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Skills

Every class has seven skills, one a tier. Tiers 1 to 6 unlock at that class's level; tier 7, the ultimate, is the one you choose once your class levels add up to 7. Attacks go on the skill bar; auras, buffs and debuffs work on their own once unlocked. Gear brings more: a Unique weapon unlocks an ultimate, each named unique has a power, and two items grow powers from what you kill.

Tiers 1, 3, 5 and 7 go on the skill bar; 2, 4 and 6 are always on.

How skills unlock

A class's level is counted from your character and what you wear, never earned:

  • 1 for the class you created the character as.
  • +1 for each head, body and legs piece of that class's armour set you wear (Rogue: Armored Assassin I, Knight: Medieval Knight I, Mage: Fantasy Mage I, Ranger: Ranger I).
  • +1 for each "+1 class level" jewelry mod: one ring, one amulet and one belt, so up to 3. Rings roll it from item level 20, amulets from 30, belts at any level.
  • Two named uniques add levels: the Cinderstep Cowl counts as Rogue and Mage armour, and the Paragon Seal adds 1 to your highest class.

A class stops at level 7: the class, its full armour set and three matching jewelry pieces. Other classes level the same way: a Mage in a Rogue helm is Mage 1 and Rogue 1, and has Arcane Missiles and Assassinate.

The ultimate is chosen. Once your class levels add up to 7, every class together (the skill points the SKILLS tab's SKILLBAR page counts), the tier 7 attack of any class you have a level in can be your ultimate: choose it on that page. You carry one at a time, and you can change it only on the surface, never in a dungeon or a boss arena. Until you choose, a class at level 7 gives you its ultimate, otherwise your own class's. If the chosen one's class loses all its levels (you took its gear off), you have a class at 7's or none until you choose again. Its damage grows with its class's level: +5% a level, and +50% with all 7 in that class.

The skill bar has five buttons: 1 to 5 on a keyboard, LT with X, A, B, Y or RB on a pad. Button 1 is your class's tier 1 attack. Buttons 2, 3 and 4 take the next attack your head, body and legs pieces unlock; anything else you unlock takes the first free button. After that the bar holds still: an attack keeps its button when you change gear. Your ultimate always has a button: the last free one, or else it takes the last attack's (never button 1's or a pinned one). Button 5 is the gear button: the ultimate a worn Named Legendary or Unique weapon grants, so it never takes one of the other four.

The attack buttons can carry a class attack too: the left click (X on a pad) one that fights with your melee weapon, the right click (B) one that fights with your ranged weapon, a held ultimate (Dance of Blades, Whirlwind, Spray) included. Each beat of the button is that attack while it is ready, and your weapon's own swing or shot while it cools down or you are short of resource, so a held button keeps attacking. Set them on the SKILLBAR page as any button.

Your buttons: the SKILLS tab's SKILLBAR page shows every class's skills as your levels have them - each class's level and where it comes from, and the skill its next level unlocks - over your real skill bar. Put any unlocked attack on any of the four buttons there: take it up and choose the button, choose the button first, or drag the attack onto it. It is pinned: the button keeps its attack whatever you wear. Auras, buffs and debuffs never take a button; of the ultimates only the one you carry, or a Unique weapon's. The other buttons fill round the pins as above. X on a pad, Delete or a right click on a button clears it, as does dragging its attack off the bar: it shows CLEARED and stays empty, and its attack stays off the bar, until the same again sets it back to Auto, which hands it to those rules. The PLANNER page beside it tries points out without changing your character.

Resource

Every class spends one resource pool. It refills 5% a second by itself (empty to full in 20 s), faster with the Mage's Aura of Energy and Clarity. In brackets: each skill's cooldown.

Tier Rogue Knight Mage Ranger
1 generates Assassinate
+30% (5 s)
Charge
+30% (5 s)
Arcane Missiles
+30% (5 s)
Triple
+18% (3 s)
3 costs Fan of Blades
20% (no cooldown)
Sweep
20% (no cooldown)
Chain Lightning
20% (no cooldown)
Assault
20% (no cooldown)
5 costs Flurry
50% (8 s)
Maim
50% (8 s)
Disintegrate
5% a pulse (no cooldown)
Power Shot
50% (8 s)
7 burns Dance of Blades
20% to start, then 10% a strike (no cooldown)
Whirlwind
20% to start, then 10% a second (no cooldown)
Blizzard
20% to start, then 10% a pulse (no cooldown)
Spray
20% to start, then 10% a second (no cooldown)
  • Tier 1 generates 6% of the pool for each second of its cooldown, on top of the refill: 30% for a 5 s cooldown, 18% for Triple's 3 s.
  • Tier 3 has no cooldown: it costs 20% a cast, so 5 casts in a row empty a full pool. A press while the last cast is still going is made the moment it ends.
  • Ultimates take 20% to start, then burn 10% of the pool a beat (a strike, a second of spin, a pulse of the storm), with no cooldown: a full pool pays the start and 8 beats. A press needs the start and one beat's worth.
  • Every ultimate is held: it pays as it goes and stops when you let go or the pool runs dry. The Blizzard follows the creature nearest your aim, and rages over you when there is none.
  • The pool keeps refilling while an ultimate burns it, and no ultimate has a cap of its own: each runs until you let go or the pool runs dry.
  • The Dance of Blades flickers once a swing of the weapon in hand. The Whirlwind strikes every creature around you once a revolution with a Speed 1.00 weapon, and the Spray attacks five times a revolution with a Speed 1.40 bow; a quicker weapon strikes more often for lighter hits, a slower one less often for heavier ones.

Rogue

Starts with a rondel dagger in each hand, and a hand crossbow. Armour set: Armored Assassin I.

Assassinate

Tier 1 · Attack, generates resource

Cooldown 5 s · Gives 30% resource

Blink behind the creature under the cursor, or the nearest one within 10 m, and stab it in the back for 200% of your weapon's top damage.

Weapon: any melee weapon

Poison

Tier 2 · Buff on you

Always on

Every hit you land with a melee weapon poisons the creature for 5% of its maximum health over 10 s (1.5% of a boss's life for one player). Up to 4 poisons work on a creature at once, from every player.

Weapon: any melee weapon (arrows and spells do not poison)

Fan of Blades

Tier 3 · Area attack

Costs 20% resource

Throw 10 blades all around you at once, one each at up to 10 creatures within 5 m (the nearest first), for 100% of your weapon's damage. With nothing in reach they still fly (on a pad the press waits for a creature).

Weapon: any melee weapon

Cheetah

Tier 4 · Party aura

Always on

Everyone in your party runs 10% faster. Every Rogue in the party adds their own.

Weapon: any

Flurry

Tier 5 · Single target attack

Cooldown 8 s · Costs 50% resource

Blink round the creature under the cursor, or the nearest one within 10 m, striking it 5 times in quick succession for 100% of your weapon's damage each. The first strike to land leaves a bleed for 250% of it over 5 s.

Weapon: any melee weapon

Slow

Tier 6 · Debuff on enemies

Always on

Every hit you land slows the creature's attacks by 10% for 5 s. Up to 4 slows work on a creature at once, from every player, each on its own timer, so quick attacks keep them up.

