Titan Quest II Summons Update Is Now Live — Full Patch Notes
The Titan Quest II Summons Update has officially gone live, and it’s one of the bigger patches the game has seen since it hit Early Access.
The headline feature is exactly what it says. Summons are here, and Grimlore built them into every mastery rather than gating them behind a single summoner-style class. Earth gets the Core Dweller, Storm gets Wisps, Forge gets the Automaton, Rogue gets the Shadow Clone, and Warfare gets the War Banner. They all function as sustained skills that reserve energy to stay active, and they auto-respawn if they die as long as you have the energy to maintain them. You can play passively and let them do the heavy lifting, or you can actively empower them with your own abilities mid-fight. Both approaches are supported.
The other major addition is Talismans, a new off-hand item type built specifically to address one of the game’s recurring pain points: energy management. Casters especially should feel this one. There are also 13 new Epics, 13 new Relics, 3 new Charms, and a full overhaul of nearly every existing Epic in the game — all re-rolled retroactively so you don’t have to grind to find them again.
On the quality of life side, sustained skills now live in a dedicated window off the Mastery Screen instead of eating up your skill bar, and they no longer need to be reactivated after death or on game restart. Death Echoes let you recover lost experience after dying by clearing the area. Map markers and pings have been added for multiplayer coordination.
It’s a meaty update. The full patch notes are below.
Full Patch Notes
Major Topics
Summons
Summons are added to the existing Masteries. This is our first step towards allowing a full “Summoner” playstyle in the game.
This will then be concluded with the addition of the summoning focused Spirit Mastery later this year.
Our design goal is to give you a choice:
Do you prefer a more passive playstyle and have your summons do the work for you?
Or do you want to engage more actively and use a playstyle where you empower your summons with active abilities?
Both are possible, as well as various combinations in between of course.
We are adding the following abilities:
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New Active Abilities: Core Dweller (Earth Summon), Wisps (Storm Summon), Automaton (Forge Summon), Shadow Clone (Rogue Summon) and War Banner (Warfare)
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New and Reworked Passive Abilities: We have added 3 new summon-centered Passives to Masteries and also added additional summon-scaling elements to existing passives.
Items
We know that items and especially Epics have been an often debated topic. With this patch we introduce a huge amount of buffs, additions and changes to our items.
Here is an overview of what this means:
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New Powerful Affixes: Added a new set of item affixes that directly increase the power of your skills. These can increase the level of all passives for a whole Tier of a Mastery, or add capacity to all actives in one Tier of a Mastery.
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Added Talismans: Talismans are a new off-hand weapon type. They offer inherent bonuses to energy, which could be hard to come by in the past.
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Added new Epics, Relics and Charms: We have added 13 new Epics (including Epic Talismans), 13 new Relics and 3 new Charms.
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Reworked existing Epics: Almost all existing Epic items were reworked, buffed or both so they are more powerful and exciting to find.
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Added Potion Affixes: New Potion Affixes should make this item type more exciting to find.
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New and Reworked Affixes: We have added tons of new affixes and reworked some existing ones. This includes adding more Energy-related affixes.
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Staves Rework: We have reworked Staves, especially their implicit bonuses, to make them more useful for casters.
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Added Affix Tiers to all affixes: We have started this process in the past and now all affixes should use the correct Affix-Tiers.
Due to all of these changes, some items will be partially re-rolled to their new versions. We believe this is the best approach here. Anything we reroll usually is a buff and we don’t want you to have to “find it again”.
We did the following re-rolls:
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All Epic items were re-rolled, as we have completely overhauled and buffed all of them.
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All item Implicits were re-rolled, as we improved many of them (see the staves example above)
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Some very specific Affixes that we moved/removed were rerolled. These are very few.
We have included an extra section at the end of this changelog that will deep-dive into the individual changes to items and also offer an overview of our goals with these changes in more detail.
New Features
Sustained Skill Rework
We have reworked how sustained skills are equipped and maintained in the game. They now live in a new window accessible via the Mastery Screen and aren’t in your normal skill bar (unless they have an active component, like many Summons).
In this new window you can turn them on and off and also have a preview of how this will impact your Energy and Health.
We have also added a lot of quality of life features. For example Sustained Skills don’t need to be reactivated after death or when restarting the game anymore, making it a lot less annoying to play with them.
As a part of this we have removed 2 Skill-Slots from the UI to maintain our currently intended balance and access to abilities.
Death Echoes
We have added “Death Echoes”. They allow you to recover lost experience after death. To do so you need to defeat all enemies in the area.
Should you die again, the experience stored in the previous Death Echo will be lost.
Map Markers and Pings
We have added the ability to add Markers on the Map and make a temporary ping on the Minimap. This should help coordinating your party in multiplayer.
0.5.0-public.125062+win.2530 – Changes to Gameplay and Balance
Masteries
Highlevel Balance Adjustments
With this update we plan to increase the viability of some abilities and mechanics, while also taking a look at some that over-performed to a degree we found to be problematic for the game.
This is not meant to be a major balance overhaul, but some targeted changes to improve the experience.
We also made some adjustment to unify player and summon scaling more.
The larger ideas here are:
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Elemental Infusion: We felt that making good use of this mechanic could be a little tedious and require a lot of input from players. You can now have up to 3 stacks of the same infusion. Using an Infusion Skill will still only use one stack.
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Exhaust and Energy: We want to test an adjustment to how abilities that cost more Energy and use Exhaust as a default work. We are testing this specifically on Call Lightning. The idea is to make the base ability easier to use by reducing its cost and removing Exhaust. Players can opt to adjust the ability via modifiers. For example they can choose to ADD exhaust in combination with more damage. Or turn the ability into a cooldown skill but again have more damage.
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Critical Strikes: We rebalanced Crit Chances to achieve the following goals:
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Bonuses are easier to understand
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Less multiplicative makes it harder to reach very high chances
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Less multiplicative means we can give stronger flat chances which means investing into Crit is more useful even without maximizing it
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Attacks and Spells will be more equal now because previously only Attacks had access to flat Weapon Crit Chance bonuses
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Doom: We felt it was hard to consistently utilize Doom in builds, so we wanted to improve access to it.
