Hyperlink /510
name | des |
---|---|
Elemental Ailment | Ignite, Frostbite, and Shock |
Nearby | Within 6m |
Recent | Within 4s |
Armor | Helmet, Chest Armor, Gloves, and Boots |
Fatal Damage | The instance of damage that kills the target |
Split | Upon hitting a target, a Parabolic Projectile Splits into multiple secondary Projectiles |
Jump | Upon hitting a target, a horizontal Projectile or Chain Skill jumps to another target nearby |
Multistrike | Chance to perform an additional attack when using Attack Skills. If the chance exceeds 100%, one additional attack will be performed with every 100% of the chance. +50% Attack Speed during Multistrikes. Multistrikes consume skill resources as normal and will be interrupted if there are insufficient resources. Moving or using other non-instant skills will interrupt Multistrike. Mobility, Channeled Skills, and Sentry skills cannot Multistrike |
Penetrate | Horizontal Projectiles pass through the targets they hit, continuing along their original trajectory until reaching the Penetration limit. |
Main-Hand Weapon | The weapon held in your right hand is the Main-Hand Weapon |
Off-Hand Weapon | The weapon held in your left hand is your Off-Hand Weapon |
Reflect | Reflects negative effects back to the attacker. You will still be affected by the reflected effects |
Raid | -20% additional Attack Speed to the target, and +20% Attack Speed to the caster. Each target can only be raided once |
Freezing Physique | When an enemy hits you, it gets slowed for 2s |
Lucky | Performs a random check or random roll twice and picks the result that benefits you the most |
Unlucky | Performs a random check or random roll twice and picks the result that benefits you the least |
Elemental | Fire, Cold, and Lightning |
Low Life | When current Life is under 35% of Max Life |
Elimination | Kills enemies under a certain percentage of Max Life on hit |
Legendary Boss | These rarest monsters are the most challenging and provide the best drops. |
Elite | Elite monsters include rare monsters and bosses |
Shatter | Kill Frostbitten enemies |
Severe Injury | When a single instance of damage applied exceeds 35% of the sum of Max Life and Max Energy Shield |
Sunder Armor | Your Armor no longer provides Physical Damage Mitigation, but instead increases Melee Physical Attack Damage equal to 1% of Armor. |
Low Mana | When current Mana is under 35% of Max Mana |
Charge | Energy Shield starts to charge after the character hasn't taken any damage for 2s at the rate of 2% of Max Energy Shield per second and stops charge if the character takes damage |
Sealed Mana | A portion of Mana is reserved to maintain persistent effects such as auras |
Sealed Life | A portion of Life is reserved to maintain persistent effects such as auras |
Dual Wielding | When using two One-Handed Weapons, one in each hand |
Unarmed | When the character has no weapons equipped |
Balance of All Things | Increases an enemy's Resistance against an element by 25% after dealing damage with that element, but reduces their Resistance against other elements by 25% |
Steep Strike | Chance to gain 1 Steep Strike attempt when using Slash Strike Skills' Sweep Slash form. When a Slash Strike Skill has Steep Strike attempts, it will be cast in Steep Strike form |
Phantom | Shadow Strike creates a Shadow that strikes at other targets with the same attack. If no other targets are present, it will strike the character's target |
Affliction | When the Affliction inflicted per second is not 0, the DoT Damage dealt will continuously inflicts Affliction on the target Enemies take 1% additional DoT Damage for every Affliction The max Affliction is 100 |
Reaping | Removes a certain value of Life from the target. The value is equal to the damage of all DoT Damage within a certain time |
Injury Buffer | Delays a portion of Hit Damage taken in the next 4s. |
Reconjuring | Gains additional Life Restoration but cannot use skills or be targeted. Loses this status once fully healed |
Aggressiveness | Minions become more aggressive and will target enemies within a greater radius |
Enemy Count | Each Normal or Magic monster counts as 1 monster Each Rare monster counts as 2 monsters Each Legendary monster counts as 5 monsters |
One-Handed Melee Weapon | Includes One-Handed Sword, One-Handed Axe, One-Handed Hammer, Claw, Dagger, and Sacrificial Blade |
One-Handed Ranged Weapon | Includes Cane, Wand, and Pistol |
Two-Handed Melee Weapon | Includes Two-Handed Sword, Two-Handed Axe, Two-Handed Hammer, Cudgel, and Tin Staff |
Two-Handed Ranged Weapon | Includes Bow, Crossbow, Cannon, and Musket |
Trinket | Includes Necklace, Ring, and Belt |
Craft Commodity | Includes Embers, Fuel, Fossils, and Energy Cores |
Demolisher Charge | Impact Skills gain 1 Demolisher Charge at regular intervals. Using a Demolisher Skill will consume its charges and convert the skill into a stronger form |
Distant | 6m away |
Terra Charge | Terra Skills gain 1 Terra Charge at regular intervals. Using a Terra Skill will consume all of its charges, and every consumed charge will enhance the skill |
Full Life | When current Life is above 95% of Max Life |
Double Damage | There's a chance to deal Double Damage on hit |
Damage Transfer | Transfers a part of the Hit Damage and Secondary Damage taken to other units. Up to 75% of the damage can be transferred. |
Contact Target | When a Parabolic Projectile lands or hits an enemy |
Fearless | Increases additional Critical Strike Chance, Critical Strike Damage, and additional Melee Skill Radius |
Weapon Amplification | Additionally increases weapon Physical Damage and Attack Speed. |
Rejuvenation | Increases Base Life Restoration |
Electric Conversion | A percentage of Physical Damage added as Lightning Damage. Deals additional Lightning Damage |
Frigid Domain | Affected enemies take increased Cold Damage. Aura effect increases persistently, up to 4s |
Nimbleness | Increases Base Evasion |
Elemental Amplification | Additional Elemental Spell Damage |
Energy Fortress | Increases Base Energy Shield |
Magical Source | Increases Base Mana restoration |
Precise Projectiles | Additional Projectile Damage; increases Projectile Speed; additional Accuracy |
Elemental Resistance | Increases Elemental Resistance |
Quickness | Increases Movement Speed and Base Accuracy |
Deep Pain | Increases additional DoT Damage and extends the Duration |
Erosion Enhancement | Increases Erosion Damage and deals additional damage to Life. |
Charged Flames | Attack Skills deal additional Fire Damage; Spell Skills add Fire flat damage |
Steadfast | Increases Base Armor |
Shadow Swamp | Erosion Spell Skill. Conjures a Shadow Swamp at the target location to deal damage and Weaken enemies. Shadow Swamp can be moved with Shadow Shot. Each time it is moved, its damage and Radius will increase additionally. |
Shadow Shot | Erosion Spell Skill. Fires a Projectile of shadow that travels forward and detonates on hit, dealing damage to Nearby enemies. Moves the existing Shadow Swamp to the target hit. Each move refreshes the Shadow Swamp Duration and additionally increases its damage and Radius. |
Focus | Status effects provide different buff effects to different skills. Stacks up to 5 times. |
Frost Terra | Conjures a Frost Terra at the target location, dealing DoT Damage and inflicts Slow periodically |
Flame Core | Places a sentry at the target location that throws flames at enemies nearby to deal damage. |
Elemental corrosion | Elemental corrosion |
Despair | Despair |
Inertia | Inertia |
Armor Break | Armor Break |
Elemental Destruction | Curse. Reduces Elemental Resistance |
Vulnerability | Curse Skill. Additionally increases Physical Damage taken and chance to suffer Trauma |
Electrocute | Curse Skill. Additionally increases Lightning Damage taken and chance to suffer Shock |
Scorch | Curse Skill. Increases additional Fire Damage taken and chance to be Ignited |
Biting Cold | Curse skill. Reduces Cold Resistance and increases the chance to be Frostbitten |
Corruption | Curse. Reduces Erosion Resistance and increases the chance to suffer from Decay |
Entangled Pain | Curse. Increases additional DoT Damage taken |
Blind | Curse. [Blinded] and reduce additional damage dealt |
Elapse | Increase DoT Damage taken |
Aimed Shot | Fires a bullet that Penetrates 2 enemies, dealing Physical Attack Damage. |
Overpower | Deals Physical Attack Damage to enemies in a cone-shaped area in front of the caster. |
Onslaught Punch | Charges the target, dealing Physical Attack Damage to enemies in the path. At the end of the charge, throws a powerful punch to deal Physical Attack Damage to enemies in front of you. |
Frost Strike | Deals Spell Cold Damage to enemies in a cone-shaped area in front of the caster. |
Frozen Breath | Deals Spell Cold Damage to enemies nearby, additionally increasing the Duration they are Frostbitten and the Skill Area of all the caster's skills. |
Absolute Zero | Deals Spell Cold Damage to enemies nearby with an additional chance to cause Frostbite. Enemies affected by crowd controls take even higher damage with a greater chance to be Frostbitten. |
Ablaze Punch | Deals Spell Fire Damage to enemies in a cone-shaped area in front of the caster. |
Blazing Spin | Deals high Fire DoT to nearby enemies per second. |
Frenzy Flames | Additionally increases damage dealt at the cost of taking secondary Fire Damage per second. Increases Life Restoration Speed. |
Quick Electrocute | Fires a Lightning bolt that travels forward, dealing Lightning Attack Damage. |
Lightning Punishment | Fires high speed current that Jumps 4 times, dealing Lightning Attack Damage. There's a chance to reduce additional damage dealt by enemies on hit. |
Lucky Strike | Critical Strike grants a buff that increases Projectile Speed and Attack Speed. Stacks up to 4 times |