Weapon: any (it rides every hit)

Dance of Blades

Tier 7 · Ultimate

Costs 20% to start · Burns 10% a strike · Hold

Hold to flicker from creature to creature within 10 m, striking each from behind for 250% of your weapon's damage, once a swing of your weapon: every 0.4 s with a dagger, every 1.25 s with a mace. A lone creature is struck again and again.

The chain takes 20% of your resource to start. Each strike burns 10% of your resource as you flicker, while the pool goes on refilling, and the chain ends when the pool cannot pay for the next.

Weapon: any melee weapon

Knight

Starts with a two-handed sword, and a crossbow. Armour set: Medieval Knight I.

Charge

Tier 1 · Attack, generates resource

Cooldown 5 s · Gives 30% resource

Charge a creature up to 12 m away and strike it with your weapon. It and every creature within 3.5 m of it are stunned for 3 s; bosses and minibosses shrug the stun off.

Weapon: any melee weapon

Harden

Tier 2 · Buff on you

Always on

Your armour and resistances are 15% higher.

Weapon: any

Sweep

Tier 3 · Area attack

Costs 20% resource

Swing your weapon through every creature in a 170° arc in front of you, as far as your weapon reaches, for 120% of your weapon's damage, and 180% to the one you aim it at.

Weapon: any melee weapon

Defense

Tier 4 · Party aura

Always on

Everyone in your party has 10% more armour and resistances. Every Knight in the party adds as much again.

Weapon: any

Maim

Tier 5 · Single target attack

Cooldown 8 s · Costs 50% resource

Leap at the creature under the cursor, or the nearest one within 6 m, and bring your weapon down on it for 200% of its damage. It bleeds for 300% of that over 10 s (every Maim its own bleed) and is stunned for 2 s, whatever it was doing cut off. Even a boss.

Weapon: any melee weapon

Weaken

Tier 6 · Debuff on enemies

Always on

Creatures within 8 m of you hit players 10% softer. Every Knight near them adds as much again, down to 50% of their bite.

Weapon: any

Whirlwind

Tier 7 · Ultimate

Costs 20% to start · Burns 10% a second · Hold

Hold to spin with your weapon, striking every creature around you within its reach about three times a second with a Speed 1.00 weapon - more often with a quicker one, less with a slower one.

It takes 20% of your resource to start, then burns 10% a second as you spin, while the pool goes on refilling, and stops when it runs dry; it needs 30% to start.

Weapon: any melee weapon

Mage

Starts with a quarterstaff, and an arcane staff. Armour set: Fantasy Mage I.

Arcane Missiles

Tier 1 · Attack, generates resource

Cooldown 5 s · Gives 30% resource

Fire 3 missiles that curve onto up to 3 creatures, each for 75% of your staff's damage as void, never the staff's element. Fewer creatures take more of them.

Weapon: any ranged weapon

Clarity

Tier 2 · Buff on you

Always on

Your resource regenerates 30% faster.

Weapon: any

Chain Lightning

Tier 3 · Area attack

Costs 20% resource

A bolt strikes a creature up to 18 m away for 160% of your staff's damage, then jumps on to 4 more creatures, each within 6 m of the last, for 80%. It is lightning every time, whatever the staff's element. Every creature it strikes is stunned for 0.5 s; bosses and minibosses shrug the stun off.

Weapon: any magic staff or wand

Aura of Energy

Tier 4 · Party aura

Always on

Everyone in your party within 15 m of you regains resource 20% faster. Every Mage near them adds as much again.

Weapon: any

Disintegrate

Tier 5 · Single target attack

Burns 5% a pulse · Hold

Hold to pour a beam from your staff onto the creature under the cursor, or the nearest one up to 18 m away, for 62.5% of your staff's damage every 0.25 s, in your staff's element - void from a staff with none. It stays on its target while it is in reach and snaps to the next when it falls. With Pierce it goes through the target and snaps on to the nearest creature within 6 m behind it, in a 10-degree cone, striking each for the whole hit.

Each pulse burns 5% of your resource while the pool goes on refilling. The beam ends when you let go or the pool cannot pay for the next pulse.

Weapon: any magic staff or wand

Vulnerable

Tier 6 · Debuff on enemies

Always on

Creatures within 8 m of you lose 25% of their fire, cold, lightning, poison and void resistance, so every elemental hit on them lands that much harder. Every Mage near them takes as much again.

Weapon: any

Blizzard

Tier 7 · Ultimate

Costs 20% to start · Burns 10% a pulse · Hold

Hold to call a storm on the creature nearest the cursor (on a gamepad, the one you aim at) within 18 m; it follows as you aim, and with no creature there it rages over you. Every 0.5 s it strikes each creature within 5.03 m of it for 40% of your staff's damage as cold, and snow piles up on it: it is slowed, cannot fly, and cannot see to use an aimed attack (bosses still see). A fire attack on it melts the snow and frees it from the storm.

It takes 20% of your resource to start. Each pulse burns 10% of your resource while the pool goes on refilling. The storm ends when you let go or the pool cannot pay for the next pulse.

Weapon: any magic staff or wand

Ranger

Starts with a spear, and a bow. Armour set: Ranger I.

Triple

Tier 1 · Attack, generates resource

Cooldown 3 s · Gives 18% resource

Attack 3 times with the weapon in hand in the time of one normal attack: 3 arrows or bolts from a bow or crossbow, 3 blows from a spear, or 3 spears thrown at a creature out of its reach. It goes at the creature under the cursor, or the nearest in reach.

Weapon: your bow or crossbow, or your spear if its button is set to the spear (the small mark on the button; Y or T on the SKILLBAR page switches it). A press brings the set weapon to hand, and the other is used while the set one is not worn

Pierce

Tier 2 · Buff on you

Always on

Your arrows, thrown spears and Fan of Blades' blades go through what they strike: always through the first creature, 75% of the time through the second and 50% through the third. Every creature takes the whole hit.

Weapon: any bow or crossbow, a thrown spear, or Fan of Blades

Assault

Tier 3 · Area attack

Costs 20% resource

Rapidly strike every creature in a 170° arc in front of you, up to 10, with the weapon in hand: as far as a melee weapon reaches, or within 12 m with a bow or crossbow, an arrow or a bolt each (one from each hand crossbow). A spear with nothing in its reach is thrown at each instead.

Weapon: your bow or crossbow, or your spear if its button is set to the spear (the small mark on the button; Y or T on the SKILLBAR page switches it). A press brings the set weapon to hand, and the other is used while the set one is not worn

Nature

Tier 4 · Party aura

Always on

Everyone in your party regains 1.5% of their maximum health every second. Every Ranger in the party adds as much again.

Weapon: any

Power Shot

Tier 5 · Single target attack

Cooldown 8 s · Costs 50% resource

Power up for 1 s, then unleash 500% of your weapon's damage at one creature. A spear is thrown at a creature out of its reach, up to 25 m.

Weapon: your bow or crossbow, or your spear if its button is set to the spear (the small mark on the button; Y or T on the SKILLBAR page switches it). A press brings the set weapon to hand, and the other is used while the set one is not worn

Snare

Tier 6 · Debuff on enemies

Always on

Creatures on the ground within 8 m of you move 10% slower. Every Ranger near them adds as much again, down to 50% of their pace. Flying creatures are not snared.