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Trick Shot, Bladespin and Scattershot now each have three modifiers revolving around Doom including one to apply Doom.
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Previously there were only few ways to consistently apply Doom and this change is to make building around this mechanic more viable.
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Rage and Lightning Strikes: We rebalanced Rage and Lightning Strike passives. We want the mechanics to be strong but only with appropriate investment. It should be an active choice to go for either of these mechanics and players should then be rewarded for that choice!
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Summon Scaling: We have adjusted Summon-related bonuses from Passives and Affixes to be in line with bonuses awarded to players. This should make things more intuitive.
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Summon Passives: Now that Summons are a greater part of the game we have added additional Summon scaling to existing passives to make them more useful for Summoners and create more choices.
Affecting All Masteries
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Elemental Infusions: You can now stack up to 3 stacks of the same Elemental Infusion
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Elemental Infusions: Infused Skills and Summons now have 5/30% of their damage converted to the consumed type
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Changed “Increased Critical hit chance” to “+ x% Critical hit chance” (going from percentage to flat increases), adjusted the numbers wherever % increases stayed.
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Warfare: Proficiency – Critical Hit Chance feat, Invoker of War – Spell Critical Hit Chance feat
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Storm: Raging mind – Critical Hit Chance feat
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Rogue: Surgical Precision and all 3 feats adjusted, Sleight of Hand: Weapon Critical Hit Chance feat, Shadow Arts: Spell Critical Hit Chance feat, Accuracy and its Critical Chance and High Critical Hit Chance feats
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Rage: Increased decay rate per Stack 20% -> 30%
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Rage: Base Stack Duration 3s -> 2s
Earth
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Added new Passive: Igneous Power
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Added new Active: Core Dweller
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Fissure: New Modifier: Core Dweller Command
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Earth Enchantment: Reduced percentile damage increase +30% -> +20%
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Earth Enchantment: Reduced Energy Reservation 60 -> 40
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Earth Enchantment – Earth Enhancement: Reduced Energy Reservation +15/30/45/60/75 -> +10/20/30/40/50
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Earth – Earth Enchantment: Now has new tags Aura, Buff
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Earth Attunement: Added 3% Summon Damage per level
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Earth crit feats changed to flat +3% crit
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Earth Invoker – Feat Summon Damage: Summon Damage 35% -> 30%
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Roiling Magma: Removed Exhaust; Energy Cost 80 -> 100. Exhaust worked too much against the intended push and pull between Cost and Damage in this skill; with this change, it will be more useful to invest into Energy Regeneration to overcome higher Costs for higher Damage
Forge
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Added new Active: Automaton
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Magma Shell: Retaliation amount now properly scales with level
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Blade Trap: Increased placement range 6m -> 30m
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Metal Welding: We wanted to buff this ability and make some adjustments to make it more fun to use. We also added some new functionality.
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Charge Time per Stage: 1 -> 0.7
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Base Duration: 3 -> 5s
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Changed Increased base Damage per stage: 35% -> 25%
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New: The first Attack after your Channel ends deals 30% more Damage per Stage reached
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Enhanced Welding – Increased Damage modifier: 10/20/30 -> 15/25/35
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New Modifier: New First Strike Modifier to go in the first attack direction
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Blade Trap/Sentry – Masterwork: More Damage per Divine Core spent 6/8% -> 3/4%
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Forged Legion- Increased Damage per Level 8% -> 4%, added 1% increased all speed per level.
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Forged Legion: Feat Summon Damage: 35% -> 30%
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Reinforced Weaponry – Added 3% summon damage per level
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Expert Blueprints: Now gives devices all speed instead of activation speed and cast speed. (2% per level)
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Tempered Arsenal: Now has new tags Aura, Buff
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Fortified Construction – Feat Summon Regeneration: 2% -> 0.5%
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Forge Call – Enhancing Orbs: Reduced total damage increased per Orb 6/9/12% -> 3/5/7%
Rogue
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Added new Active: Shadow Clone
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Added new Modifiers to Bladespin, Scattershot, and Trick Shot to allow synergizing with Shadow Clone
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Sleight of Hand: Added 2% Summon Damage per level
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Shadow Arts: Added 2% Summon Damage per level
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Trick Shot, Bladespin, and Scattershot now each have three modifiers revolving around Doom, including one to apply Doom.
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Preparation: Now has new tags Aura, Buff
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Mark for Death: Extra Damage 10% -> 15% but Mark for Death now deals unscaled Damage to prevent double dipping on Damage bonuses
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Remote Tactics: Summon Damage per point 6% -> 4%
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Remote Tactics – Feat Summon Damage: Summon Damage 35% -> 30%
Storm
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Added new Active: Wisps
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Added new Passive: Tempest Essence
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Ice Nova: New Modifier: Wisp Nova
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Raging Storm: Maximum Level 8 -> 16
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Raging Storm: Increased Rage Effect 10% -> 5% per Level
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Raging Storm – Duration Feat: Increased duration bonus 20% ->30%
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Lightning Evoker: Increased Maximum Level 8->16
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Lightning Evoker: Reduced Lightning Strike Chance 5% (Max 45%) -> 4% (Max 64%) per Level
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Lightning Evoker: Now grants +0.2 (Unscaled value) Lightning Strike Damage per level
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Lightning Evoker – Feat Damage: Now grants +3 (Unscaled value) Lightning Strike Damage
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Lightning Bringer: Increased Maximum Level 12 -> 16
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Lightning Bringer: No longer grants increased Chance to cause Lightning Strikes and increased Damage
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Lightning Bringer: Now grants +0.4 (Unscaled value) Lightning Strike Damage per level
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Call Lightning Changes to base skill: No Exhaust, Energy Cost 80 -> 50, Damage 17 -> 12, slower Damage scaling
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Call Lightning: New Modifiers: Exhaust, Cooldown, Cooldown Charge, Cooldown Refresh – Combo, Cooldown Refresh – Energy
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Storm Attunement: Added 2% Summon Damage per level
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Storm Nimbus: Now has new tags Aura, Buff
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Storm Invoker: Summon Damage per point 5% -> 3%
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Storm Invoker – Feat Summon Damage: Summon Damage 35% -> 30%
Warfare
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Added New Passive: Strategos
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Battle Rage: Maximum level 8 -> 12
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Battle Rage: No longer grants increased Damage
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Battle Rage: Increased Rage Effect 10% -> 8% per Level
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Frenzied Rage: Maximum level 8->16
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Frenzied Rage: Increased Rage Effect 10% -> 5% per Level
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Frenzied Rage – Duration Feat: Reduced duration bonus 40%->30%
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Martial Expert Added 3% Summon Damage per level
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Battlefield Awareness: Now has new tags Aura, Buff
Items
As mentioned previously, we have an exhaustive list of changes and design thoughts on the item portion of this update below.