Shotgun Effect | When multiple effects of a skill (e.g. multiple projectiles) hit the same enemy, the damage of all strikes except the first one will diminish (will be further reduced). The falloff coefficient is 70% for most skills. |
Thunderlight Bond | Places a Sentry on the spot. The Sentry creates an area. Ally within the area gains Lucky Damage and deals additional Secondary Lightning Damage equal to a percentage of Hit Damage once on hit. |
Arcane Circle | Creates an Arcane Circle that surrounds you. Every enemy that enters the circle for the first time will grant you additional Spell Damage, and every enemy killed within the circle will allow your Spells to Penetrate through All Resistance. |
Safeguard Ring | Place a Sentry on the spot. The Sentry creates a Safeguard Ring. Enemies within its radius are Knocked Back periodically. Allies receive less damage in its radius and take additional less damage from enemies outside the ring. |
Marked Rain of Arrows | Launches a Projectile that travels forward and deals Weapon Damage. The Projectile has a chance to Mark the enemy on hit. When Projectiles hit a Marked enemy, calls down multiple waves of Rain of Arrows on the enemy, dealing Weapon Damage. |
Blizzard | Calls down multiple waves of Blizzard that deal Spell Cold Damage and reduce enemy's Cold and Lightning Resistance. |
Frost Touch | Deals Spell Cold Damage once to the Nearby enemies and inflict negative effects to them. Records the next several times of Cold Damage taken. Explodes as the recording effect ends and deals Secondary Erosion Damage equal to a percentage of the recorded damage. |
Secret Origin Unleash | Increases Cast Speed while the skill lasts, and further increases Cast Speed based on the stacks of Focus Blessing owned when casting the skill. When the skill's Duration draws to an end, Focus Blessing will be consumed to extend the Duration. |
Black Hole | Creates a Black Hole at the target location, dealing Erosion DoT Damage to enemies within it and knocking them back. Black Holes can Knockback reversely. |
Ice Bond | Places a Sentry at the target location. The Sentry continuously releases Cold Beams to enemy units, dealing Spell Cold Damage and inflicting Frostbite upon hitting them, and your character deals additional Cold Damage to Frostbitten enemies. |
Scorching Pulse | Deals Spell Fire Damage once to Nearby enemies and Reaps DoT Damage |
Fire Burst | Deals Spell Fire Damage to enemies within range. Deals additional damage to enemies at the center of the area. |
Flame Jet | Conjures a Fire Terra at the target location at regular intervals. Eruptions lock onto enemy units in a radius hurl a Projectile at the targets. The Projectile that falls on the ground forms a small Fire Terra on the spot. |
Bull's Rage | Increases Melee Skill Attack Speed and Skill Radius while the skill lasts. |
Frigid Transmission | Blinks a distance to the target location, dealing damage to and inflicting 1 stack of |
Ice Imbue | Under the Imbue buff, your Attacks and Spells gain additional Cold Damage with a chance to |
Thunder Imbue | Under this Imbue, Attacks and Spells gain additional Lightning Damage with a chance to |
High Energy Beam | Fires a beam forward, dealing Spell Physical Damage to enemies within a rectangular area. When Command is above 50, the skill's range increases and its damage increases additionally every after the skill is cast 5 times. This skill is not affected by the beam length. |
Destructive Light Cannon | Fires a beam to the designated location and causes an explosion, dealing Spell Physical Damage to enemies within a certain area. |
Bombard | 8 cannon shells land within a 4m radius, each dealing 160% Physical Damage to enemies within 1.6m. |
Explosion | Deals 160% Physical Damage to targets within a area of 2m. Cooldown: 0.35s |
Fire Tornado | Deals Fire DoT Damage to enemies in a circle, reducing their Fire Resistance by 10%. Lasts for 4s. |
Ring of Lightning | A lightning skill similar to frost bomb centered on the caster |
Storm Shield | Target's Block Chance increased. Fires chain Lightning on Block |
Punishment | Punishment deals 5 times strength as Physical Damage and applies secondary damage. |
Defense | The sum of Armor, Evasion, and Energy Shield |
Block Ratio | By default, Blocking absorbs 35% damage. Increase Block Ratio to increase the damage absorption ratio. |
Max Resistance | By default, the Max Resistance is 75%. This limit can be increased. |
Ailment | Includes Traumatize, Ignite, Frostbite, Shock, and Decay |
Ailment Damage | Traumatize, Ignite, and Decay. Shock is excluded for now. |
All Stats | Strength, Dexterity, and Intelligence |
Stats Required | The Strength, Dexterity, and Intelligence required to use a gear or skill |
Drop quantity | Affects the quantity of items dropped (all types) |
Drop rarity | Affects rare drops (Gear only) |
Drop quantity | Affects the quantity of items dropped (all types) Each Base affix increases drop quantity bonus by a certain value. Drop quantity increases with the number and danger of the Base affixes. |
Drop rarity | Affects rare drops (Gear only) Each Base Affix increases the chance of rare drops by a certain value. Drop quantity increases with the number and danger of the Base Affixes. |
Fusion Energy | When there is 4/3/2/1 Energy, the depletion time is 1/2/4/6 s. When there is more than 4 Energy, the depletion time is 1s. If the skill is both a Fire Skill and a Cold Skill, 2 Fusion Energy is gained when using it. |
Fire Energy | +10% Fire Damage and +10% chance to Ignite for every Energy |
Cold Energy | +10% Cold Damage and +10% chance to Frostbite for every Energy |
Fire Pulse | A fire pulse spreads from the caster, dealing Fire Spell Damage increased with character level. Cooldown: 2s. |
Cold Pulse | A Cold pulse spreads from the caster, dealing Cold Spell Damage increased with character level. Cooldown: 2s. |
Fire Domain | Upon entering the Fire Explosion, your Fire Domain deals Fire Damage to enemies persistently, reducing their Fire Resistance |
Ice Domain | Upon entering the Ice Explosion, your Ice Domain slows enemies within range, reducing their Cold Resistance |
Lava Form | While in [Lava Form], you ignite Nearby enemies, reducing their Fire Resistance. Ignite damage increases with your Fire energy bars. Enemy Fire Resistance is further reduced as the ignite Duration increases. |
Crystal Form | While in [Crystal Form], slow Nearby enemies, increasing their Cold Damage taken. The effects of slow and Cold Damage bonus increase with the Cold Energy bars. |
Explosive | Explosive units will leave 2 sparks within 3m upon death. When any unit approaches a spark, the spark explode in 0.5s, dealing the host's 3% Max Life as Fire Damage to Nearby units caught in the explosion. Sparks deal secondary damage. Sparks last for 5 second and explode when they expire. |
Spark | Explosive units will leave 2 sparks within 3m upon death. When any unit approaches a spark, the spark explode in 0.5s, dealing the host's 3% Max Life as Fire Damage to Nearby units caught in the explosion. Sparks deal secondary damage. Sparks last for 5 second and explode when they expire. |
Energy Gauge | You have two energy gauges, respectively for your Cold and Fire energy Each gauge stores up to 3 bars of the corresponding energy When you are holding Cold (Fire) energy, using a Fire (Cold) skill consumes all of your Cold (Fire) energy and will not grant Fire (Cold) energy as it does otherwise When you haven't used any Cold (Fire) skill recently, the stored Cold (Fire) energy diminishes |
Depletion | After not casting Fire or Cold Skills, Fire and Cold Energy will deplete. The higher the bars, the shorter the depletion time. |
Frostfire Rampage | +80% Fusion Energy effect for 5s during which Fusion Energy won't deplete. Loses all Fusion Energy when the Duration ends. Cooldown: 11s. |
Rage | A special Berserker resource. Gains 8 points of Rage when using Melee Attack Skills Gains 2 points of Rage for every stack of Melee Attack Skill channeled. Gains 1 points of Rage after taking damage equal to the sum of 1% of Max Life and Max Energy Shield Rage reduces by 2 points per second if you have not gained any Rage in the last 3s Enters Berserk at Max Rage. |
Berserk | Gains bonuses twice the Max Rage while Berserk is active. Berserk expires when you run out of Rage. Berserk expires when you run out of Rage. 10 10 points of Rage will be naturally consumed per second while Berserk is active. |
Burst | When triggered, deals powerful area blast damage equal to 550% of Weapon Damage to enemies within 3 m. While Dual Wielding, the Base Damage is the average damage of both weapons |
Cyclone | Creates a persistent cyclone that periodically deals damage to enemies within its range. The damage dealt and the ticking interval of the cyclone are based on your Base Damage and Attack Speed. |
Special Ammo | Adds a Support Skill to the bottom left corner of the Hero Trait menu. There is a chance to reload the special ammo of the added Support Skill. The special ammo will be successfully consumed and effects of the added Support Skill will be granted if the added Support Skill is not on the skill panel and able to support Projectile Skills. |
Explosive Rounds | Explosive rounds grant +2 Projectiles but reduce the Projectile base range to 5m. Multiple Projectiles may hit the same target at once. Explosive rounds no longer have the base ammo effects and deal 20% less damage. |
Speed Round | When firing Speed Rounds, +3% Attack Speed, Cast Speed, and Projectile Speed for 4s. The effect is stackable |
Reload | Projectile Skills consume ammo. When you are out of ammo, you must reload to use these skills again. |
Reload | Fill the magazine by reloading ammo for a certain time. Unable to use Projectile Skills during the reload. |