Weapon: any

Spray

Tier 7 · Ultimate

Costs 20% to start · Burns 10% a second · Hold

Hold to spin, attacking 5 times a turn with a Speed 1.40 bow - more often with a quicker weapon - with the weapon in hand: arrows from a bow and thrown spears at the creatures you face as you turn, blows from a blade. It attacks the same creature at most once every 0.5 s. Arrows fly straight and spears land where they are thrown, so a creature on the move can slip them.

It takes 20% of your resource to start, then burns 10% a second as you spin, while the pool goes on refilling, and stops when it runs dry; it needs 30% to start.

Weapon: your bow or crossbow, or your spear if its button is set to the spear (the small mark on the button; Y or T on the SKILLBAR page switches it). A press brings the set weapon to hand, and the other is used while the set one is not worn

Skills from gear

Gear brings skills of its own. A Named Legendary or Unique weapon unlocks a class ultimate, each named unique has a power, the Trophy Hunter's Belt lends you an elite's power, the Minotaur's Tally grows gifts from the bosses it kills, and a staff's or wand's element changes what it casts.

Named Legendary and Unique weapons unlock an ultimate

A worn Named Legendary or Unique weapon unlocks one class's ultimate whatever that class's level: only the ultimate, nothing under it. The melee slot and the ranged slot each grant their own, so two such weapons can put two ultimates on the bar. It goes on button 5, the gear button (5, or LT + RB on a pad), so the other four keep their attacks; a second weapon's different ultimate takes the last free one of those four, never button 1.

No drop rolls a Unique any more: a Unique is a hand-made item, the named uniques and the beast-hoard jewels, and Unique weapons found before keep their ultimate. The ultimate now rides the eight Named Legendary weapons, two a class: Legendary weapons whose three mods roll as any Legendary's, with their class's ultimate added. The named unique weapons unlock theirs too.

Named Legendary Unlocks
Gloamfang
Dagger
Dance of Blades (Rogue)
Whisperthorn
Rapier
Dance of Blades (Rogue)
Ashen Vow
Two-handed sword
Whirlwind (Knight)
Rimecleaver
Axe
Whirlwind (Knight)
Starwell
Staff
Blizzard (Mage)
Cinderwisp
Wand
Blizzard (Mage)
Galeheart
Bow
Spray (Ranger)
Skyrend
Spear
Spray (Ranger)

From level 30 every kill that drops loot rolls 1 in 600 for each player near it to drop a Named Legendary, of a class drawn from what that player wears, on the ground beside it for them alone. Never in a shop.

Every Unique and Named Legendary weapon unlocks the ultimate of its kind of weapon:

Weapon Unlocks
Dagger or one-handed sword (rapier, sabre, katana…) Dance of Blades (Rogue)
Spear, trident, partizan or another thrusting polearm Spray (Ranger)
Halberd, bardiche, scythe or another swung polearm Whirlwind (Knight)
Two-handed sword, axe, mace, maul, hammer or quarterstaff Whirlwind (Knight)
Staff or wand Blizzard (Mage)
Bow, crossbow or hand crossbow Spray (Ranger)

Named uniques

Ten endgame items, each with fixed mods and one power. Each drops only from its home boss, for every player near the kill: 5% plus the Difficulty Level's Unique bonus (the belt 1% from gold elites). They are worn from level 60, the Paragon Seal from 70. The class minimums never stop you wearing one; they wake its power, counted the way the skill bar counts class levels.

Stormbreaker

Two-handed sword · level 60+

Thunder Whirlwind While you Whirlwind, Chain Lightning leaps from your blade to the nearest enemy every second and jumps on to two more.

Each strike is 80% of a hit and stuns for Chain Lightning's 0.5 s; bosses shrug the stun off.

  • Wakes with: Knight 3 + Mage 3
  • Drops from: The Pegasus

Stats: +15% weapon damage, +10% attack speed, +5% critical chance, 2% of life per hit

Also unlocks Whirlwind, as every Unique two-handed sword does.

Viper's Kiss

Hand crossbow · level 60+

Venom Bolts Your Poison rides your bolts and arrows too, as it rides a dagger's hits.

Poison comes with Rogue 2, so the Rogue level that wakes the power always brings it: 5% of a creature's life over 10 s, from every bolt and arrow.

  • Wakes with: Rogue 4 + Ranger 2
  • Drops from: The Drider Queen

Stats: +10% attack speed, +5% critical chance, +20% damage to elites and bosses, +20% range

Also unlocks Spray, as every Unique crossbow does.

Sunstorm Bow

Bow · level 60+

Sun and Storm Your shots take turns, fire then lightning: two in a row on one enemy set off an EXPLOSION.

The fire marks Burning, the lightning Shocked, and the pair explode: 125% of the hit as fire on every enemy within 4 m.

  • Wakes with: Mage 3 + Ranger 3
  • Drops from: The Arcane Dragon

Stats: +15% weapon damage, +30% critical damage, +1 projectile, +20% range

Also unlocks Spray, as every Unique bow does.

Lionheart Spear

Spear · level 60+

Lion's Landing A spear you throw lands in a shockwave that hits everything within 2.5 m and stuns it for a second.

The shockwave deals 60% of the throw within 2.5 m and stuns for 1 s, never a boss or a miniboss.

  • Wakes with: Knight 2 + Ranger 3
  • Drops from: The Winged Guardians

Stats: +15% weapon damage, +20% range, +5% critical chance, 2% of life per hit

Also unlocks Spray, as every Unique spear does.

Cinderstep Cowl

Head armour, counts as Rogue and Mage · level 60+

Cinderstep Every blink and evade leaves a patch of fire that burns enemies standing in it for 3 s.

Every blink strike (Assassinate, Flurry, Dance of Blades and the rest) and every evade leaves fire for 3 s: 15% of an on-level hit every 0.5 s to enemies in it, and it marks them Burning.

  • Wakes with: Rogue 3 + Mage 3
  • Drops from: The Beholder

Stats: +12 health, +8% run speed, +10 Fire resistance, -10% skill cooldowns

Reaper's Crescent

War scythe (a swung polearm) · level 60+

Reap Sweep and Fan of Blades cut down any enemy under a fifth of its life, bosses excepted, and each gives back 5% resource.

Below 20% of its life, an enemy hit by Sweep or Fan of Blades dies outright (not a boss or a miniboss), and each one gives you 5% resource.

  • Wakes with: Rogue 3 + Knight 3
  • Drops from: The Skeletal Dragon

Stats: +15% weapon damage, +30% critical damage, +20% damage to elites and bosses, +10% attack speed

Also unlocks Whirlwind, as every Unique swung polearm does.

The Paragon Seal

Ring · level 70+

Paragon Every ultimate you use costs half.

An ultimate burns 50% of its usual resource. The Seal also adds 1 to your highest class, and that level counts toward its own 7.

  • Wakes with: 7 in one class
  • Drops from: The Hammer King

Stats: -10% skill cooldowns, +12 health, +5% critical chance, +1 level to your highest class

Trophy Hunter's Belt

Belt · level 60+

Trophies Kill an elite and wear one of its powers for 20 s.

The six powers are under Trophies.

  • Wakes with: three classes at 2
  • Drops from: Gold elites

Stats: +12 health, +10% attack speed, +20% damage to elites and bosses, -10% damage taken from elites

Raincaller

Amulet · level 60+

Storm Cloud A rain cloud follows you: every enemy within 5 m is Wet, so lightning electrocutes it.