Creatures and Bosses
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Increased Creature Health: We realized that our creatures’ stats didn’t perfectly match the player’s current power progression. For this reason, we increased creature HP, especially in the higher levels.
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Giant Eagle: Increased frequency of swooping down ability
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Giant Eagle: Increased health and damage
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Eagle: Increased frequency of Gust ability
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Scorpion Mother: Increased health and damage
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Scorpion Mother: After summoning Scorpionlings, the Scorpion Mother will move through the ground behind the player
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Feral Hippokampos: Slightly increased damage of some abilities
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Skylla’s Maws: Increased damage
UI and Other
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Leveling up now restores player mana
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Dialogues are now location-based, so you will no longer see/hear other players’ dialogues from the other end of the map
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Item Tooltips: Removed + and – from “increased” and “reduced” stats in item tooltips
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Item Tooltips: Added + to added values and – to subtracted values in item tooltips
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Item Tooltips: Added “Base” Keyword to affixes affecting base stats of items
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Ability Tooltips: Updated Modifier tooltips to automated display of Modifier requirements and incompatibilities
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Ability Tooltips: Removed capacity and reduced the size of modifiers and feats when hovering an active or passive in the mastery screen
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Health Potion: Base HP Recovery changed from 90% of Maximum Health over 3 seconds to 60% of Expected Health over 3 seconds (This prevents characters that invest heavily into health to have their Health Potion getting exponentially strong. values are overall higher or equivalent for characters that don’t invest into defense)
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Chest Traps: Increased explosion telegraph and delay to 1s
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Disabled damage, heal, and Exp text display by default for greater immersion, they can still be enabled via the settings
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Added player custom marker and ping
Bugfixes
Masteries
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Fixed that the following Modifiers didn’t work as an aura: Barrier Preservation, Enhanced Glancing Hits, Enhanced Regeneration, Enhanced Resistances, Inspiration, Pierce Retaliation, Vitality Drain
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Ailments: Fixed on Application effects sometimes being applied by every damage tick instead of application only
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Ailments: Fixed Shocked Ailment being reduced by Bleed Resistance
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Ailments: Fixed Shocked and Chilled not dealing damage anymore if you permanently reapply stacks on the target
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Descriptions: Changed multiple occurrences of “Cooldown Speed” being mentioned to “Cooldown Rate”.
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Fixed whirlwind and some other abilities having an unexpected movement direction when cursor aiming outside of the playable area (e.g., when standing on narrow bridges). The movement aiming for these abilities now behaves exactly the same as normal player movement
Earth
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Earth Enchantment – Earth Enhancement: Fixed modification of percentile damage bonus not affecting base ability tooltip
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Cremation: Fixed Ignite on Burning targets feat not working
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Earthquake: Additional per second Energy Costs from modifiers are now correctly displayed and calculated
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Earthquake – Aftershock: Slotting in the modifier doesn’t increase the Ailment Chance value of the main ability in the UI anymore
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Earth – Ring of Flame: Fixed Cooldown not being affected by increases to Cooldown Rate
Forge
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Heat Of The Forge: Fixed Retaliation feat giving unintended amounts of Retaliation
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Heat of the Forge: Fixed passive only showing values up to level 10
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Blade Trap – Frail: Fixed Sentry also applying Frail on hit with the modifier slotted on Bladetrap
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Blade Trap: Fixed area modifier not changing the Blade Trap visually anymore
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Sentry – Frail: Fixed Blade Trap also applying Frail on hit with the modifier slotted on Sentry
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Armor Spikes: Fixed passive only showing values up to level 10
Rogue
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Preparation – Trail Blazer: Fixed modifier not adding to Impairment Resistance
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Preparation – Trail Blazer: Fixed tooltip saying Restraint instead of Impairment
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Grenade: Now has its type tags (Fire base, poison when converted)
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Art of Death: Maximum Doom feats now correctly increases the maximum doom possible on enemies
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Trick Shot: Fixed ability not working with staves
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Grenade – Fragmentation: Fixed displayed Ailment Chance and actual Ailment Chance not matching
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Mark for Death – Shadow Dagger: Fixed damage not scaling properly with player level
Storm
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Storm Protection: Glancing Projectile Chance bonus is now properly applied
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Overcharge: Overload duration is now correctly increased
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Tempest: Now has the Lightning tag
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Arcane Shield – Reservation: Fixed percentage of Reserved Energy not scaling with player level properly
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Tempest: Fixed ability not damaging enemies when at exactly 30 Amplify
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Lightning Bolt: Fixed base Critical Hit Chance not being taken into account
Warfare
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Barrage – Ramp Up: Fixed Ailment Chance not increasing properly with each hit
Items
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Staff: Ichthian and Infrequent staves now properly drop their implicit bonuses
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Raging Bull: Fixed tooltip mentioning “increased Weapon Damage” instead of “increased Weapon Attack Damage”
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Implicits: Fixed x% increased Attack, Cast, and Cooldown Speed dagger implicit now working as expected
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Implicits: Fixed incoherence between Dodge Recovery Rate and Dodge Cooldown Rate for armor implicits. Both now use Dodge Cooldown Rate.
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Fixed multiple inconsistent affix effects descriptions
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Epics: Fixed Barrage and Megalos not dropping from gambling and random drops
Creatures and Bosses
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Fixed enemies not reacting to sentries. They now start attacking the player when attacked by sentries.