Magic Shot | While Magic Shot is active, each Projectile Skill used or triggered consumes 3 ammo. When multiple special ammo is consumed, Projectile Skills will gain corresponding effects of the Support Skills. As long as magic shot is on, reloading is instant. |
Blank Firing | Projectile Skills can be used without ammo. In such a case, no ammo benefits are applied. |
Auto Reload | When no Projectile Skills have been used recently, the character will start reloading automatically. When a fixed quantity of ammo is auto-reloaded, it will complete instantly. Auto-reloading can be interrupted. |
Spacetime Illusion | Spacetime Illusion can only use Spell Skills and cannot use any Channeled and Summon Skills. Only 1 Spacetime Illusion may exist at a time. After reaching the summoning limit, click on the Trait Slot to call back the Spacetime Illusion |
Overload | Provides buffs for your Minions |
Multistrikes deal increased damage with each strike | Gains damage bonuses for this time's attack based on the current Multistrike Count |
Multistrike Count | Records the current attack's number of attacks during Multistrike when a Multistrike is triggered. The next attack's count during Multistrike +1 for each attack made |
Frost Restoration | Regenerates 1.2% of Life per second +10% Energy Shield Charge Speed. |
Spacetime Turbulence | Removes Life equal to the shared damage per second for 2s |
Part of Skills | Corrosive Throw's diminishing ratio is 58%. Split Arrow's diminishing ratio is 33% |
Twisted Spacetime | Gives buffs to allies within range Gains great buffs while inside Twisted Spacetime |
Twisted Spacetime | Increases DoT Damage taken by nearby enemies |
Divine Punishment | Consumes Tenacity Blessing, Agility Blessing, and Focus Blessing to send down Divine Punishment and gain Explosion for a short time |
Cat's Agility | +20% Movement Speed 200% of the increase/decrease on Movement Speed is also applied to Attack Damage |
Feline Figure | Inflicts Shock on the enemies in the path and settles Shock Damage |
Seething Spirit | An ancient ancestral spirit that casts Non-Mobility and Non-Channeled Main Melee Attack Skills of the player when it appears |
Self-Destruct Protocol | Synthetic Troop Minions are immediately defeated 1s after activation |
Volley | Fired Projectiles fly abrest |
Secondary Skill | The second skill on the Skill Wheel (bottom left) |
Shotgun Effect | Multiple Projectiles fired by a Projectile Skill can hit the same enemy. The first Projectile deals 100% damage on hit. The subsequent Projectiles deal less damage on hit. Most skills' follow-up on hit damage is 30% Special Skills' Shotgun Effect is marked in the Skill Stone's description. |
Divine Realm | Spend all Tenacity Blessing, Agility Blessing, and Focus Blessing to summon a Divine Realm and gain temporary Explosion. The Divine Realm lasts for 3s. The Area of the Divine Realm is not affected by the Skill Area. Enter or leave the Divine Realm to switch statuses. |
Stalker | Gains Stalker through movement Multistrike deals 20% more damage with each strike for every stack of Stalker Loses Stalker when Multistrike ends |
Self-Destruct | Self-Destruct Damage |
Multistrike deals additional damage with each strike | Gains additional bonuses for damage increased with each strike for this time's attack based on the current Multistrike Count |
Landslide | During Magic Shot, casting or triggering Projectile Skills consumes all ammo in the magazine. +12% additional damage for the next Projectile Skill for each type of special ammo reloaded. |
Spacetime Speed-up | Each enemy within Twisted Spacetime restores Youga's Spacetime Energy equal to 15% of the Affliction inflicted per second +1% Affliction, up to 50%, for every 5 Spacetime Energy consumed within 10s |
Cat Dive | During Multistrike, there is a +1% chance for this attack to deal damage equal to the Max Multistrike Count for every +5% Movement Speed +1 Maximum Multistrike Count for every stack of Stalker |
Last Stand | Minions won't be defeated when they have Overload -100% additional Life Restoration Speed for Minions when they have Overload Minions deal additional damage based on their Missing Life when they have Overload, up to +50%. |
Desperate Measure | No longer reload ammo when using Mobility Skills. -25% additional Projectile Damage. Your Projectile Skills will consume all ammo +30% damage for each ammo consumed. |
Rage Accumulation | +50 Max Rage Seething Spirit triggered upon taking damage comes with additional Physical Damage equal to 100% of the damage |
Frozen Flame | At Max Fusion Energy, Fire Damage can inflict Frostbite, and Cold Damage can inflict Ignite At Max Fusion Energy, Fire Damage increases 4 point(s) of Frostbite Rating on hit At Max Fusion Energy, Ignite inflicted by a Spell Skill adds 100% of the skill's Cold Damage to the Base Ignite Damage At Max Fusion Energy, Ignite inflicted by an Attack Skill adds 100% of the weapon's Physical Damage to the Base Ignite Damage |
Heroic Sacrifice | 20% chance for Synthetic Troop Minions to drop a Mechanical Part when defeating an enemy or hitting an Elite +5% Overload Effect for every Mechanical Part recently picked up |
Frenzy Furious | +0.8% Critical Strike Rating for every point of Rage you have +0.4% Critical Strike Damage for every point of Rage you have |
Frost Heart | +1% Frost Restoration Duration for every 1% Cold Resistance +2 Max Frost Restoration Stacks |
Divine Realm Power | -50% additional Blessing Duration +4% additional damage for every stack of blessing consumed when the Divine Realm is active. |
Doomsday Fission | Casts Empower Skill and gains Fission for 3s. Cooldown: 6s. Upon losing Fission, no bombs can be thrown until the trait is fully cooled down. -20% additional Projectile Damage -30% Projectile Range |
Desperate Measure | No longer reload ammo when using Mobility Skills. -25% additional Projectile Damage. Your Projectile Skills will consume all ammo +30% damage for each ammo consumed. |
Twisted Field | While inside Twisted Spacetime, additionally increases your damage taken by 2% per second, but also increases Spell Damage dealt by your Spacetime Illusion by 15%. The effect stops stacking after 6s The effect resets when you exit Twisted Spacetime |
Predicted Sacrifice | If the Divine Punishment consumes all stacks of Focus Blessing, you will gain Tenacity and Agility Blessing of half of the stacks of Focus Blessing. +40% additional damage if the Divine Punishment has consumed all stacks of Focus Blessing recently. |
Run Away | +2% additional Projectile Damage |
Fission | Doubles the bombs thrown. |
Uncontrolled Anger | All Damage additionally +50% while Berserk is active Loses 15% of Max Life per second during +60% Rage Cost while Berserk is active |
Split Form | No longer gain Rage when taking damage Taking damage reduces Rage instead Each point of Rage can only compensate for damage equal to 0.5% of the sum of Max Life and Max Energy Shield All Max Resistances are fixed at 60% +2% additional Max Life for every 15% Resistance exceeding the Max Resistance |
Frost Embrace | +5 Max When Cold Pulse hits an enemy recently, +1% Cold Pulse Cooldown Recovery Speed for every 6 points of Frostbite Rating the enemy has. Interval: 0.2s. |
Stun | Cannot act |
Weaken | Reduces damage dealt by 10% |
Blinding | Damage has a 20% chance to miss before addressed |
Knockback | Forced to move back by a short distance |
Paralysis | Additionally increases damage taken by 10% |
Slow | Each stack reduces Attack Speed, Cast Speed, and Movement Speed by 6%. Stacks up to 5 times |
Freeze | A unit will be Frozen once it has more than 100 Frostbites. Frostbites are cleared once the unit is Frozen and rendered immobile. |
Thaw | Recovering from the Frostbite status and returning to normal speed |
Wilt | An Ailment that may be triggered on hit, dealing Erosion Damage per second for 1s based on Base Wilt Damage. Can be stacked infinitely Wilt cannot be inflicted when Base Wilt Damage is 0 |
Ignite | An Ailment that may be triggered on hit, dealing Fire Damage per second for 4s based on Base Ignite Damage. Unable to stack +30% additional Affliction Effect when dealing Ignite Damage Ignite cannot be inflicted whDoTen Base Ignite Damage is 0. |
Trauma | An Ailment that may be triggered on hit, dealing Physical Damage per second for 4s based on Base Trauma Damage. Unable to stack +30% additional Reaping Duration when Reaping Trauma Damage Trauma cannot be inflicted when Base Trauma Damage is 0 |
Shock | An Ailment that may be triggered on hit. Shocked enemies take Secondary Lightning Damage equal to Base Shock Damage when hit The character has Base Shock Damage equal to 3% of the Lightning Damage hit Shock Damage is not affected by bonuses One Shock can be settled up to 12 time(s) Shock cannot be inflicted when Base Shock Damage is 0 |
Taunt | Forced to attack the taunting unit |
Silence | Cannot cast Spells and warcries |
Disarm | Cannot perform Attack Skils |
Agility Blessing | Every stack of Agility Blessing grants +6% Attack Speed, Cast Speed, and Movement Speed. Initial max stacks: 4 |
Surge | Increases Mana Restoration Speed and deals additional Spell Damage based on the effect level |
Mark | Target is locked. -20% Evasion and +40% Critical Strike Damage taken |
Tenacity Blessing | Every stack of Tenacity Blessing grants an additional 4% damage reduction. Initial max stacks: 4 |
Barrier | Gains a Shield equal to 20% of the sum of Max Life and Max Energy Shield, absorbing 50% of the damage taken. Cannot gain the shield when a Barrier is present. |
Blur | Gains 100 points of Blur Rating. Once 100 points of Blur Rating is gained, 10 Blur Rating is lost per second. Blur is lost once Blur Rating drops to 0. +0.3% Evasion and +0.3% chance to avoid damage for every point of Blur Rating you have. Max Blur Rating is 100 |