Enemies within 5 m of you are Wet, and stay Wet 2 s after they leave, so any lightning hit on them sets off ELECTROCUTE.

  • Wakes with: any class
  • Drops from: The Crystal Claw

Stats: +5 Lightning damage, +12 health, +8% run speed, +6 all resistances

The Minotaur's Tally

Great axe · level 60+

Boss Notches Wear it when a boss dies near you and that boss is carved into a notch - five, each boss once, for good. Each notch's gift may strike on any hit.

Its notches and their gifts are under The Minotaur's Tally.

  • Wakes with: any class
  • Drops from: The Minotaur

Stats: +15% weapon damage, +20% damage to elites and bosses, +5% critical chance, 2% of life per hit

Also unlocks Whirlwind, as every Unique axe does.

Midgame uniques

Eight more named uniques for levels 30 to 55, each with its own mods and one power, but for any class: no class minimums, so the power is awake as soon as you wear one. They have no home boss. From level 30 every kill that drops loot rolls 1 in 700 for each player near it to drop one that player can wear, and a Unique chest's 10% chance of a named unique can be one of them. Never in a shop.

Gilded Fortune

Ring · level 30+

Fortune Kills drop half again as much gold, and every pile of gold you pick up heals 2% of your life.

  • Wakes with: any class
  • Drops from: Any creature, from level 30

Stats: +12 health, +8% run speed, +5% critical chance

Opportunist's Kiss

Dagger · level 33+

Opportunist Your hits on a stunned, slowed or frozen enemy always land as critical hits.

  • Wakes with: any class
  • Drops from: Any creature, from level 30

Stats: +10% attack speed, +30% critical damage, 2% of life per hit

Also unlocks Dance of Blades, as every Unique dagger does.

Glacier Crown

Head armour, Mage · level 36+

Frost Answer When an elite or a boss hits you, frost bursts out of you and freezes the lesser enemies within 4 m for 1.5 seconds, at most once every 8 seconds.

  • Wakes with: any class
  • Drops from: Any creature, from level 30

Stats: +12 health, +10% armour, +10 Cold resistance

Echo Wand

Wand · level 39+

Echo Every third shot fires twice.

  • Wakes with: any class
  • Drops from: Any creature, from level 30

Stats: +15% weapon damage, +10% attack speed, +5% critical chance

Also unlocks Blizzard, as every Unique wand does.

Bloodrush Axe

Axe · level 42+

Bloodrush Every kill gives you 6% more attack speed for 8 seconds, up to five at once (30%).

  • Wakes with: any class
  • Drops from: Any creature, from level 30

Stats: +15% weapon damage, +20% damage to elites and bosses, 2% of life per hit

Also unlocks Whirlwind, as every Unique axe does.

Longshot

Bow · level 46+

Longshot Your hits on an enemy more than 15 m away always land as critical hits.

  • Wakes with: any class
  • Drops from: Any creature, from level 30

Stats: +15% weapon damage, +30% critical damage, +20% range

Also unlocks Spray, as every Unique bow does.

Pyreheart Mail

Body armour, Knight · level 50+

Last Stand When your life falls below a third, fire bursts around you, setting everything within 3 m Burning, and you heal a quarter of your life over 4 seconds. Once a minute.

  • Wakes with: any class
  • Drops from: Any creature, from level 30

Stats: +12 health, +6 all resistances, 10% thorns

Phoenix Tear

Amulet · level 55+

Rebirth Once every 5 minutes, a blow that would kill you leaves you at 1 life instead, and you heal 40% over 3 seconds in a burst of flame.

  • Wakes with: any class
  • Drops from: Any creature, from level 30

Stats: +12 health, -10% skill cooldowns, +8% run speed

Trophies (Trophy Hunter's Belt)

Wear the Trophy Hunter's Belt with three classes at level 2 or more, kill an elite, and you wear one of its powers for 20 s:

Shielded

A gold bubble refuses every hit for 3 s, drops for 8 s, and comes up again.

Swift

+35% run speed and +35% attack speed.

Burning

A patch of fire every 0.6 s you walk 1.2 m or more, burning for 4 s.

Frozen

Every 7 s an ice orb hangs over each of up to three enemies within 10 m, and bursts 1.5 s later: 50% of an on-level hit as cold within 1.5 m, and a 3 s frost slow.

Teleporting

Hit an enemy 9 m to 25 m away and you blink beside it, every 6 s at most.

Walling

Every 10 s a stone wall rises in front of the nearest enemy coming at you from 3.5 m to 11 m away.

The Minotaur's Tally: boss notches

The Minotaur's own great axe, for any class from level 60. When a boss dies near you while the Tally is in your melee slot, that boss is carved into its next notch: five notches, each boss once, never taken off. With 24 bosses to choose from there are 42,504 different Tallies.

Every hit the axe lands (swings and melee skills, never an arrow, a spell or a burn) rolls each notch's chance. A gift that comes up fires, then rests for the time shown. Its damage is a share of the axe's own hit at the axe's level, so it grows with the Blacksmith's upgrades, and it can crit and leave element marks like any hit. Stuns, stone, webs, throws, pulls and the Lich's kill only work on lesser foes; the damage lands on anything.

Boss Gift Chance a hit Rests What it does
The Arcane Dragon Rift 10% 2 s A rift opens on the enemy, drags lesser foes within 3 m into it and implodes for 50% to each.
The Banshee Death Omen 10% 2 s An omen breaks on the enemy 1.5 s later: 100% to it, 50% to enemies within 2 m.
The Basilisk Withering Breath 12% 1 s A 4 m cone of blight from you: 30% poison to each enemy in it.
The Beholder Eye Ray 12% 1 s One of its rays at random: fire, frost, lightning or poison for 40%, or a stunning ray.
The Crystal Claw Thunder Stinger 10% 1 s A stinger bolt: 50% lightning to the enemy, 25% to enemies within 2.5 m.
The Crystal Monster Void Drain 10% 1 s Drains the enemy: 30% void, and 4% of your resource back.
The Great Spider Venom Bite 15% 0.5 s Venom: 25% poison now and 25% a second for 3 s more.
The Demonic Manticore Tail Sweep 8% 2 s A tail sweeps round you: 30% to every enemy within 2.5 m, Poisoned, lesser foes thrown back.
The Drider Web Snare 10% 2 s 20% poison, and a lesser foe is webbed where it stands for 1.5 s.
The Hammer King Hammer Throw 10% 2 s A hammer flies 6 m out through the enemy and back: 40% to each enemy it passes, each way.
The Lich Finger of Death 5% 3 s A lesser foe under a third of its life dies outright; anything else takes 100% void.
The Manticore Spine Volley 12% 1 s Spines at the three nearest other enemies within 8 m: 35% each, and Poisoned.
Medusa Stone Gaze 7% 3 s 40% to the enemy, and a lesser foe turns to stone for 2 s.
The Minotaur Gore 10% 2 s 45% to the enemy, and a lesser foe is gored 3 m back and dazed for 1 s.
The Pegasus Thunder Call 10% 1 s A bolt from the sky: 70% lightning to the enemy.
The Skeletal Dragon Soulfire 10% 1.5 s A 5 m cone of soulfire from you: 35% void to each enemy in it.
The Succubus Ring of Hellfire 10% 1.5 s Hellfire bursts round the enemy: 35% fire to every enemy within 2.5 m.
The Vampire Lord Blood Drain 12% 1 s 40% void to the enemy, and you heal what it lost.
The Winged Guardians Sun Lance 10% 1.5 s A lance of sunfire through the enemy and 6 m on: 40% fire to each enemy on the line.
The Horned Demon Leap Slam 8% 2 s A heavy slam where the enemy stands: 60% to every enemy within 2 m.
The Hydra Three Heads 10% 1.5 s Three more bites: 25% each as fire, cold and lightning.
The Dragon Dragonfire 10% 2 s Fire on the ground under the enemy for 3 s, burning whatever stands in it.
The Ice Dragon Rime 12% 1 s 30% cold to the enemy, and it is slowed for 3 s.
The Ice Gargoyle Ice Nova 10% 2 s A ring of ice round you: 30% cold to every enemy within 3 m.