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Ghost Spartan Captain – Aspimachos: Fixed Shield Combo ability cancelling itself
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Fixed passive Gryphon fight in the Northern Beaches
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Giant Eagle: Fixed targetting and collider during Swooping down ability
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Fixed boar colliders bumping other characters around
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Fixed gold sometimes not dropping from enemy creatures
Quests and Content
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Fixed Philon reappearing in Pan’s arena
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Fixed Glaukos disappearing in unexpected ways
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Fixed Teleporters in Ichthian Fortress being unlocked at inappropriate times, sometimes causing confusing states and requiring odd backtracking.
Multiplayer
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Fixed floating widgets wiggling around on clients
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Fixed connection issues in multiplayer
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Fixed an issue that could cause characters to be shown in the wrong location for clients in multiplayer
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Fixed an issue where trying to teleport directly to another player could cause clients to teleport below the floor under some circumstances
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Fixed an issue where characters created while joining a multiplayer session could become level 0 if the player exits the session immediately after joining
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Fixed Titan Ichor VFX and animation not being played for the correct player character in multiplayer
Other
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Added display for “Activations” over activation based devices (Blade Trap, Sentry)
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Fixed fog of war being offset in the big map for screens that exceed our maximum 21:9 aspect ratio
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Fixed possible crash on startup when FSR Frame Generation is enabled
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Fixed an issue that could cause frame timing issues when FSR Frame Generation and/or AMD Anti-Lag 2 is enabled. You will need to launch, quit, and restart the game once in order for this fix to take effect.
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Fixed an issue that prevented FSR frame gen from taking effect in the shipping build
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Fixed damage numbers appearing offset on screens with very tall or very wide aspect ratios
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Fixed floating combat text for healing showing as experience instead
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Fixed a potential deadlock which could cause the game to get stuck permanently in a black screen during startup
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Fixed an issue where sound would sometimes be muted until the window lost and re-gained focus if “Background Audio” was turned off
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Fixed an issue that could cause player characters to become stuck in some locations
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Personal portal now always spawns in the direction the player is heading instead of behind them for a better looking portal effect
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Teleporting directly from the map UI now properly checks for in combat state, matching the behavior of the personal portal
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Fixed issues that could cause video playback to become extremely choppy or even freeze completely at low framerates
Detailed Item Changes
As promised above, we wanted to add a section where we go into more detail regarding the item changes we made.
This includes a full list of changes to individual epics, what we changed about affixes, and also explains our goals and philosophy behind those changes.
General System Changes – Design Reasoning
To improve progression and make especially Magic items a more attractive upgrade option while playing through the story, we made the following changes to affix tier drops:
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All Affixes and implicit item properties are upgraded to a new tier system, featuring more tiers and thus chances to find upgrades, and later on, better interactions with crafting. The Tier Names of many affixes have also been updated.
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Magic items now have access to higher affix tiers even earlier than before. This should improve their usefulness during the story as they can be “ahead of the curve” in affix power compared to rares.
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Weapon affixes, weights, and distribution are revised to have a clearer distinction between normal, attack-supporting weapons and caster weapons. This should help find upgrades for both categories. (It is still possible to find “Hybrids”, but at a much lower rate than before)
New Item Type – Talismans:
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Talismans are now available! They are utility off-hand items providing you with Energy and buffs
A range of new Epic Talismans is also available
Epic Items – Design Reasoning
Epic Items were having some trouble keeping up with other types, especially since the addition of Relics, so we’re giving them a deserved overhaul.
We will keep our eyes on Epics and with new features entering the game might make other overhauls even to existing ones. So even more changes can happen in the future.
Epic Armors are of course also planned to join the roster in the future!
Important: Because those changes represent, on average, a significant increase in power for all Epic Items, we decided to apply them retroactively, which will mean items on your characters will have these buffs present and you do not have to find them again.
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Power Level is adjusted to match Rares and Monster Infrequents, taking Charms and Relics into account, which results in a significant buff
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Many affixes have been adjusted or completely changed on most Items to make them more usable or strengthen their core ideas, including unique effects
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New affix tiers and balance changes are also effective for Epic Items.
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Some effects are now marked as “Unique Effect”, meaning they do not stack multiple times, even if you find them on different or twice the same Item.
Item Stats Changes
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New Skill-enhancing affixes: Affixes that grant extra capacity points for actives or levels for passives can now drop on items
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Certain normal Items have a chance to drop a mastery-based version that enhances all skills of a mastery
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Uniques, Relics, or Charms can have a more specific version, targeting precise skills or skill categories
New Potion Affixes:
Health and Energy Potions have new affixes affecting their Charges, Duration, Effectiveness, Recharge, and more.
Those are the new, currently available affixes:
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+x Maximum Charges
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x% increased Duration
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x% increased Recharge Rate
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x% increased Effect Amount
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-x Charges Consumed
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+x Maximum Charges, x% less Recharge Rate
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x% of Healing is Instant
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x% of Healing is Instant, x% reduced Healing Amount
Energy Affixes:
Having the option to invest in Energy is an important part of most builds. You now have more options to build energy-related stats.
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+x Energy: Added more tiers, increased values, increased the amount of compatible items, and increased the drop chance.
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+x Energy Regeneration: Added more tiers, increased values, the amount of compatible items, and the drop chance.
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-x Energy Reserved: Changed naming to “+x Free Energy Reservation” (functionality remains unchanged), added more tiers, increased values, increased the amount of compatible items, and the drop chance.
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New: “+x Energy, +x Energy Regeneration” Suffix for Staves to free up affix space and give Caster characters more options.
Critical Hit Affixes:
As mentioned above, we have made adjustments to crits in masteries that of course also need to be represented in item affixes.
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x% increased Critical Hit Chance: No longer exists
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New: “+x% Critical Hit Chance” for Weapons, Talismans, Rings, and Shoulders. Effect grants flat Global Critical Hit Chance (Works on both Spells and Weapon Attacks)
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x% increased Critical Hit Damage: Now has more tiers
Damage Affixes:
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x% increased [type] Damage: Now has more tiers and adjusted values.
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x% increased [category] Damage: Now has more tiers and adjusted values, can’t drop on Weapons anymore
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X% increased Area Damage: Now has more tiers. Can drop on more item types (Head, Talisman, Staves,2H Club, 2H Axe)
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x% increased Projectile Damage: Now has more tiers. Can drop on more item types (Bow, Staves, Arm, Shoulder)
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New: “+x [Type] Retaliation Damage” available on Torsos, Shoulders, and Shields.