Root | Cannot move (including walking, sprinting, blinking, and knockback) |
Elapse | +4% DoT Damage dealt to the target. Stacks up to 10 times |
Rejuvenation | Restores 2% Max Life and Mana. Multiple (Rejuvenation) effects are calculated independently. Stacks up to 5 times |
Life Regain | Based on the Missing Life (including Sealed Life), restores a portion of Life on hit. This effect has a 0.5s interval. |
Shield regain | Based on the Missing Energy Shield, restores a portion of Energy Shield on hit. This effect may only appear once every 0.5s. |
Frostbite | Frostbite is an Ailment that may be triggered on Cold Damage hits. Frostbitten enemies -10% Attack, Cast and Movement Speed. If damage exceeds a certain threshold, Frostbite Rating will be accumulated on the target. The target will be Frozen once they have more than 100 points of Frostbite Rating. |
Frostbite | When Cold Damage inflicts Frostbite, 2 points of Frostbite Rating is accumulated if the damage inflicted is at least 0.2% of the target's Max Life and Max Energy Shield. Every point of Frostbite Rating increases Frostbite's effects by 1% and extends the duration the target is Frozen by an additional 1%. Only boss enemies have a Max Frostbite Rating, which is 100 points. Other units don't have a Max Frostbite Rating. Every point of Frostbite Rating will cause reduced Movement Speed and increased Frozen Duration on the target. Frostbite Rating will be cleared once the Frostbite status ends. |
Focus Blessing | Every stack of Focus Blessing grants +4% chance to deal Double Damage. Initial max stacks: 4 |
Knockback direction is reversed | Inverts the Knockback direction |
Fighting Will | Accumulates Fervor Rating when you defeat enemies or hit Elite enemies while having Fervor. +2% Critical Strike Rating for every point of Fervor Rating. The Max Fervor Rating is 100 points. |
Fervor rating | +2% Critical Strike Rating for every point of Fervor Rating you have. The Max Fervor Rating is 100. |
Blur Rating | +0.3% Evasion and +0.3% chance to avoid damage for every point of Blur Rating you have. The Max Blur Rating is 100 |
Crowd control effects | Including Frostbite, Paralysis, Knockback, Weaken, Slow, Taunt, and Blinding. |
Origin of Spirit Magus | Buff effect gained after summoning a Spirit Magus. |
Hardened | -25% additional damage taken |
Origin of Fire | Increases Attack and Spell Critical Strike Rating |
Origin of Thunder | Increases Attack and Cast Speed |
Contact Target | When a Parabolic Projectile lands or hits an enemy |
Wind Blade | Wind Blade counts as a Steep Strike. It passes through all enemies and deals damage to them |
Command | Equipping a skill that can summon Synthetic Troops will grant Command. Every point of Command will grant Minions +2% additional damage and a bigger Tracking Area. The lowest Command is -100 while the highest is 100. When Command is not 0, 13 points will be returned (reduced/granted) per second. For every 10 Command increased, +7 additional points returned until the total Command becomes 0. |
Command | Every point of Command will grant Minions +2% additional damage and a bigger Tracking Area. The lowest Command is -100 while the highest is 100. When Command is not 0, Command will be returned (reduced/granted) every second until it becomes 0. |
Six Gods' Blessings | Tenacity Blessing, Agility Blessing, Focus Blessing, Fervor, Blur, Barrier. |
The new god is balancing order and chaos | Character affected by the Order and Chaos: Initially has 100 points of Order and loses 1 point of Order per 1s. Gains 1 point of Chaos for every point of Order lost. |
Order | The character initially has 100 points of Order and loses 1 point per 1s. Gains 1 point of Chaos for every point of Order lost. |
Chaos | The character initially has 100 points of Order and loses 1 point per 1s. Gains 1 point of Chaos for every point of Order lost. |
The new god is devouring Six Gods' blessings | All Character's Six Gods' blessings, including Tenacity Blessing, Agility Blessing, Focus Blessing, Fervor, Blur, and Barrier, will be devoured every 4s |
Spell Burst | Automatically casts a Spell Skill a certain number of times. When Spell Burst is fully charged, the next Spell Skill cast will activate Spell Burst, which will consume all stacks charged and automatically cast the Spell Skill the same number of times. Skills that have a cooldown, or Summon, Sentry, and Channeled skills cannot activate Spell Burst. |
Devour | Nullifies Talents. |
Replicate | Additionally gains a copied Talent. When copying a devoured Talent, the duplicate Talent will become take effect normally. You can only copy the original Talents on the Divinity Slate and cannot copy Talents obtained via other replication effects. |
Icebound | Immunity to Frostbite. 20% of Physical or Lightning Damage taken will be converted to Cold Damage. |
Icebound 2 | Immunity to Frostbite. 40% of Physical or Lightning Damage taken will be converted to Cold Damage. |
Icebound 3 | Immunity to Frostbite. 60% of Physical or Lightning Damage taken will be converted to Cold Damage. |
Fire Strike | Adds 20% of Physical Damage as Fire Damage to Attacks. Damage Penetrates 10% Fire Resistance |
Fire Strike 2 | Adds 30% of Physical Damage as Fire Damage to Attacks. Damage Penetrates 15% Fire Resistance |
Fire Strike 3 | Adds 40% of Physical Damage as Fire Damage to Attacks. Damage Penetrates 20% Fire Resistance |
Superconductivity | Cannot deal Fire Damage. Lightning Damage against Shocked enemies triggers Lucky |
Poison Lord | 60% chance to cause Wilt. Wilt Damage increases by 20%. |
Poison Lord 2 | 60% chance to cause Wilt. Wilt Damage increases by 30%. |
Poison Lord 3 | 60% chance to cause Wilt. Wilt Damage increases by 40%. |
Genius of Chaos | Adds 20% Non-Erosion Damage as Erosion Damage |
Genius of Chaos 2 | Adds 30% Non-Erosion Damage as Erosion Damage |
Genius of Chaos 3 | Adds 40% Non-Erosion Damage as Erosion Damage |
Thawing strike | When Frostbite is caused by monsters, inflicts 1 stack of [Slow]. Each stack of [Slow] caused by monsters reduces your Cold Resistance by 6%. |
Aember Blast | Aember energy gathered on the ground. Causes damage when it takes shape. |
Devouring Black Hole | A force of the Black Hole gathered on the ground. Absorbs surrounding units and deals DoT Damage. |
Frenzy | As damage and speed increase, the damage taken goes up. |
Restrained | Reduces half Damage and Speed but grants double Defense. |
Giantism | Enlarges the physique and increases the Skill Area |
Malice Incarnation | Malice Incarnations are a special group of monsters in the Cube Season. There will be special marks for them on the map. Defeating Normal Malice Incarnations has a chance to grant Desire Crystals. Defeating Elite Malice Incarnations will grant Desire Beads. |
Desire Crystal | Desire Crystals are a special drop in the Cube Season. They could be granted by defeating Normal Malice Incarnations. You can use them to activate the Cube of Rapacity. |
Desire Bead | Desire Beads are a special drop in the Cube Season. They could be granted by defeating Elite Malice Incarnations or will be given by the disintegration of the Cube. You can use them to exchange for items via Avarice Bounty. |
Deacon | The Deacons of Malice are special Elite in the Cube Season, including the Malice Flagellant and the Malice Martyr. Malice Flagellant will reduce the damage taken by allies nearby and slow them down, whereas Malice Martyr will do the opposite. |
Malice Judge | The Malice Judge is a special Elite in the Cube Season. The character could show up after you obtain the Special Decree of the Avarice Code. Defeat the Malice Judge to obtain precious rewards. |
Special Event | Get 1 of the following rewards: 2 R rewards. 3 R rewards. 4 R rewards. 1 SR reward. |
Surging Greed | Additionally increases Rapacity. |
Ambush of Desire | The Malice Incarnation will come. |
Greed Extermination | Destroys the Cube of Rapacity and takes away all the rewards. |
Desire Incarnation | Desire Incarnations are a special group of Elites in the season of Cube of Rapacity. There will be special marks for them on the map. Desire Incarnations consist of Malice Confessor, Malice Watcher, Malice Executor, Malice Law Performer, Malice Oathbreaker, and Malice Liar. Defeating them will grant more Desire Beads or Desire Crystals. |
Giantism | Enlarge Physique by 15%; +40% Skill Area; -5% additional Physical Damage taken |
Master Sniper | +100% additional Projectile Damage; +30% Projectile Speed; Projectiles Penetrate all targets. Lasts for 1s |
Spell Overload | For the next 8s, each Spell Skill cast grants +1% Cast Speed and increases Mana Cost by 5% |
Arcane Focus | The Skill Area of Area Spells alternates between receiving a 60% increase and a 30% decrease every 4s |
Conductivity | Each stack provides 10% Critical Strike Rating, 10% Critical Strike Damage, +5% chance to inflict Shock. Limited to 1 stack per second and lasts for 8s |
Frost Advent | Each attack hit reduces enemy Attack Speed and Movement Speed by 3% and increases your Attack Speed and Movement Speed by 3%. Stacks up to 30% and lasts for 8s |
Forbearance | Each point of Forbearance provides 1 Life Regeneration per second, 0.1% Life Regeneration per second, and 1% Armor. Each point of Forbearance lasts for 8s. |
Murderous Intent | Each point of Murderous Intent grants 0.5% Attack Speed, 0.5% Movement Speed, and 1% Skill Area. Each point of Murderous Intent lasts for 8s. |
Confusion | Each point of Chaos grants 0.5% Life Regain, 1% Critical Strike Damage, and Erosion Damage equal to 1% of Physical Damage. Each point of Chaos lasts for 12s. |
Void Orb | Each Void Orb adds 100 - 200 Physical Damage to Spells and +10% Armor. Deal 50-100 Physical Damage to yourself for 5s when using skills |