% is of the axe's own hit, at its level.

Staff and wand casts

A staff's or wand's own attack changes with its element. Some are born with one: Pyrelord staff (Fire), Pyrelord wand (Fire), Frostbound staff (Ice), Malefic staff (Lightning), Malefic wand (Lightning).

Element The cast
None An arcane magic missile, as void damage.
Fire A fireball that bursts where it lands: up to 50% of the hit, at the centre, to everything within 2 m.
Ice An ice ball that shatters where it lands: 65% of the hit to what it strikes, and up to the same, at the centre, to everything else within 1.8 m. Everything it strikes is slowed 1 s more for every hit.
Lightning An instant bolt reaching 60% of the weapon's range.
Void The arcane magic missile, with the element's bonus added in.
Poison The magic missile in venom green, as poison damage, with the element's bonus added in.

Extra projectiles send each extra missile, fireball, ice ball or bolt at another creature nearby (0.12 s apart), falling back to the first target when there is none. The first extra lands 75% of a hit, the second 50%, the third 25%.

Element reactions

Elemental hits leave a mark on a creature. Hit it with the partner element and the two marks react, in either order, using both marks up. Only players set reactions off. A creature can react again 1.25 s later.

Mark Comes from Lasts
Burning A fire hit (a fire staff's Disintegrate on every pulse) 3 s
Chilled A cold hit, a frost slow As long as the slow
Shocked A lightning hit 3 s
Poisoned A poison hit, Poison 3 s, or a poison's whole 10 s
Wet Standing in water, or out in the rain 6 s after leaving it

Shatter

Chilled + a heavy hit

The hit lands again: 100% of the reaction's base as physical damage. A heavy hit is a two-handed weapon's hit, a critical hit or a blast.

Explosion

Burning + Shocked

Fire on every enemy within 4 m: 125% of the base, half of it at the rim.

Toxic burst

Poisoned + Burning

75% of the base as poison to every enemy within 4 m, and a cloud that deals 80% more to each enemy in it over 4 s.

Electrocute

Wet + Shocked

100% of the base as lightning, and the charge jumps to 4 more creatures within 6 m (Wet ones first) for 60% each. All of them are stunned for 1.5 s.

The base is the hit that set the reaction off, or an on-level reference hit if that is more. A boss takes at most 1.5% of its one-player life from each part of a reaction and is never stunned by one; a creature a reaction stunned cannot be stunned by another for 2 s. Fire thaws a chill, and cold puts out a burn.

Everyone's actions

Health potion

Every class

Drink to restore 75% of your maximum health, added to what you have. You carry 1; each +1 potion mod you wear adds one more. An empty potion comes back every 10 s, one at a time.

Mods: +1 potion (jewelry, armour), potion healing (armour)

Evade

Every class: Space, or RB on a pad

Roll 6.5 m in 0.45 s, taking no damage while you roll. 1.1 s between rolls. With the Cinderstep Cowl every roll leaves fire. On twin-stick keys or mouse look, Space with no direction held jumps instead.

Weapon: any

Downed and revived

In a party: hold F, or A on a pad

When your health runs out while someone in your party is still standing, you go down instead of dying, and nothing targets you. A party member who holds interact over you (within 2.5 m) for 5 s gets you back up with 50% of your health and 2 s of shelter. Or hold interact yourself for 3 s to respawn now, as any death does: beside the host for a guest, else the nearest town or a cave's mouth. A revive under way pauses your hold. When nobody is left standing, everyone down dies and respawns. Playing alone, you never go down: you die and respawn.

Walk and run

Every class: Ctrl, or L3 on a pad

You run by default. Ctrl, or L3 on a pad, slows you to a walk; stop moving and you are running again.

Take all

Every class: hold F, or A on a pad

A tap takes one item. Hold interact for 0.4 s to take every drop of yours within 8 m that you can see, the gold and ore piles too; a bar under you counts them in. Your bag holds 1000 items: a full one takes no more pickups or purchases, and a quest waits for room before it pays out.

Every number here is read from the LFG Bossing source at master f5e8fd0b0b on 8 Nov 2026 by GameWiki/tools/wiki.py. The game's own tooltips use the same values. 1 block is 1 metre.

LFG Bossing

Equipment mods

Weapons, armour and jewelry roll mods from their own lists. The rarity decides how many; the item itself decides which, at which of five tiers and how much, so a piece keeps its mods through trades, the stash and saves. Everything you wear adds up. Items are made of a metal that sets a weapon's damage and armour's Defense, and ores found on your travels pay the Blacksmith to raise an item's level or swap its mods.

How many mods an item rolls

Rarity Weapon Armour Jewelry
Common none none none
Magic 1 1 1
Rare 2 2 2
Legendary 3 3 3
Unique 4 4 4
  • An item never rolls the same mod twice.
  • A weapon's element ("Broadsword of Fire") takes one of its places. Only Magic or better weapons roll one, so a Magic weapon of Fire has the fire and nothing else.
  • There is no Common jewelry: every ring, amulet and belt is Magic or better, with at least one mod.
  • No drop rolls a Unique: a Unique is a hand-made item, the named uniques and the beast-hoard jewels, and what would have come out Unique comes out Legendary. Uniques found before keep everything they have.
  • A Named Legendary or Unique weapon also unlocks a class ultimate.
  • Pieces found before a mod was added keep the mods they were found with.
  • A mod rolls at a tier its item's level allows (see Mod tiers); a Legendary rolls each tier twice and keeps the better, and every Unique's mods roll at tier 1 or 2.
  • One flat damage element to an item: a weapon's element or jewelry's flat damage, never two.

When each mod can appear

The first item level each mod can roll on. An item's level is the level of the monster, chest or quest that made it, and a Magic item - one mod - can drop from level 1. Every mod but two comes in tiers: an item only carries the tiers its level allows, so the stronger rolls of the same mod open later (tier 5 from level 1, tier 4 from 10, 3 from 20, 2 from 30, 1 from 40). +1 potion and +1 class level have one tier and roll the same at any level once they can roll. Extra projectiles only roll on an item from level 20, +1 there and more at the top two tiers, and +1 class level on a ring from 20 and an amulet from 30. A ring drops from level 5 and an amulet from level 10, so their other mods start there.