Summon Affixes:
We have adjusted the values of summon affixes to be more in line with the rest of the balancing that happened for the inclusion of more Summons into the game.
Armor Affixes:
We want to free up affix space on armor pieces while giving more options to specialize in different types of defenses:
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New: “+x Armor” affix that gives the combined amount of Pierce and Strike Armor. This is now the most common affix for armor pieces.
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New: “+x Armor, x% increased Armor” for Torso and Shields. +x Pierce/Strike Armor now has increased values and a lower drop chance.
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Armor Affixes are now grouped, and you can’t naturally drop multiple of them at once on a single Item.
Resistance Affixes:
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x% [Type] Resistance and x% [Category] Resistance have more tiers and overall lower value. Amulets can now get the x% Category res suffix
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x% Impairment Resistance can now be found on Legs, Shoulders, and Talismans
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x% Stun Resistance can now be found on Shields and Heads
Ailment Affixes:
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x% increased Ailment Chance: Now has more tiers
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x% increased Ailment Power: Now has more tiers
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x% increased Ailment Duration: Now has more tiers
Implicits:
All Implicits have more tiers and adjusted values.
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Implicits on older Items will re-roll to the value they are supposed to have with the updated tiers.
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Implicit scaling is now more granular and coherent across armor and weapons.
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All Implicits now have a higher chance to drop at the highest available tier. This is not the case for normal affixes.
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Implicit “+x% Base Weapon Ailment Chance”: Values are significantly lower and streamlined across weapons
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Implicit “+x% Base Weapon Critical Hit Chance”: Values are overall higher to match Critical Chance affix changes and streamlined across weapons
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Implicit “+x [Type] Weapon Damage”: Now has 6 Tiers instead of scaling with the Weapon Level
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Ichthian Shield retaliation implicit has been replaced with Poison Resistance
We will evaluate the impact of these changes, and you can expect more iterations on Implicits in the future.
Staves:
Stave Implicits have been completely revised to benefit caster characters more:
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Tripod Staff Implicit: x% Weapon Penetration → +x Energy
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Round Staff Implicit: x% increased Attack, Cast, and Cooldown Speed → x% Cast Speed
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Helix Staff Implicit: x% increased Area Damage → x% Increased Spell Damage
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Ichthian Infrequent Staff: +x% Base Weapon Ailment Chance → x% Increased Ailment Chance
Other notable Affix Changes:
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Affix “x% Glancing Hits Chance”: Now has more tiers and overall higher values
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Affix “x% increased Cooldown Rate”: Now has more tiers, overall higher values, and is present on more items
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Affix x% increased Movement Speed: Now has more tiers and overall higher values
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Affix x% increased Attributes: No longer drops on Neck as a flat attribute affix is now present on all items
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Bearded Axe Implicit affix now gives Base Weapon Damage instead of All Damage
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Attribute affix values are now slightly lower but present on more items
Charms and Relics
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Effects have been revised to match the new power level of normal affixes
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Charms now have improved stats combinations to ensure no damage type has an inherent disadvantage
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While the new stats are more streamlined than before, we still plan to cover a larger array of stats with future charms
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Possible slots for Charms are adjusted according to their stats
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Relics should feel unique as before, but we removed some anti-synergies and undesirable stat combinations
-
Relics also have their effects adjusted to match the new power level of normal affixes
-
Charms and Relics now have an additional very small chance to drop from chests and crates.
-
Charm distribution on creatures is partly revised for better coherence and to include new charms
-
Some charms that were present only on one creature type are now present on more (name and theme have been updated accordingly)
-
Relics are now assigned to a Chapter in which they first appear and have a higher drop chance. You can still find Relics from earlier chapters in the next ones, but at a lower rate.
List of Charm, Relic, and Epic Changes
Finally, we want to list all of the changes (or just display the updated versions) to Charms, Relics, and Epics.
Charm Details