Combo Lightning | Reduces enemy Lightning Resistance by 10% on hit for 8s, dealing minor damage. Projectile may chain up to 3 times |
Emperor's Wrath | Immune to Curses; +30% Attack and Spell Block; -50% additional Skill Cost |
Pain | +10% additional Erosion Damage taken, -8% Movement Speed |
Thrill Barrier | +20% additional Elemental Damage, and Reflects 100% Elemental Damage while the Barrier lasts |
Hardened Barrier | +20% additional Physical Damage, and Reflects 100% Physical Damage while the Barrier lasts |
Dragon's Heart | +50% additional Skill Cost, Main Skills gain +30% chance to deal Double Damage |
Corroded Gear | Consumes 2% of Life to restore 8% of Max Life when you are hit. Interval: 1s. |
Corroded Mana | Consumes 2% of Mana to restore 8% of Max Mana when you are hit |
Corroded Energy Shield | -20% Energy Shield Charge Speed to restore 8% Max Energy Shield when you are hit. Interval: 0.2s. |
Corroded Heart | Unlucky Critical Strike, -30% nearby enemy Elemental and Erosion Resistance |
Lord of the Void | Converts 100% of Physical Damage to Erosion Damage. -20% additional Erosion Damage taken for 5s |
Throne | +8% additional Channeled Skill Damage per stack. -5% additional damage taken, up to 10 stacks. Lasts for 4s |
Eternal Morale | +5% damage, +1% Attack and Cast Speed for every stack of Eternal Morale. Lasts for 20s |
Eternal Nightmare | +5% Critical Strike Rating, +1% Critical Strike Damage for every stack of Eternal Nightmare. Lasts for 20s |
Eternal Shadow | +5% Skill Area and +1% Movement Speed for every stack of Eternal Shadow. Lasts for 20s |
Eternal Guard | +5% Defense, +1% chance to avoid Ailments for every stack of Eternal Guard. Lasts for 20s |
Eternal Simulacra | +5% Skill Duration, +1% Skill Cooldown Recovery Speed for every stack of Eternal Simulacra. Lasts for 20s |
Eternal Reign | +1% Max Resistance and +10% additional damage for every stack of Eternal Reign. Lasts for 20s |
Mass Enhancement Effect | +20% additional Attack Damage, +10% Skill Area. Stacks up to 5 times and lasts for 15s |
Impassioned | -10% additional Skill Cost, -10% additional Life Regain Interval, +100% damage. Stacks up to 10 times. Each stack lasts for 5s |
Meditate | Multistrike deals 10% more damage with each strike. -5% additional damage taken. Stacks up to 5 times and lasts for 10s |
Intimidating | Takes +12% additional damage and deals -12% for 4s when at Low Life |
You went against the will of the Gods | Fervor gains an additional base effect: -3% Critical Strike Rating for every point of Fervor Rating. -99% Blur effect. You are under the effect of Weaken while Blur is active. Loses 6% of Life and Energy Shield while a Barrier is active. Tenacity Blessing gains an additional base effect: Additionally takes 5% damage for each stack. Focus Blessing gains an additional base effect: -6% Double Damage Chance for each stack. Agility Blessing gains an additional base effect: -15% Attack and Cast Speed for each stack. |
Asynchronous Transfer | Cast Speed bonus and 75% of additional bonus are also applied to Attack Sentries' Cast Frequency Attack Speed bonus and 75% of additional bonus are also applied to Spell Sentries' Cast Frequency |
Corroded | Corroded gear cannot be corroded or crafted again |
High Level Normal Gear | Crafting with high-item-level gear, an affix can be granted with a higher affix level. Crafting with normal gear can save you the costs of obtaining your desired affixes. Normal gear with high item levels can be purchased from Trade House or obtained from the exchange with the Fate Cards dropped by Netherrealm Watchers after you defeat them. |
Ominous | Each piece of gear can only possess 1 ominous affix |
Sleepless | Each piece of gear can only possess 1 sleepless affix |
Short-term Inheritance | After clearing this stage, the card affixes will work on all stages in this plane The inheritance effect vanishes after taking effect a few times or when this round ends - Activating a stage is counted as one time - The count is displayed after the colon |
Memory | Cards can take effect multiple times in this stage - Activating a stage is counted as one time - The remaining count is displayed after the colon |
Takes effect after clearance | The card affixes will only take effect after this stage is cleared |
Mirror Image | This is a Mirror Image. |
Dark Surge Undercurrent | Randomly draws 1 Dark Surge Chaos Card(s) after clearing this stage. Effect cannot be inherited |
Mystery Treasure | Randomly draws 1 [Straightforward] after clearing this stage. Effect cannot be inherited |
Oracle of War | Randomly draws 1 [Conquest - Hypocrisy] after clearing this stage. Effect cannot be inherited |
Oracle of Might | Randomly draws 1 [Might - Hypocrisy] after clearing this stage. Effect cannot be inherited |
Oracle of Hunting | Randomly draws 1 [Hunting - Hypocrisy] after clearing this stage. Effect cannot be inherited |
Oracle of Machines | Randomly draws 1 [Machine - Hypocrisy] after clearing this stage. Effect cannot be inherited |
Offset Degree | +0.3% Monster Damage and -1% Monster Damage taken for every point of Offset Degree |
God of War Follower | God of War Followers are Magic monsters and will be affected by the affixes dropped |
Dwarven Automaton | Dwarven Automatons are Rare monsters and will be affected by the affixes dropped |
Drone | Drones are Normal monsters and will be affected by the affixes dropped |
Basic Rare Gear | Rare Gear with 3~5 Affixes |
Super Rare Gear | Rare Gear with 6 Affixes |
Replicate Legendary Boss | 1 additional Legendary Boss(es) will be generated for every 100% Replicate chance |
Whisper of Wealth | Whisper of Wealth typically increases the amount of Flame Fuel, Embers, and Fluorescent Memories dropped from Void Sea Treasures |
Whisper of Armament | Whisper of Armament typically increases the amount of gear, Hero Relics, and Hero Memories dropped from Void Sea Treasures |
Whisper of Wonder | Whisper of Wonder typically increases the rarity of items dropped from Void Sea Treasures |
Void Pirate | A specific type of monster that players will encounter when playing the exclusive content of the Blacksail Season |
Seal Whisper | Complete the exclusive gameplay of the Blacksail Season to get Seal Whispers. Collect a certain amount of Seal Whispers to unseal the Void Sea Terminal and challenge the season boss. Different combinations of Seal Whispers grant different bonuses that affect the rewards from the season boss |
Drop rarity | Affects the rarity of gear, Hero Relics, and Hero Memories dropped from Void Sea Treasures |
Cold Blessing | +300% additional Life, +80% additional damage. +50% Cold Resistance, gains an Energy Shield of 75% Max Life, and +90% Movement, Attack, Cast, and Cooldown Recovery Speed. Upon receiving damage, there is a 60% chance to cast Ring Ice Spikes once. (Cooldown: 1s). Upon receiving lethal damage, get Frozen for 5s. (Cooldown: 10s.) When Frozen, additionally -80% damage taken and restores 10% Max Life and Energy Shield every second. |
Fire Blessing | +600% additional Life, +80% additional damage, +50% Fire Resistance, and +90% Movement, Attack, Cast, and Cooldown Recovery Speed. Throws 6 Lava Balls (dealing DoT Fire Damage on hit) at the target every 6s. Restores 15% Max Life on hit. Upon hitting a target that receives DoT Damage, restores 30% Max Life in 3s. |
Lightning Blessing | +400% additional Life, +80% additional damage, +50% Lightning Resistance, gains 50% Damage Avoidance Chance, and +120% Movement, Attack, Cast, and Cooldown Recovery Speed. There is a 35% chance to additionally -75% Hit Damage taken within 10s and triggers a Hexa Lightning Strike against the target on hit. (Cooldown: 4s.) |
Erosion Blessing | +650% additional Life, +60% Erosion Resistance, converts 75% damage taken into Erosion Damage, +120% Movement, Attack, Cast, and Cooldown Recovery Speed. Adds 80% Elemental Damage as Erosion Damage on hit. Triggers Erosion Terra at the target spot upon dealing damage. (Cooldown: 6s. Deals DoT Damage. Expands gradually within 5s.) |
Physical Blessing | +500% additional Life, +60% additional damage, +70% additional Armor, and +90% Movement, Attack, Cast, and Cooldown Recovery Speed. Fires 1 additional projectiles on hit. (Cooldown: 0.2s. Deals Physical Damage.) Upon receiving damage, +30% Armor and Elemental and Erosion Resistance for 10s. Stacks up to 5 times. |
Queen's Disciple | -70% additional damage taken, +30% additional damage dealt, and +300% additional Life. Inflicts an Aura on monsters within 13m nearby: the monsters affected by the Aura have -50% additional damage taken, restore 10% Max Life on hit. (Cooldown: 0.5s), and deal Physical Damage once 3s after being defeated. |
Disciple of Order | -35% additional damage taken, adds 20% of all damage as Erosion Damage, +600% additional Life. Inflicts an Aura on monsters within 13m nearby: the monsters affected by the Aura restore 50% Max Life every second and explode 2s after being defeated, dealing Erosion Damage. |
Dark Surge Disciple | Gains 80% Injury Buffer. Captures 10% Elemental Resistance from the player on each hit. (Lasts 5s.) +300% additional Life. Inflicts an Aura on monsters within 13m nearby: the monsters affected by the Aura deal +80% additional damage and generate an Erosion Terra upon being defeated. Lasts 3s. |
Void Sea Disciple | -50% additional DoT Damage taken, adds 10s Acid Mist Corrosion on hit (DoT Erosion Damage), and +300% additional Life. Inflicts an Aura on monsters within 13m nearby: the monsters affected by the Aura gain +90% additional Movement, Attack, and Cast Speed and explode 2s after being defeated, dealing random Fire/Lightning/Cold/Erosion Damage. |
Elimination | Eliminate enemies under 18% Life on hit |
Burnout | +30% additional Fire Damage When causing Severe Injuries to enemies, give them +25% Fire Resistance for 1s |