Mod From level On Better tiers
Weapon damage 1 Every weapon tier 4 from 10, tier 3 from 20, tier 2 from 30, tier 1 from 40
Attack speed 1 Every weapon tier 4 from 10, tier 3 from 20, tier 2 from 30, tier 1 from 40
Critical chance 1 Every weapon tier 4 from 10, tier 3 from 20, tier 2 from 30, tier 1 from 40
Critical damage 1 Every weapon tier 4 from 10, tier 3 from 20, tier 2 from 30, tier 1 from 40
Life per hit 1 Every weapon tier 4 from 10, tier 3 from 20, tier 2 from 30, tier 1 from 40
Damage to elites and bosses 1 Every weapon tier 4 from 10, tier 3 from 20, tier 2 from 30, tier 1 from 40
Range 1 Every weapon tier 4 from 10, tier 3 from 20, tier 2 from 30, tier 1 from 40
Extra projectiles 20 Ranged weapons +2 (tier 2) from 30, +3 (tier 1) from 40
Health 1 Every armour piece tier 4 from 10, tier 3 from 20, tier 2 from 30, tier 1 from 40
Armour 1 Every armour piece tier 4 from 10, tier 3 from 20, tier 2 from 30, tier 1 from 40
All resistances 1 Every armour piece tier 4 from 10, tier 3 from 20, tier 2 from 30, tier 1 from 40
Fire, cold or lightning resistance 1 Every armour piece tier 4 from 10, tier 3 from 20, tier 2 from 30, tier 1 from 40
Damage taken from elites 1 Every armour piece tier 4 from 10, tier 3 from 20, tier 2 from 30, tier 1 from 40
Potion healing 1 Every armour piece tier 4 from 10, tier 3 from 20, tier 2 from 30, tier 1 from 40
Thorns 1 Every armour piece tier 4 from 10, tier 3 from 20, tier 2 from 30, tier 1 from 40
Skill cooldowns 1 Helmets tier 4 from 10, tier 3 from 20, tier 2 from 30, tier 1 from 40
Run speed 1 Leg armour tier 4 from 10, tier 3 from 20, tier 2 from 30, tier 1 from 40
+1 potion 1 Every armour piece, any rarity one tier
+1 class level 1 Belts from 1, rings from 20, amulets from 30 one tier
Flat damage 1 Belts from 1, rings from 5, amulets from 10 tier 4 from 10, tier 3 from 20, tier 2 from 30, tier 1 from 40
Run speed 1 Belts from 1, rings from 5, amulets from 10 tier 4 from 10, tier 3 from 20, tier 2 from 30, tier 1 from 40
Health 1 Belts from 1, rings from 5, amulets from 10 tier 4 from 10, tier 3 from 20, tier 2 from 30, tier 1 from 40
Attack speed 1 Belts from 1, rings from 5, amulets from 10 tier 4 from 10, tier 3 from 20, tier 2 from 30, tier 1 from 40
Range 1 Belts from 1, rings from 5, amulets from 10 tier 4 from 10, tier 3 from 20, tier 2 from 30, tier 1 from 40
Extra projectiles 20 Amulets from 20, belts from 20, rings from 20 +2 (tier 2) from 30, +3 (tier 1) from 40
+1 potion 1 Belts from 1, rings from 5, amulets from 10 one tier

Mod tiers

Every mod comes in five tiers, numbered as Path of Exile numbers them: tier 1 is the best. An item's level decides which tiers it can carry: tier 5 from level 1, tier 4 from 10, tier 3 from 20, tier 2 from 30 and tier 1 from 40. Among those a lower tier is likelier than the one above it. Item cards show each mod's tier after it ("T2"), and a mod you have not learned yet in white with NEW.

The numbers are each tier's range at level 1; health and resistances grow with the item's level as before. Items found before tiers keep their numbers, each counted as the tier it falls in.

Mod Tier 5
level 1+, Iron ore
Tier 4
level 10+, Steel ore
Tier 3
level 20+, Damascus ore
Tier 2
level 30+, Mithril ore
Tier 1
level 40+, Adamantite ore
Element (share of each hit) 15% 20% 25% 30% 35%
Weapon damage +5–7% +8–10% +11–12% +13–15% +16–18%
Attack speed +3–4% +5–6% +7–8% +9–10% +11–12%
Critical chance +1% +2% +3% +4–5% +6–7%
Critical damage +5–9% +10–16% +17–23% +24–30% +31–37%
Life per hit +0.5% +1% +1.5% +2% +2.5%
Damage to elites and bosses +6–9% +10–13% +14–17% +18–20% +21–24%
Range +6–9% +10–13% +14–17% +18–20% +21–24%
Health +3–4 +5–7 +8–9 +10–12 +13–15
Health (body armour) +5–7 +8–11 +12–15 +16–20 +21–24
Armour +3–4% +5–6% +7–8% +9–10% +11–12%
All resistances +2 +3 +4 +5–6 +7–8
Fire, cold or lightning resistance +3–4 +5–6 +7–8 +9–10 +11–12
Damage taken from elites -3–4% -5–6% -7–8% -9–10% -11–12%
Potion healing +6–9% +10–13% +14–17% +18–20% +21–24%
Thorns +3–4% +5–6% +7–8% +9–10% +11–12%
Skill cooldowns -3–4% -5–6% -7–8% -9–10% -11–12%
Run speed +2% +3–4% +5–6% +7–8% +9–10%
Flat damage (jewelry) +1 +2 +3 +4–5 +6–7
Extra projectiles +1 +1 +1 +2 +3

Weapon mods

Melee and ranged weapons roll from this list. Bows, crossbows, staffs and wands can also roll extra projectiles.

Mod Roll What it does
Weapon damage +8–15% More damage on every hit you deal, skills included.
Attack speed +5–10% Faster swings, shots and casts. Skill cooldowns stay the same.
Critical chance +2–5% Added to the base 5% chance to crit. Gear can add up to 95%, which makes every hit a crit.
Critical damage +10–30% Added to a crit's base +50% damage.
Life per hit 1–2% of life Each hit heals you that share of your maximum health, at most 4 times a second.
Damage to elites and bosses +10–20% More damage to bosses and to elite, rare and miniboss creatures.
Range +10–20% Longer reach for swings, shots (the ice ball too), staff lightning, and for Assassinate, Charge, Dance of Blades and Arcane Missiles' search.
Extra projectilesRanged weapons only +1–3 Each shot is followed by more along its path, 0.12 s apart (a staff's go at other creatures nearby): +1 at tiers 3 to 5, +2 at tier 2, +3 at tier 1. The extras land 75%, 50% and 25% of a hit, and Triple, Assault, Power Shot, Spray, thrown spears and Fan of Blades fire them too. They do not add up: only your best piece counts, and the others' line is struck through.

Weapon elements

A Magic or better weapon can roll an element, which takes one of its mod places and goes in its name: "of Fire", "of Ice", "of Lightning", "of Void" or "of Poison". The element adds 15% to 35% of the weapon's average hit to every hit by its tier (25% at tier 3, which every element found before tiers counts as), as that element, and marks what it hits for reactions.

  • Melee weapons and bows land the element as a second hit beside the physical one.
  • Staffs and wands turn the whole hit into the element, with the bonus added in, and change what they cast: see staff and wand casts.
  • Armed monsters' weapons glow with their element: what a monster swings is what it drops.
  • Found on the surface, 50% of the weapons that roll an element take their land's own: Ice on the ice, Fire in the desert, on the mesas, by the Cauldron and on charred land, Lightning in the mountains, Void on the floating islands and Poison in the swamp, so the land's element is 2.5 times as likely there. The rest take one of the other elements. The grassland, the shallows, the Glass Sea, caverns, dungeons, shops and quest rewards roll every element alike.