Lupine Claw:
15/30/45% increased Pierce Damage → 10/20/30% increased Strike Damage
Completion: 10% Increased Cooldown Rate → +20 Fitness
Slots: Weapons, Talisman
Venom Sac:
15/30/45% increased Poison Damage → 10/20/30% increased Poison Damage
Completion: 15% Increased Damage over Time → +20 Cunning
Slots: Weapons, Talisman
Hollow Fang:
15/30/45% increased Vitality Damage → 10/20/30% increased Vitality Damage
Completion: 8% Increased Base Weapon Damage → +15 Vigor
Slots: Weapons, Talisman
Feline Claw:
15/30/45% increased Strike Damage → 8/16/24% increased Pierce Damage
Added: 10/20/30% increased Bleed Chance
Completion: 8% Increased Attack Speed → 5% increased Pierce Penetration
Slots: Weapons, Arms
Ichthian Fin:
10/20/30% increased Cold Damage (Unchanged)
Completion: 15% Increased Ailment Duration → +20 Resolve
Slots: Weapons, Talisman
Pristine Plumage:
5/10/15 Agility → 8/16/24 Agility
3/6/9% Poison Resistance → 5/10/15% increased Movement Ability Cooldown Rate
Completion: 8% increased Strike Armor → +5 Armor per Level
Slots: Jewelry
Boar Hide:
5/10/15 Might → 8/16/24 Might
20/40/60 Armor → 5/10/15% Glancing Hits Chance
Completion: 20% Bleeding Resistance → +5 Armor per Level
Slots: Jewelry
Necrotic Bones:
5/10/15% Cold Resistance → +12/24/36 Energy
Completion: 30 Energy → +4 Energy Regeneration per second
Slots: Jewelry, Talisman
Turtle Shell:
40/80/120 Armor → +2/4/6 Health per Level
Completion: 8% increased Health → 4% Magical Resistances
Slots: Torso, Shield
Rigid Carapace:
20/40/60 Armor → 4/8/12 Armor per Level
20/40/60 Health → Removed
Completion: 15% increased Health Regeneration → 10% increased Health Regeneration
Slots: Armor, Shield
Spectral Matter:
5/10/15 Knowledge → 8/16/24 Knowledge
20/40/60 Energy Barrier → 5/10/15% increased Energy Barrier
Completion: 10% increased Energy Regeneration → +5 Armor per Level
Slots: Jewelry
Tortured Soul:
3/6/9% Vitality Resistance → 10/20/30% increased Summon Damage
3/6/9% Spirit Resistance → Removed
Completion: 10% increased Energy Barrier → 8% increased Summon Speed
Slots: Weapons, Arms, Talisman
Vile Ichor:
5/10/15% Increased Damage over Time → 3/6/9% increased Cast Speed
5/10/15% increased Spell Damage → Removed
Completion: 20% Plagued Resistance → 20% increased Spell Damage
Slots: Arms, Neck
Primal Magma:
3/6/9% Fire Resistance → Removed
5% increased Fire Damage → 10% increased Fire Damage
Completion: Summons have 30% increased Damage → +40 Resolve
Slots: Weapons, Talisman
Glacial Shard:
3/6/9% Cold Resistance → 3/6/9% Thermic Resistance
5/10/15% increased Cold Damage → Removed
Completion: Summons have 30% increased Damage → +3 Health per Level
Slots: Armor, Shield
Raging Tempest:
3/6/9% Lightning Resistance → Removed
5/10/15% increased Lightning Damage → 10/20/30% increased Lightning Damage
Completion: 20% Shocked Resistance → +20 Cunning
Slots: Weapons, Talisman
Mechanical Parts:
3/6/9% increased Movement Speed → 10/20/30% increased Device Damage
Completion: 10% Poison Resistance → +1 Capacity to Device Skills
Slots: Neck, Head
Hollow Essence:
10/20/30 Energy → 4/8/12 Energy Barrier per Level
Completion: 10% Glancing Hits Chance → 4% Magical Resistances
Slots: Armor, Talisman
Cyclops Eye:
4/8/12 Health per Second → 3/6/9% Natural Resistances
3/6/9% Lightning Resistance → Removed
Completion: 4% increased Vigor → +3 Health per Level
Slots: Armor, Shield
Relic Details
CHAPTER 1:
Bow of Apollo
10/20/30% Increased Ranged Attack Damage → 15/30/45% Increased Attack Damage
10/20/30 % increased Projectile Damage → 15/30/45% increased Projectile Damage
Completion: Each enemy killed with a Bow heals you for 5% of your maximum Health → 20% increased Projectile Penetration, +8% Projectile Critical Hit Chance
Aegis of Athena
5 / 10 / 15% increased Armor Value → 4 / 8 / 12 Armor per Level
New → 5 / 10 / 15% increased Free Barrier
Completion: 30% increased Free Barrier → 10% Glancing Hits Damage Reduction
Charon’s Obol
New Relic
Hermes’ Sandal
6/8/10% increased Movement Speed → 3 / 6 / 9% increased Movement Speed
+8 / 16 / 24 Agility → +8 / 16 / 24 Agility
Completion: +1 Dodge Cooldown Charge (Unchanged)
Completion: 10% increased Movement Speed → 10% increased Movement Skill Cooldown Speed
Zeus’ Thunderbolt
4 / 5 / 6% increased Attack and Cast Speed → 3 / 6 / 9% Increased Attack and Cast Speed
10 / 20 / 30% increased Lightning Damage → 15 / 30 / 45% Increased Lightning Damage
Completion: On first hit on a non-boss enemy, you have 10% chance to instantly kill it. (Unchanged)
New: +35% of Base Weapon Damage converted to Lightning
Typhon’s Serpentine Fang
50/60/75% increased Fire Damage → 20/40/60% increased Fire Damage
+10/12/15% Lightning Resistance → 8/16/24% Lightning Resistance
-20% Fire Resistance (Unchanged)
Completion: (Bugged) → Unlock Burn – Rupture (Chance to rupture when you apply burn)
20% increased Burn Chance
Hera’s Scepter
3/6/9% increased Spell Damage → Removed
5/10/15% increased Poison Damage → 15/30/45% increased Poison Damage
3/6/9% increased Ailment Power → 20/40/60% increased Plagued Chance
10/12/14% increased Plagued Ailment Duration → 4/8/12% increased Plagued Duration
Completion:Your next hit against an enemy has an additional 100% Plagued chance. Not more than once every 3s per target → Removed
You take 10% less Damage from Plagued enemies → Removed
+1 Maximum Plagued Stacks → +2 Maximum Plagued Stacks
Courage of Theseus
2/4/6% increased Damage → Removed
4/5/6% increased Attack and Cast Speed → 8/16/24% increased Summon Health
10/20/30% increased Summon Damage → 15/30/45% increased Summon Damage
Completion: When an enemy dies, you and your Summons gain 3% increased Total Damage for 5s, stacking up to 5 times. (Unchanged)
Hypnos’ Calm
6/12/18% increased Energy Regeneration → +4/8/12 Energy Regeneration per second
+30 Energy Reserved (Unchanged)