Tenacity | +15% chance to gain 1 stack(s) of Tenacity Blessing on hit Max Tenacity Blessing Stacks +1 |
Great Strength | -15% Attack Speed +30% additional Attack Damage |
Fueling | Damage ignores enemy Fire Resistance |
Blazing Fire | +20% additional Fire DoT Damage Inflicts 10 Affliction when dealing Fire Damage. Cooldown: 0.1s |
Judgment | +100% chance for Attacks to inflict Paralysis on hit +50% Critical Strike Damage against Paralyzed enemies |
Resolve | Owns 2 additional stacks of Tenacity Blessing +20% Armor for every 1 stack(s) of Tenacity Blessing |
Joined Force | Off-Hand Weapons do not participate in attacks while Dual Wielding Adds 50% of the damage of the Off-Hand Weapon to the Main-Hand Weapon instead |
Well Matched | +120% Multistrike Chance when an Elite is nearby |
Ember Armor | Converts 50% of Elemental Damage taken to Physical Damage +1% chance to gain Double Armor for every 10 Strength |
Formless | +100% additional Warcry Skill Effect -30% Warcry Skill Effect Duration |
Momentum | +40% additional Attack Damage for the next Main Skill every 1s. Refreshes this interval on defeat. |
Arcane | Converts 100% Mana Cost to Life Cost +40% Max Life |
Sacrifice | Changes the effect of every 1 stack(s) of Tenacity Blessing to: +6% additional Attack Speed, +8% Skill Area |
No Lose Ends | +300 Attack Critical Strike Rating at Full Life +35% additional Attack Damage at Low Life |
Life Path | Life Regain doubles Life Regain is only effective when Life is lower than 50% |
Survival Will | +100% additional Life Regeneration Speed at Low Life Restores 1% Life per second for 2s after taking damage. Stacks up to 15 times |
Wildfire | +100% additional Fire Damage against Low Life enemies Minions deal +100% additional Fire Damage against Low Life enemies |
Sweep | +15% chance for Area Skills to deal Double Damage +10% Skill Area for every 1 enemy/enemies recently killed, up to 100% |
Rock | Max Tenacity Blessing Stacks +2 +15% Fire Damage for every 1 stack(s) of Tenacity Blessing |
True Flame | Enemies that die of Fire Damage will explode, dealing Fire DoT Damage per second equal to 85% of the overflown Damage for 2s to nearby enemies |
Focused Strike | Area skills deal up to 40% additional damage to enemies at the center |
Starfire | +1 Max Ignite Effect +20% Ignite Duration |
Perception | +20% Attack and Cast Speed +1% Attack and Cast Speed for every 15 Dexterity |
Paralyzed | -2% target's Lightning Resistance for 2s on Lightning Damage hit. Stacks up to 16 times |
Flicker | +100% additional Cooldown Recovery Speed for Mobility Skills +20% additional Attack and Cast Speed for Mobility Skills |
Rushed | +20% Movement Speed +35% additional damage if you have recently moved more than 5m |
Impermanence | -40% additional min damage +40% additional max damage |
Flash of Brilliance | Gains 1 stack(s) of Agility Blessing when a Non-Channeled Mobility Skill is used 25% chance to gain max stacks of Agility Blessing when Agility Blessing is gained |
Gale | 100% of the Projectile Speed bonus is also applied to Projectile Damage +20% Projectile Speed |
Mind Flow | +5% additional damage every 0.5s, stacking up to 8 times and resetting after you take damage |
Euphoria | Max Agility Blessing Stacks +1 +5% additional Evasion for every 1 stack(s) of Agility Blessing |
Three Birds with One Stone | +2 Projectile Quantity +1 Parabolic Projectile Splits |
Master Escapist | You may evade Spells -35% additional Evasion against Spell Damage |
Close Range Fire | Projectiles deal up to +35% additional damage to enemies in proximity, and this damage reduces with the distance traveled by the Projectiles |
Conductive | Gains 5% of Lightning Damage hit as Base Shock Damage |
Static | +8% Attack and Cast Speed every 0.5s while standing still, stacking up to 40% +5% Life Regain and Energy Shield Regain while standing still |
Transition | When casting a Lightning Skill, +50% chance for the skill to deal +75% Critical Strike Damage When casting a Lightning Skill, +25% chance for the skill to deal +150% Critical Strike Damage When casting a Lightning Skill, +10% chance for the skill to deal +250% Critical Strike Damage |
Queer Angle | Damage dealt by Minions and you against Shocked enemies triggers Lucky |
Quick Advancement | Multistrikes deal 55% more damage with each strike |
Waiting Attack | Consumes all Agility Blessing when the Main Skill is used. +10% additional damage for this skill for every stack of Agility Blessing consumed. The effect can not stack. |
Cultivation | +3% Life and Mana Restoration Speed, up to 45%, for each skill used recently +4% Cast Speed for each skill used recently. Stacks up to 15 times. |
Stability | Restores 3% of Life when Regaining Life Restores 3% of Energy Shield while Regaining Energy Shield |
Calm | -50% additional damage taken at Low Life and Low Energy Shield +25% additional damage taken at Full Life |
Acquaintance | +25% chance to trigger the skill again while using Core Spell Skills |
Rebirth | Converts 50% of Life Regain and Energy Shield Regain to Restoration Over Time -25% additional Regain Interval |
Nowhere to Be Found | Max Agility Blessing Stacks +2 Removes negative effects and DoT Damage on self upon gaining Agility Blessing |
Beacon | +3 Max Spell Burst |
Chilly | +20% additional Cold Damage taken by enemies Nearby Enemies nearby cannot regenerate life |
Winter | -5% enemy Cold Resistance every 0.2s, stacking up to 8 times. The effect resets after the enemy moves 2m |
Insight | +30% additional Spell Damage +25% additional Skill Cost |
Burning Touch | Immune to Frostbite +20% additional Cold and Fire Damage |
Preparation | Gains 1 stack(s) of Focus Blessing for every 10% Mana consumed. +25% Mana Regeneration Speed for every 1 stack(s) of Focus Blessing. |
Bunch | Max Focus Blessing Stacks +1 +3% additional Spell Damage for every 1 stack(s) of Focus Blessing |
Inner Side | Doubled Energy Shield regain |
Shell | +30% additional Max Energy Shield Your Max Life is set to 2 |
Play Safe | 100% of the increase/decrease on Cast Speed also applies to the Spell Burst Charge Speed. -50% additional damage for skills that are not cast by Spell Burst. |
Barrier of Radiance | Energy Shield Charge started recently cannot be interrupted by damage +50% Energy Shield Charge Speed |
Mind Blade | Adds the Main-Hand Weapon damage to Spells |
Frostbitten | +1% Cold Penetration when dealing damage for every 1 point(s) of Frostbite Rating the enemy has |
Mana | 20% of damage is taken from Mana instead of Life +32% Max Mana |
Full Load | Consumes 15% of the current Mana when you use a skill. +35% additional damage for the next skill when Mana reaches the max. |
Extreme Coldness | +30% additional damage against enemies with Max Frostbite Rating Inflicts Frostbite when dealing Cold Damage |
Frozen Lotus | When defeating an enemy, deal Cold Spell Damage based on the Max Mana to its Nearby enemies. The damage increases with character level. |
Mind Focus | Changes the base effect of Focus Blessing to: Adds Cold Damage equal to 2% of Max Mana to Attacks and Spells |
Focus | Max Channeled Stacks +2 +3% additional damage for Channeled Skills for every 1 channeled stack(s) |
Adaptation | Converts 25% of Physical Damage taken to random Elemental Damage +4% Max Elemental Resistance |
Translucent | +20% additional Lightning Damage if you have dealt Fire Damage recently +20% additional Cold Damage if you have dealt Lightning Damage recently +20% additional Fire Damage if you have dealt Cold Damage recently |
Quick Ritual | Min channeled stacks +1 +15% additional Cast Speed for Channeled Skills +15% additional Attack Speed for Channeled Skills |
Peculiar Vibe | +30% chance to cause Elemental Ailment +25% additional damage dealt to enemies under Elemental Ailment |
Penetrating | +4% Elemental Penetration for every 1 stack(s) of Focus Blessing |
Cohesion | +100% additional Critical Strike Rating for the next Main Skill used every 2s |
Brutality | +35% additional Physical Damage Cannot deal Elemental Damage |
Determined | Upon taking fatal damage, you keep 1 Life and become immune to DoT Damage for 1s. Cooldown: 8s |
Automatic Upgrade | +45% Spell Block Chance if you have Blocked an Attack recently +45% Attack Block Chance if you have Blocked a Spell recently |
Instant Smash | Critical Strikes ignore Armor +100% additional Trauma Damage dealt by Critical Strikes |
Endless Fervor | Have Fervor +30% Fervor Effect |
Blunt | Ignore Armor Damage dealt by Minions ignores Armor Physical Damage +15% chance to inflict Paralysis on hit |
Continuum | +250 Spell Critical Strike Rating for 4s on attack Critical Strike |
Ambition | Gains 10 Fervor Rating when hitting an Elite Gains Fervor when there are enemies nearby. |
Open Wounds | +40% Trauma Duration when inflicting Trauma on Traumatized enemies. +125% Critical Strike Damage against Traumatized enemies. |
Hair-trigger | +2% additional damage for this skill upon trigger for every 3 Fervor Rating. -20% additional Cooldown Recovery Speed of the skill triggered. |
Versatile | 75% of to Cast Speed increased/reduced is also applied to Attack Speed |
Sprinkle | Melee skills have a 20% chance to grant +80% Skill Area +18% additional Melee Damage |
Defensiveness | Blocking has a 0.03s cooldown +25% Block Ratio |
Centralize | Gains additional 25% of current Fervor Rating on hit. Cooldown: 0.3s. Consumes half of the current Fervor Rating when hit. -1% additional damage for every 1 Fervor Rating consumed. |
Tradeoff | +25% Attack Speed when Dexterity is no less than Strength +25% Attack Damage when Strength is no less than Dexterity |
Full Defense | +2% Spell Block for every 3% Attack Block |
Falling Leaves | -30% additional Weapon Damage. +60% additional Attack Damage. |
Fluke | Critical Strikes have the Lucky effect while having at least 50 Fervor Rating |