Armour mods

Head, body and legs pieces roll from this list. Heads can also roll skill cooldowns, legs run speed.

Mod Roll What it does
Health +8–20 body, +5–12 head and legs More maximum health, scaled up with the item's level.
Armour +5–10% More armour from all your gear.
All resistances +3–6 Resistance to every element, scaled with the item's level.
Fire, cold or lightning resistance +5–10 Resistance to one element, scaled with the item's level.
Damage taken from elites -5–10% Hits from bosses and elites land softer, up to 60% less.
Potion healing +10–20% Each potion heals that much more than its 75%.
Thorns 5–10% of a blow That share of each blow you take goes back at the creature that struck you, if it is within 6 m.
Skill cooldownsHead only -5–10% Shorter cooldowns on your skills, up to 60% shorter.
Run speedLegs only +3–8% Faster running.

+1 potion on armour

Armour can also carry +1 potion, on top of its mods: one chance in a jewelry piece's 12 tickets for each mod its rarity carries, and at least one.

Rarity Chance of +1 potion
Common 1 in 12 (8%)
Magic 1 in 12 (8%)
Rare 2 in 12 (17%)
Legendary 3 in 12 (25%)
Unique 3 in 12 (25%)

Jewelry mods

One ring (worn from level 5), one amulet (level 10) and one belt. Each kind leans toward two mods, which draw three tickets to every other mod's one.

+1 class level rolls on a ring from item level 20 and on an amulet from item level 30, by the level the piece was found at: raising it at the Blacksmith does not change its mods. A belt rolls it at any level. Pieces found before 13 Oct 2026 keep the class level they have.

Mod Roll What it does Favoured by
+1 class level +1 Rogue, Knight, Mage or Ranger One more level in that class, toward its skills. Amulet
Flat damage +2–5 Physical, Fire, Cold, Lightning, Poison, Void A separate hit of that type with every hit, scaled up with the item's level once; your weapon and crits do not multiply it. Ring
Run speed +3–8% Faster running. Amulet
Health +5–12 More maximum health, scaled up with the item's level. Belt
Attack speed +5–10% Faster swings, shots and casts. Skill cooldowns stay the same. Belt
Range +10–20% Longer reach for swings, shots and spells, and for the skills that search or blink. Ring
Extra projectiles +1–3 More shots or spells after each one, as the weapon mod. Only your best piece counts. none
+1 potion +1 Carry one more health potion. It arrives empty and fills in 10 s. none

A piece holds 12 tickets: 3 for each of its two favoured mods and 1 for each other one, so its first mod is a favoured one 50% of the time. Later mods draw from what is left. Pieces found before the Ranger joined the game roll Rogue, Knight or Mage levels only.

Metals

Every weapon, armour piece and jewel is made of one of five metals, fixed for life by the level it was found at: the metal sets a weapon's damage and an armour piece's Defense, and the Blacksmith raises an item's level, never its metal. A Legendary or a Unique is one metal better one time in four; a named Unique is Adamantite. On jewelry the metal only prices its upgrades. Items found before metals keep the damage and Defense they had.

Metal On gear of level Weapon damage Armour Defense Its ore
Iron 1-9 1x 1x Iron ore
Steel 10-19 1.2x 1.13x Steel ore
Damascus 20-29 1.4x 1.26x Damascus ore
Mithril 30-39 1.55x 1.39x Mithril ore
Adamantite 40 and up 1.7x 1.52x Adamantite ore

Ores

Metals are not mined: they are rewards, carried in an ore purse beside your gold and saved with your character. Five metals pay for upgrades and for every mod but an element; five gems, each from its own bosses, its own land's camps and the glowing veins in its land's rock, pay for elements. Ore drops as a small chunk of its colour and is picked up like gold.

Ore Kind Pays for Drops from
Iron ore Metal Iron gear, tier 5 mods chests, quests, monsters, salvage
Steel ore Metal Steel gear, tier 4 mods chests, quests, monsters, salvage
Damascus ore Metal Damascus gear, tier 3 mods chests, quests, monsters, salvage
Mithril ore Metal Mithril gear, tier 2 mods chests, quests, monsters, salvage
Adamantite ore Metal Adamantite gear, tier 1 mods chests, quests, monsters, salvage
Ruby Gem Fire mods Horned Demon, Dragon, Succubus, Winged Guardians, Vampire Lord, Minotaur, desert camps, veins in the desert's mesas, arches and dunes
Aquamarine Gem Ice mods Ice Gargoyle, Ice Dragon, Hydra, Lich, Banshee, ice camps, veins in the ice peaks
Sapphire Gem Lightning mods Pegasus, Crystal Claw, Hammer King, mountain camps, veins in the mountains' rock
Amethyst Gem Void and arcane mods Arcane Dragon, Beholder, Drider Queen, Crystal Monster, Skeletal Dragon, floating island camps, veins in the floating islands' ground
Emerald Gem Poison mods Great Spider, Basilisk, Manticore, Demonic Manticore, Medusa, swamp camps, veins in the swamp's banks
  • Metal comes in your level's band (1-9 Iron, 10-19 Steel, 20-29 Damascus, 30-39 Mithril, 40 and up Adamantite), one drop in three the band below; from level 40 Adamantite is one drop in three and Mithril the rest.
  • Monsters 3% for one; blue elites 20% and gold elites 40% for one or two. Bosses drop gems instead.
  • Surface camps: a camp's monster rolls again, at those odds, for its land's ore - Ruby in the desert, Aquamarine on the ice, Sapphire in the mountains, Amethyst on the floating islands, Emerald in the swamp, and on the grassland your level's metal.
  • Chests: a scattered one 1 (2 from Rare up), a dungeon's 2 and 20% for one of its boss's gem, a boss's treasure 3-5 and one or two of its gem, a mimic 3, the treasure pinata 4. The chest a summit cairn leaves when its fire is first lit also gives every player in the party a Sapphire.
  • Bosses drop their gem: 60% for one or two in their own lair, 20% for one anywhere else, and a boss's first lair kill in a world always drops one.
  • Gem veins: a seam of two or three glowing crystal blocks in rock open to the sky, about one to every 250 blocks of its land - Ruby in the desert's mesas, arches and dunes, Aquamarine in the ice peaks, Sapphire in the mountains, Amethyst on the floating islands, Emerald in the swamp's banks. A few hits break a crystal into one of its gem for every hero near, with a half chance of a metal of your level; a broken crystal stays broken. Breaking the charred land's fire opal gives a Ruby 15% of the time.
  • Quests: a board quest 2 to 5 by its size (Errand to Champion), a journey 2 a leg.
  • Higher Difficulty Levels add their gold bonus to metal counts and a camp's ore, and their Unique bonus to the chances of a boss's and a dungeon chest's gem.