Completion: While below 50% energy, gain 20% increased Energy Regeneration (Unchanged)
Iron Will of Ajax
5/7/9% Armor Value → 3/6/9% increased Armor
6/12/18% Spirit Resistance → 10/20/30% Stun Resistance
Completion: When you get hit by Hard Crowd Control, you have 30% chance to cleanse it and become Immune to Crowd Control for 8s. (30s Cooldown) (Unchanged)
CHAPTER 2:
Archimedes Mirror
+3/6/9% Glancing Hits Chance → 4/8/12% Glancing Hits Chance
+6/12/18% Glancing Hits Damage Reduction → 2/4/6% Glancing Hits Damage Reduction
7/14/21% increased Retaliation Damage → 15/30/45% increased Retaliation Damage
Completion: Whenever you get hit, you have a 15% chance to deal 100% Retaliation Damage +100% of the Damage Taken to the attacker → Whenever you get hit, you have a 15% chance to deal 100% Retaliation Damage to the attacker
Persephone’s Tears
+15/30/45 Energy → 12/24/36 Energy
6/12/18% Cold Resistance (Unchanged)
Completion:
5% increased Energy → 8% increased Energy
+2% Max Cold Resistance → +4% Max Cold Resistance
Demeter’s Duality
3/4/5% increased Health → 3/6/9% increased Health
5/10/15% increased Health Regeneration → 4/8/12% increased Health Regeneration
-10% Cold Resistance → -20% Cold Resistance
5% Energy Reserved → 30 Energy Reserved
Completion: While below 50% Health, gain 10% increased Total Damage → While above 50% Health, gain 10% increased Total Damage
Completion: While below 50% Health, regenerate 1% of your Maximum Health every second → While below 50% Health, regenerate 1% Health per second
Anvil of Hephaistos
3/6/12% increased Area Damage → 15/30/45% increased Area Damage
4/8/12% increased Base Weapon Damage (Unchanged)
10% Reduced Combat Movement Speed (Unchanged)
Completion: 10% Weapon Penetration (Unchanged)
Legacy of Perseus
5/10/15% increased Poison Damage → 15/30/45% increased Poison Damage
5/10/15% increased Base Weapon Poison Damage → 3/6/9% increased Base Weapon Poison Damage
-15% Poison Resistance → -20% Poison Resistance
Completion:
+0.6 Weapon Poison Damage per Level (Unchanged)
Convert 35% of your Weapon’s damage to Poison Damage (Unchanged)
Chill of Tartaros
5/10/15% increased Cold Damage → 15/30/45% increased Cold Damage
5/10/15% increased Base Weapon Cold Damage → 3/6/9% increased Base Weapon Cold Damage
Completion:
+0.6 Cold Weapon Damage per Level (Unchanged)
Convert 35% of your Weapon’s damage to Cold Damage (Unchanged)
Blade of Thanatos
6/7/8% increased Attack Speed → 3/6/9% increased Attack Speed
15/30/45% more Damage to Elite Creatures → 4/8/12% more Damage against non-elite creatures
5% Health Reserved → 10% Health Reserved
Completion: Every third Primary Attack against a non-boss enemy deals unscaled Spirit Damage equal to 10% of its missing Health → Every third Primary Attack against a non-elite enemy deals unscaled Spirit Damage equal to 20% of their missing Health
Poseidon’s Trident
New Relic
Pandora’s Box
New Relic
Theia’s Brilliance
New Relic
CHAPTER 3:
Dionysos’ Wineskin
New Relic
Rage of Ares
20/40/60% increased Strike Damage →20/40/60% increased Physical Damage
20/40/60% increased Pierce Damage → +2/4/6% Critical Hit Chance
10% Reduced Strike Armor → 15% less Armor
10% Reduced Pierce Armor → Removed (Included in Armor)
Completion: When an enemy dies, you and your Summons gain 3% increased Speed for 10s, stacking up to 5 times (Unchanged)
Eris’ Strife
New Relic
Artemis’ Bowstring
New Relic
Hades’ Helm of Darkness
New Relic
Eternal Rose of Aphrodite
New Relic
Hestia’s Cinders
3/6/9% increased Damage over Time
5/10/15% increased Fire Damage
3/6/9% increased Burning Ailment Power
10/20/30% increased Burning Ailment Duration
Completion:
Your next hit against an enemy has an additional 100% Burning chance. Not more than once every 4s per target → 10% increased Total Fire Damage against Burning enemies
Burning enemies around you are slowed by 15% → Removed
+1 Maximum Burning Stacks → +2 Maximum Burn Stacks
Hubris of Bellerophon
New Relic
Atalanta’s Beauty
New Relic
Selene’s Moonlight
New Relic
Helios’ Sun Crown
New Relic
Valor of Achilles
5/10/15% increased Lightning Damage → 15/30/45% increased Lightning Damage
5/10/15% increased Base Weapon Lightning Damage → 3/6/9% increased Base Weapon Lightning Damage
-15% Lightning Resistance → -20% Lightning Resistance
Completion:
+0.6 Lightning Weapon Damage per Level (Unchanged)
Convert 35% of your Weapon’s damage to Lightning Damage (Unchanged)
Prometheus’ Flame
5/10/15% increased Fire Damage → 15/30/45% increased Fire Damage
Completion:
+0.6 / 0.8 / 1.3 Weapon Fire Damage per Level (Unchanged)
Convert 35% of your Weapon’s damage to Fire Damage (Unchanged)
Epic Changes
This list contains the new stats for all Epics we changed in the game.
Note that even if the stats for an epic are similar to before, it most likely got noticeable buffs as the amount of those stats was increased.
Daggers:
Fell Blade:
+x Weapon Fire Damage
+x Weapon Pierce Damage
x% increased Ailment Chance
x% increased Attack Speed
x% increased Rupture Damage
Unlock Burn – Rupture (Chance to trigger a Rupture when you apply Burn)
Katharsis:
+x Weapon Lightning Damage
x% increased Lightning Damage
x% increased Attack and Cast Speed
+x Agility
x% increased Lightning Strike Damage
20% Chance to hit a random enemy with a Lightning Strike when cleansing Overload. (Scales with Lightning Strike Chance)
Trygon’s Tail:
+x Weapon Poison Damage
x% increased Cold Damage
x% increased Poison Damage
+1 Capacity to Cold Skills
+1 Capacity to Primary Attack
Attacks have an Additional 100% Plagued Chance against Frozen Enemies
x% increased Damage against Incapacitated Enemies
Oath Breaker:
+x Weapon Strike Damage
x% increased Physical Damage
x% increased Attack Speed
x% increased Cooldown Rate
+x% Base Weapon Critical Hit Chance
20% Chance to trigger a Rupture on Hit against Channeling or Incapacitated enemies. Chance is doubled on Critical Strikes. Not more than once per second. (Unique Effect)