Gravity | +20% additional Melee Damage Melee Skills can Knockback reversely |
Shooting Arrows | +20% additional Projectile Damage +50% additional Knockback distance |
Keep It Up | Fervor Rating gains an additional base effect: +2 Critical Strike Rating for every point of Fervor Rating |
Impending | +6% additional damage taken for enemies within 10m every 0.25s. Stacks up to 5 times |
Rapid Shots | Projectile Damage increases with the distance traveled, dealing up to +35% additional damage to distant enemies |
Plague | DoT Damage has a 40% chance to spread to targets nearby +25% DoT Damage Duration |
Mixture | Converts 99% of Physical and Elemental Damage to Erosion Damage +99% chance to Paralyze the target when dealing damage to enemies |
Windwalk | +25% additional DoT Damage taken by the target during the 2s after DoT Damage is dealt. Effect cannot stack. |
Subtle Impact | Blur gains an additional effect: +25% additional DoT Damage taken by nearby enemies |
Forbidden Power | +35% additional Erosion Damage Cannot regenerate Life |
Poisoned Relief | +25% Injury Buffer -15% additional damage taken at Low Life |
Dirt | +10% additional Erosion Damage +10% additional damage dealt to Life |
Ward | Adds 15% of Sealed Mana as Energy Shield |
Stealth Stab | -20% additional damage taken while Blur is active +20% additional damage for 3s after Blur ends |
Beyond Cure | -1% Erosion Resistance for enemies for every stack of Wilt you've inflicted You can stack Wilt up to 50 times |
Twisted Belief | +3 Erosion Skill Level -3 Elemental Skill Level |
Life Conversion | Adds 20% of Sealed Mana as Life -15% additional Sealed Mana |
Affliction | +10 Affliction inflicted per second +75% Affliction effect |
Holiness | Immune to Curse. -20% additional damage dealt by Cursed enemies. |
Daze | Blur gains an additional effect: +100% control effects and +15% additional Ailment Damage. |
More With Less | +40% additional DoT Damage -20% additional DoT Damage Duration |
Verbal Abuse | You can cast 1 additional Curses +15% Curse effect |
Reap Purification | Additionally settles 80% of the remaining total damage when Reaping Removes all of the target's DoT Damage when Reaping |
Prelude | Using a Non-Main Skill will make the next Main Skill deal +30% additional damage. The effect can not stack |
Vile | Duration of Ailment dealt by Critical Strike is doubled. +1% additional Ailment Damage for every 3% of Critical Strike Damage. |
Indifference | 15% of the increase/decrease on Attack Speed is applied to Cooldown Recovery Speed. 15% of the increase/decrease on Cast Speed is applied to Cooldown Recovery Speed. |
Off The Beaten Track | +3 Support Skill Level Support Skill's Mana Multiplier is set to 105% |
Dirty Tricks | Guaranteed to inflict all types of Ailments on hit. +6% additional damage on hit for every Ailment on enemy. |
Stab In The Back | While Blur is active, lose Blur after using a Main Skill, and the skill deals +35% additional damage |
Orders | +20% additional Minion Damage +100% additional Summon Skill Cast Speed |
Sentry | Max Sentry Quantity +1 +100% additional Cast Speed for Sentry Skills |
Shrink Back | +35% chance to gain a Barrier when taking damage |
Mighty Guard | +2 level(s) for skills that summons Minions Gains 4 Command per second |
Overly Modified | +30% additional Sentry Damage, -50% non-Sentry Active Skill damage |
Isomorphic Arms | Main-Hand Weapon is applied to Minions |
Boss | Max Synthetic Troop Minion Quantity +1 +50% Synthetic Troop Minion Duration |
Heat Up | +30% additional Sentry Damage if you have used a Sentry Skill recently. -30% additional Sentry Start Time. |
Broken Shell | Barrier Absorption Ratio is set to 99% Barrier can only take one hit +150% Barrier Absorption |
Burning Aggression | Gains 20 point(s) of Command every 2s when there is a Boss within 10m. Minions' attacks have a 50% chance to ignore Armor. |
Co-resonance | Attack Speed bonus and 100% of additional bonus are also applied to Attack Sentries' Cast Frequency Cast Speed bonus and 100% of additional bonus are also applied to Spell Sentries' Cast Frequency +25% chance for Sentries to deal Double Damage |
Kinetic Conversion | -20% additional damage taken while moving 100% chance to gain a Barrier for every 5m of movement |
Reflection | +20% Aura Effect. +15% damage for each Aura Effect you are affected by. |
Resistance | +3% Max Elemental Resistance Damage Penetrates 15% Elemental Resistance |
Curtain | +35% Barrier Absorption. Restores 40% of Missing Life and Energy Shield when losing Barrier. |
Knowledgeable | +55% Empower Skill Effect +38% Defensive Skill Effect |
Poison Immunity | +5% Max Erosion Resistance Converts 25% of Physical Damage and Elemental Damage taken to Erosion Damage |
Panacea | +50% Restoration Effect for Restoration Skills Restoration Skills' Restoration Effects won't be removed |
Source | -100% Sealed Mana for Spirit Magus Skills |
Contingency | +1% additional Life Regeneration Speed for every 2% of Life lost +1% Mana Regeneration Speed for every 2% of Mana lost |
Empower | Adds 25% of Max Life to Barrier Absorption. Adds 25% of Max Energy Shield to Barrier Absorption |
Battle Trumpet | +100% Spirit Magus Skill Cooldown Recovery Speed +25% additional Minion Attack and Cast Speed |
Active Superflux | Overflown Mana Regeneration applies to Life Regenerates 3% Mana per second |
Talons of Abyss | +50% chance for Minions to cause Ailment Minions are immune to DoT Damage Minions add 50 Ailment Base Damage |
Seething Spirit | Seething Spirit casts the Melee Main Attack Skill that the player carries |
Peaceful Realm | Gains 1 Order every 3s +25% Order effect |
Chaotic Realm | Loses 1 Order on defeat. Loses half of the current Order upon encountering the first Boss. +25% Chaos effect |
Silent Realm | Has 50 fixed Order +25% Order effect +25% Chaos effect |
Dying Dragon | +100% Skill Area and +60% additional damage for the next several Main Attack Skills after the Tenacity Blessing is devoured. Grants the buff to +1 Main Attack Skill for every 1 stack(s) of Tenacity Blessing devoured. The new god is devouring Six Gods' blessings. |
Falling Stars | +120% Attack and Cast Speed for the next several Main Attack Skills after the Agility Blessing is devoured. Grants the buff to +1 Main Attack Skill for every 1 stack(s) of Agility Blessing devoured. The new god is devouring Six Gods' blessings. |
Broken Dream | +100% chance to deal double damage for the next several Main Attack Skills after the Focus Blessing is devoured. Grants the buff to +1 Main Attack Skills for every 1 stack(s) of Focus Blessing devoured. The new god is devouring Six Gods' blessings. |
End of War | +4% Critical Strike Damage for every 1 points of Fervor Rating devoured after Fervor is devoured. The increased damage will diminish to 0 during the next 4s. The new god is devouring Six Gods' blessings. |
Revealed Truth | +1% crowd control effect for every 1 points of Blur Rating devoured after Blur is devoured. The increased effect will diminish to 0 during the next 4s. The new god is devouring Six Gods' blessings. |
Ruined City | Restores 1.5 Life and Energy Shield for every 1 Barrier Rating during the 4s after Barrier is devoured. The new god is devouring Six Gods' blessings. |
Life Corrosion | Consumes 2% of Life to restore 8% of Max Life when you are hit. Interval: 0.2s. |
Corrosion Shield | -20% Energy Shield Charge Speed to restore 8% Max Energy Shield when you are hit. Interval: 1s. |
Tip /116
id | tips |
---|---|
1 | Torchlight is an organization that has been actively fighting against aemberons around the world. |
2 | Torchlight is convinced that the Spark is the only hope to eliminate Aember and save the world. |
3 | As the basic operating units of Torchlight, a Hunter Squad usually consists of a Hunter and a Crow. |
4 | Hunters are the core combatants of Torchlight. Most Hunters are chosen from the Infected. |
5 | Adept at using Ember Tech, Crows are responsible for recon and other support missions. |
6 | The Church considers those Aember-Infected disqualified to be humans. |
7 | Under the influence of Aember, the Infected may lose their minds, and at the same time gain special powers. |
8 | The least sane among the Agitoes are Aemberons who know nothing but slaughter, and those who are almost as sane as humans are revered as the Chosen. |
9 | As an energy-rich resource, Ember has largely contributed to the development of technology. |
10 | Aember, also called Mutated Ember by some scholars, usually appears in the form of gigantic spikes. |
11 | Once there's a sprout, Aember will spread uncontrollably and wreak havoc wherever they reach. |
12 | Born from Aember, Aemberons are mindless monsters with only instinct to slaughter and destroy. They are merely capable of imitating a few words from those they devour. |
13 | After the First Flame was shattered, Aember began to spread. |
14 | The First Flame was shattered into several fragments known as the Sparks. |
15 | Legend has it that the First Flame can be restored to purge the world of Aember by gathering all Sparks. |
16 | The Epoch of Might ended with the Ragnarok. |
17 | Arminius the Great died just a thousand days after usurping the throne, but the statue of this final emperor in the history of the human empire still stands in the Holy Capital. |
18 | Goblins are keen to collect human throw-aways, especially the old toys. |
19 | The Hermann Empire prospered for 800 years with Ember Tech, until a calamity destroyed the Spark. |
20 | In Leptis, Ratlins are infamous bandits who would gladly jeopardize their own parents for money. |
21 | Active in every corner of the continent, Ratlins are scums who pursue wealth and power by any means necessary. |
