit that inflicts it as its Magnitude.

The inflicter's subsequent Attack Hits against the target will gain additional unscaleable added Physical Damage equal to that magnitude.

Enemies with Broken Stance cannot be Dazed again.
LichSkeletalBuffUmbral SoulsUmbral Souls grant varying Buffs depending on the kind of Skeletal Minion being replaced, as follows -

Umbral Souls from:
• Skeletal Warriors grant 15% increased Attack Damage.
• Skeletal Snipers grant 15% increased Projectile Speed.
• Skeletal Clerics grant 30% increased Energy Shield Recharge Rate.
• Skeletal Arsonists grant 15% increased Area of Effect.
• Skeletal Storm Mages grant 25% increased Spell Damage.
• Skeletal Frost Mages grant 35% increased maximum Energy Shield.
• Skeletal Brutes grant 60% increased Stun buildup.
• Skeletal Reavers grant 6% increased Skill Speed.
DeadlyMapBossDeadly Map BossDeadly Map Bosses are specific Powerful Map Bosses that appear in specific Maps and are more difficult and drop better rewards.

These rewards are often accompanied by a specific item, usually from a pool of items. For example Unique Items, or Lineage Supports.

Deadly Map Bosses can also drop items that grant access to Pinnacle Bosses.
InvocationInvocationInvocation Skills are Persistent Skills that gain Energy through some condition and can be used once sufficient Energy has been gathered to Invoke socketed Skills, expending the Energy to Trigger them. Invocations can Trigger socketed Skills multiple times if enough Energy is expended, unless otherwise specified.
SunderedArmourSundered ArmourSundered Armour is a Debuff that can be applied to enemies with Fully Broken Armour that increases the Physical damage they take from Hits by an additional 20%. This effect stacks with the target's normal Fully Broken Armour.

Unless otherwise specified, modifiers to Fully Broken Armour also apply to Sundered Armour. Enemies with Sundered Armour cannot get their Armour Broken further.
WitheringGroundWithering GroundWithering Ground applies Withered every second to enemies standing in it.
DefaultAttackDefault AttackDefault Attacks are the innate Attack skills provided by Martial Weapons, and the innate Unarmed Attack skill "Punch".

The skill level of your Default Attacks is determined by your character level, and in turn determines the Attack Damage scaling of the skill, which is the percentage of your Weapon's damage the Default Attack deals.
DefaultAttackDamageDefault Attack DamageYour Default Attack Damage is the expected damage of a Default Attack, and is determined by the damage of your Weapon and an Attack Damage scaling value based on your character level.

Your Default Attacks will always deal Default Attack Damage unless modifiers are applied to change their damage or skill level.

Some Attack skills provided by Support Gems do not determine their Attack Damage scaling from skill level, but instead deal a percentage of Default Attack Damage.
ConnectedGemConnected Support GemsTwo gems are considered Connected if one is socketed into the other, or if both are socketed into a third gem.

A Support Gem socketed in a Meta Skill is still Connected to that Meta Skill and to all other Skills socketed in that Meta Skill, even if it cannot Support some of those skills.
StoneSummoningCircleSummoning CircleActivating a Summoning Circle will cause a Boss to be spawned