At the Blacksmith

The Blacksmith's window has three tabs for your own gear beside the shop's shelves:

  • UPGRADE raises an item one level, up to your own: the gold it always cost, two of the item's own metal, and one ore for each mod - the metal of its tier, or its gem for an element - and a Unique 5 times the gold and the ore. A mod is never paid in a metal above your item's level band.
  • MODS lists the piece's own mods: pick the one to replace (a click or a tap, or Y on a pad, T on a keyboard) and a list of every mod it can become opens, each with its price, three of the new mod's ore and one level's gold. It puts the best number of the tier you choose, at a tier you have learned and the item's level allows. One mod per item can be swapped, as often as you like: it carries an anvil and SWAPPED, the others a padlock. No mod twice on one item, and a Unique's mods never change.
  • ADD A RANDOM MOD, on the MODS tab, gives the piece one more mod, drawn from the ones you have learned that it does not carry, at its best open tier. It raises the rarity with it: a Common to Magic and a Magic to Rare at any level, a Rare to Legendary from level 30; a Legendary or a Unique takes none. It is paid in the piece's own metal and gold, more for each mod it will carry.
  • When you are out of a metal, a better one you hold pays for it one for one, the cheapest first, and only out of what you hold beyond its own share of the price. The card shows that part in amber. Gems pay only for themselves.
  • SALVAGE breaks a bag item for 1 (Common) to 5 (Unique) of its own metal, no gold, and teaches you every mod it carried at its tier; a Magic or better weapon with an element pays one of its gem 25% of the time too. Learning a tier opens it and every lower one, and every character on your PC shares what you have learned. In your bag, the stash and the smith's window, an item that would teach you something new has a white background.
  • Auto-salvage: from level 30 the Commons you pick up, and from level 40 the Magic pieces, are salvaged as you take them, paying what SALVAGE would and teaching their mods. Anything better than what you wear, Rare and up, named Uniques, favourites and quest rewards are kept. Change both levels, or turn them off, on the Options page.
  • The inventory's own salvage takes Commons with no mod; everything else is salvaged at the Blacksmith.
  • Finding beats upgrading: one swap on a better find never costs more than one level of UPGRADE.

Items with fixed mods

Some items have their own mods instead of a roll: every copy is the same, whatever its rarity. The Yeti Horn is in every yeti hoard, the Grizzly Claw in every giant grizzly's, the Boar Tusk in every great boar's, the Manticore Sting in every manticore's, the Dune Pincer in every dune scorpion's, the Hydra Fang in every bog hydra's and the Griffin Feather in every griffin mother's; the named uniques drop from their home bosses, the midgame ones from any kill from level 30, and each carries a power (see Skills).

The numbers are each item's own. Every Unique's mods roll at tier 1 or 2, so a copy can read a little different, and each beast-hoard jewel also gives +1 to one class, Rogue, Knight, Mage or Ranger, set when it drops.

Item Level Mods Power
Yeti Horn
Belt, Unique · level 1
1 +30 health, +5 Cold damage, +8 Cold resistance none
Grizzly Claw
Ring, Unique · level 5
5 +30 health, +5 Physical damage, +5% critical chance none
Boar Tusk
Belt, Unique · level 1
1 +30 health, +8% run speed, +10% armour none
Manticore Sting
Amulet, Unique · level 10
10 +30 health, +5 Poison damage, +10% attack speed none
Dune Pincer
Ring, Unique · level 5
5 +30 health, +5 Fire damage, +8 Fire resistance none
Hydra Fang
Belt, Unique · level 1
1 +30 health, 2% of life per hit, +6 all resistances none
Griffin Feather
Amulet, Unique · level 10
10 +30 health, +5 Lightning damage, +12% range none
Stormbreaker
Two-handed sword · level 60
60 +15% weapon damage, +10% attack speed, +5% critical chance, 2% of life per hit Thunder Whirlwind
Viper's Kiss
Hand crossbow · level 60
60 +10% attack speed, +5% critical chance, +20% damage to elites and bosses, +20% range Venom Bolts
Sunstorm Bow
Bow · level 60
60 +15% weapon damage, +30% critical damage, +1 projectile, +20% range Sun and Storm
Lionheart Spear
Spear · level 60
60 +15% weapon damage, +20% range, +5% critical chance, 2% of life per hit Lion's Landing
Cinderstep Cowl
Head armour, counts as Rogue and Mage · level 60
60 +12 health, +8% run speed, +10 Fire resistance, -10% skill cooldowns Cinderstep
Reaper's Crescent
War scythe (a swung polearm) · level 60
60 +15% weapon damage, +30% critical damage, +20% damage to elites and bosses, +10% attack speed Reap
The Paragon Seal
Ring · level 70
70 -10% skill cooldowns, +12 health, +5% critical chance, +1 level to your highest class Paragon
Trophy Hunter's Belt
Belt · level 60
60 +12 health, +10% attack speed, +20% damage to elites and bosses, -10% damage taken from elites Trophies
Raincaller
Amulet · level 60
60 +5 Lightning damage, +12 health, +8% run speed, +6 all resistances Storm Cloud
The Minotaur's Tally
Great axe · level 60
60 +15% weapon damage, +20% damage to elites and bosses, +5% critical chance, 2% of life per hit Boss Notches
Gilded Fortune
Ring · level 30
30 +12 health, +8% run speed, +5% critical chance Fortune
Opportunist's Kiss
Dagger · level 33
33 +10% attack speed, +30% critical damage, 2% of life per hit Opportunist
Glacier Crown
Head armour, Mage · level 36
36 +12 health, +10% armour, +10 Cold resistance Frost Answer
Echo Wand
Wand · level 39
39 +15% weapon damage, +10% attack speed, +5% critical chance Echo
Bloodrush Axe
Axe · level 42
42 +15% weapon damage, +20% damage to elites and bosses, 2% of life per hit Bloodrush
Longshot
Bow · level 46
46 +15% weapon damage, +30% critical damage, +20% range Longshot
Pyreheart Mail
Body armour, Knight · level 50
50 +12 health, +6 all resistances, 10% thorns Last Stand
Phoenix Tear
Amulet · level 55
55 +12 health, -10% skill cooldowns, +8% run speed Rebirth

How it adds up

Every worn piece adds to the same totals: two rings' worth of run speed would simply add. Extra projectiles are the one mod that does not: only your best piece counts. A hit then goes:

  1. The weapon's roll at the item's level, times the skill's share (e.g. Flurry's 100% a strike).
  2. Times 1 + weapon damage, and times 1 + damage to elites when the target is a boss or elite.
  3. A crit at 5% + critical chance lands 1 + 50% + critical damage.
  4. The element bonus and each flat damage mod land beside it as their own typed hits.
  5. The target's armour or resistance takes its share off.
Total Limit
Critical chance (with the base 5%) 100%
Skill cooldowns -60%
Damage taken from elites -60%
Run speed (everything together) 0.25× to 3×
Life per hit 4 heals a second
Extra projectiles +3, from your best piece alone

Item level and the Blacksmith

  • Every item has a level. Weapon damage, armour, flat damage, health and resistance mods grow with it; percentages do not, except on rolled jewelry, whose percentages grow as the Blacksmith raises it, up to the top of tier 1.
  • Rings need level 5 to wear and amulets level 10; the endgame named uniques level 60 (the Paragon Seal 70), the midgame ones their own level from 30 to 55.
  • The Blacksmith raises an item's level for gold and ore, up to your own level. Only the level moves: the mods (but for rolled jewelry's growing percentages), rarity, element, metal and a weapon's ultimate stay. One level's gold is what a shop would pay for the item at its new level, and a Unique's 5 times that; its ore is on At the Blacksmith.