22 | Deep within the desert live the people of Ichi who behave like cats. They are an ancient race who shoulder the Curse of Eternal Night. |
23 | The Ancient Ichi once made an artificial sun from pure gold, and it brought radiant and seemingly endless daytime to them. |
24 | Shadowborn are born within the natural hotbed formed from the volcano cave and the dragon's remains. They lack intelligence and are solely driven by their instinct to chase the sun. |
25 | St. Duran Church locates at the center of Imperial Plaza, next to the Royal Garden and the Lost City. |
26 | Although the leader of St. Duran Church is Archbishop Derrick, the day-to-day operation has been delegated to Vicar Bishop Keegan. |
27 | The Knights of Derain is the private army of the Church who answer directly to the Bishops. |
28 | A Spark is enshrined in the relic halls of the heavily guarded St. Duran Church Headquarters. |
29 | Thanks to the Spark, the Church created a sanctum for its followers on the Aember land. |
30 | The Church reveres the power of nature and preaches the evil of Ember. They consider the Disqualified as a symbol of unholiness. |
31 | Refugees rejected by the Church settled in the ruins of the outer city, calling themselves the Forsaken. |
32 | The Forsaken built the Lost City upon the ruins and armed themselves with Ember Tech. |
33 | The Lost City and the Church are separated by a rampart known as the Wailing Wall. |
34 | The Lost City is a place of violence and crimes where new gangs emerge and disappear every day. |
35 | The Clockwork Core can open spacetime rifts to other mirror worlds. |
36 | Every Crow carries Flame Elementium to control their mutated Hunters. |
37 | The Infected will gradually lose themselves under the Aember's corrosion until they turn into monsters that are called Agitoes. |
38 | A Hunter and their Crow partners are connected by a unique Pact that portrays their mutual choice and recognition. |
39 | Because of the Pact between Hunters and Crows, their emotions and feelings are bound together. |
40 | The nature of the Hunter-Crow Pact is a soul link created with Spark Fragments. |
41 | Once a pact is formed, a Crow may use Spark Fragments to convey their personal will to help their Hunter partner resist Aemberization. |
42 | Once the Pact is sealed, the Hunter and the Crow will accompany each other for the rest of their lives. |
43 | In the First Flame of the world, Six Gods were born. |
44 | No one has ever seen the gods, but their footprints are found everywhere. |
45 | According to legend, every waypoint you see today used to be a rivet nailed into the ground by gods during the Epoch of Might. |
46 | Under the influence of the First Flame, dragons used to be unusually powerful creatures that reigned and enslaved others. |
47 | For offending the dragons, dwarves were banished to the underground, so they would never be illuminated by the First Flame. |
48 | The First Flame was originally located in Sol'Quinn until dwarves stole it and won the battle of Ragnarok. |
49 | The Epoch of Hunting was a dark age when the world was shrouded in darkness like today. |
50 | During the Epoch of War, kingdoms and heroes rose, and the civilizations developed rapidly. |
51 | The conflicts during the Epoch of War last for thousands of years until a devastating flood put an end to everything. |
52 | The flood was still raging on the ground, yet Utopia was created in the sky. |
53 | During the Epoch of Knowledge, a failed creation that had nothing to offer was created-humans. |
54 | After Utopia was ruined in the hands of humans, the floating island fell as the Tower of Celestials collapsed. |
55 | The Epoch of Knowledge was erased from history when all research results were burned by human hands. |
56 | Humans rose to power in the Epoch of Deception. |
57 | The emergence of Ember Tech opened the curtain of the Epoch of Machines |
58 | At the beginning of the universe, there was no one. No spacetime, nor rise or fall. |
59 | Time was the only point where mirror worlds and planes crossed. |
60 | The Creator split his will into countless First Flames, then placed them in different worlds. |
61 | Behemoths carried the First Flames into each mirror world and brought the breath of life to the withered lands. |
62 | Millions of years passed, and even the Behemoths fell. Their remains became Ember, yet the First Flames burned still. |
63 | The First Flame was the legacy of the Creator and the seed that bred the new gods. |
64 | The Clockwork Core opened the gates to different spacetimes, yet it invited ambitions and conflicts. |
65 | Ember Tech brought human civilization to a new era. |
66 | Behemoths and the First Flame formed the original new world. |
67 | Mankind worships the First Flame because it expelled the darkness of obscurity and brought the light of civilization. |
68 | Later generations built High Towers to enshrine the First Flame, so that it could expel the barbarism further away. |
69 | Ember is a common mineral resource that can be purified to obtain Ember Crystals that contain tremendous energy. |
70 | Aember is the product of the decayed Ember. It represents the undoing of everything. |
71 | Aember is strongly aggressive. It parasitizes and assimilates almost everything. |
72 | The king of the desert transported a massive amount of gold to the central continent in exchange for their emperor's promised Ember Machine to build Desert Lamps that light up the Eternal Night. |
73 | The thriving beliefs in this world are the traces left by the advents of gods. |
74 | Albert the dwarf travels the continent with his shovel. His adventure notes are not known for being detailed, but for quick updates and abundant contents. |
75 | The Six Gods/Goddesses: God of Might, Goddess of Hunting, Goddess of Knowledge, God of War, Goddess of Deception, and God of Machines. |
76 | In the boundless desert, Ancient Ichi once stood tall and strong. Its brilliance used to be as bright and hot as the sun. |
77 | Before the Eternal Night, Lakhouma was still a land of prosperity. |
78 | According to legend among tomb raiders, there is an ancient city of gold hidden in the desert. |
79 | Albert always goes on ahead, and his brave companion, Hannpy, usually meets us on the road. |
1001 | Pay attention to skill tags and build your characters around them. |
1002 | Auras provide steady enhancements at the cost of sealing a portion Mana or Life. |
1003 | Trinkets such as rings, necklaces, and belts provide balanced offensive and defensive stats. |
1004 | You can use Spell Skills while wielding any weapon, but some of them are better suited for using Spell Skills. |
1005 | Equipping two One-Handed Melee or Ranged weapons is known as Dual Wielding, which grants additional buffs. |
1006 | Balance your offensive and defensive stats to find the playstyle that suits you best. |
1007 | Resistances are essential for survival. Keep dying from normal Firebolts? Stack Fire Resistance! |
1008 | Before you can pick a Talent, you must have all of its prerequisites. |
1009 | You'll gain two particularly powerful abilities from each Talent Panel. |
1010 | For your third Talent Panel, you may pick abilities from another deity. Be creative while discovering your own unique build. |
1011 | After Lv.80, the Elixir of Oblivion allows you to reassign your Talent Points at any time. |
1012 | Hero Traits are particularly powerful. Make sure to put them to good use. |
1013 | Match your Hero Traits with additional skills and items to create synergy. |
1014 | If you have too many pieces of gear, you may recycle them in your Inventory or at a Trader. |
1015 | Approach an item that dropped and click the name frame in the upper-right corner to pick it up and put it into the Inventory. |
1016 | There are countless ways of combining different skills. Each may give you an unexpected surprise. |
1017 | The recommended talents suit your current hero well most of the time. |
1018 | Remember, you need to activate an Aura Skill after it's equipped. |
1019 | Attack Skills are usually better paired with weapons with a higher DPS value. |
1020 | All Attack Skills require specific weapon types. It's essential to select a suitable weapon. |
1021 | Resistances reduce the corresponding type of damage you take and are essential for your survival. It's best to maximize them. |
1022 | Warcries are way more impactful than you thought. |
1023 | Don't forget to use your Compound Potions when you are in danger. |
1024 | The minimap in the upper-left corner is very helpful while exploring. |
1025 | Each Ailment has its own characteristics. Remember to use them when you can. |
1026 | Before Lv.80, you may reselect your Talents at any time. |
1027 | Higher item-level gear can create higher-level affixes, and gear with these affixes usually has unique drop frames as well. |
1028 | Gear with less than 6 affixes can be Enchanted to become stronger. |
1029 | Your character gains 1 Energy per level, which allows you to equip more skills. |
1030 | Equipment that has been corroded can no longer be crafted. |
1031 | Corrosion is both risky and rewarding. It's your choice to make. |
1032 | Player can have at most 6 Synthetic Troop Minions and 2 Spirit Magus Minions. |
1033 | Elites refer to rare monsters and bosses. These opponents are worth fighting. |
1034 | The item filter can filter and display the most valuable items you currently own to help you explore Leptis better. |
1035 | Filter rules can be selected in the settings. Remember to select suitable filter rules. |
1036 | In the drop box, the "·" mark before and after the equipment name indicates that its base type is relatively excellent. The more " · ", the better the base type of the equipment. |
1037 | The prefixes and suffixes of equipment are usually divided into 12 levels. The higher the level, the more obvious the attribute bonus of the affixes. |