Mamertine Sap (New):
x% increased Physical Damage
+x Might
+1 Capacity to Disruption Skills
10% increased combat Gold gained
x% increased Stun Duration
x% increased Damage against incapacitated enemies
After using a Disruption Skill, gain 10% increased Movement Speed and 3 Weapon Strike Damage per Level for 4 seconds. (Unique Effect)
One-handed Swords:
Soul Carver:
+x Weapon Spirit Damage
x% increased Spirit Damage
x% increased Attack and Cast Speed
x% increased Cooldown Rate
x% increased Lifesteal
+4% Added base Lifesteal to Spirit Damage
Atlantean Sabre:
x% increased Ailment Chance
x% increased Ailment Power
x% increased Attributes
+1 Maximum Ailment Stacks
+x% Base Weapon Ailment Chance
4% more Damage per different Ailment on your target (Unique Effect)
Bonesaw:
+x Weapon Pierce Damage
x% increased Physical Damage
+x Might
+x% Critical Hit Chance
x% increased Ailment Power
x% increased Attack Speed
+1 Maximum Bleeding Stacks
+x% Base Weapon Ailment Chance
Silence:
+x Weapon Lightning Damage
x% increased Lightning Damage
x% increased Attack and Cast Speed
+x Energy, +x Energy Regeneration per second
+x Energy recovered on Kill
When you Silence an Enemy, generate an Explosion in a 3meter radius area, dealing Spirit Damage and leaving all enemies hit Vulnerable for 5 seconds. (Unique Effect)
Unlock Weakened – Silence (Change to Silence enemies when applying Weakened)
Kaenas’ Sword:
+x Weapon Strike Damage
x% increased Attack Damage
x% increased Physical Damage
+x% Cold Resistance
+x% Poison Resistance
x% increased Attack Speed
+2 Capacity to Primary Attack
Nessus’ Rage (New):
+x Weapon Strike Damage
x% increased Attack Damage
+x Might
+1 Capacity to Weapon Attacks
+2 Level to Warfare Rage Passives
Edge Of Darkness (New):
+x Weapon Vitality Damage
x% increased Cold Damage
x% increased Vitality Damage
+x Energy
+x Cold Retaliation
x% increased Lifesteal
Blademagos Sword (New):
x% increased Spell Damage
x% increased Attack Damage
x% increased Cast Speed
+x Energy Barrier
+x Energy recovered on Kill
x% increased Attack Speed
x% increased Total Spell Damage against close enemies (4 meters)
One-handed Axes:
Brigand’s Axe:
+x Weapon Poison Damage
x% increased Poison Damage
x% increased Attack Damage
+x% Poison Resistance
+x% Glancing Hits Chance
x% increased Attack Speed
Hitting an enemy with your Primary Attack reduces Dodge Cooldown by 30% of its remaining duration (Unique Effect)
Sagaris Karkinos:
+x Weapon Pierce Damage
x% increased Physical Damage
+x Pierce Armor
+x Health recovered on Kill
x Pierce Retaliation
+1 Maximum Bleeding Stacks
+x% Base Weapon Ailment Chance
Onager:
+x Weapon Strike Damage
x% increased Physical Damage
+x% Vitality Resistance
+x Energy Regeneration per second
+x Health
65% less Health Potion Effect Amount (Unique Recovery)
30% increased Total Health Regeneration
Regenerate 2% Health per Second
Frostbite:
+x Weapon Cold Damage
x% increased Ailment Chance
+1 Capacity to Cold Skills
x% increased Freeze Duration
+x% Critical Hit Chance against Chilled Enemies
Unlock Chill – Freeze
One-handed Clubs:
Coral Mace:
+x Weapon Cold Damage
+x Weapon Pierce Damage
x% increased Damage over Time
x% increased Ailment Chance
+x Might
+x Health recovered on Kill
+x% Base Weapon Ailment Chance
Ratcatcher’s Stick:
+x Weapon Poison Damage
+x% Poison Resistance
x% increased Movement Speed
x% increased Attack Speed
x% increased Dodge Range
x% more Damage to vermin (Spiders, Bats, etc.)
x% increased Cooldown Rate to Poison Abilities
Lycurgus’ Wisdom (New):
+x Weapon Strike Damage
x% increased Physical Damage
x% increased Attack and Cast Speed
+x Agility
+x Might
x% increased Combat Experience gained
Thorny Maul:
+x Weapon Pierce Damage
x% increased Physical Damage
+x Strike Armor
+x% Critical Hit Chance
x Pierce Retaliation
+x% Base Weapon Critical Hit Chance
Spears:
Shadowsting:
+x Weapon Vitality Damage
x% more Damage to Undeads
+x Health
x% increased Ailment Chance
x% increased Attack Speed
x% increased Lifesteal
+4% Added base Lifesteal to Vitality Damage
Cuttlebone Standard:
x% increased Elemental Damage
x% increased Cast Speed
+x Energy, +x Energy Regeneration per second
+x Knowledge
+2 Capacity to Spells
Huntsman’s Barb:
+x Weapon Pierce Damage
x% more Damage to Wildlife
x% increased Attack Damage
+x Agility
Summons have x% increased Damage
+x Health recovered on Kill
You and your Summons gain 10% increased All Speed
Icefire Pike (New):
+x Weapon Cold Damage
+x Weapon Fire Damage
x% increased Thermic Damage
x% increased Attack and Cast Speed
+x Energy Regeneration per Second
+x% Thermic Resistances
+1 Capacity to Cold Skills
+1 Capacity to Fire Skills
Spear of Myrine:
+x Weapon Poison Damage
x% increased Damage over Time
x% increased Poison Damage
Summons have x% increased Damage
Summons have x% increased All Speed
x% increased Movement Speed
Your Summons have x% more Damage against Bleeding Enemies
Two-handed axes:
Raging Bull:
+x Weapon Strike Damage
x% increased Strike Damage
+x Armor
+x% Stun Resistance
+x Health
Gain 7% increased Weapon Attack Damage and 1% increased Movement Speed per Rage Stack
Megalos:
+x Weapon Lightning Damage
x% increased Lightning Damage
x% increased Area Damage
x% increased Attack and Cast Speed
+x% Lightning Resistance
+2 Capacity to Lightning Skills
+2 Level to Storm Lightning Strike Passives
Harpe:
+x Weapon Fire Damage
x% increased Attack and Cast Speed
+x Energy, +x Energy Regeneration per Second
+x Agility
+x% Glancing Hits Chance
x% increased Movement Skill Cooldown Rate
Gain 0.25% increased Fire Damage per Agility point
Rimescythe:
+x Weapon Cold Damage
x% increased Cold Damage
x% increased Attack and Cast Speed
+x% Cold Resistance
+x Energy
+x% Movement Skill Cooldown Rate
+2 Capacity to Movement Skills
Key of Elysium:
x% increased Attack and Cast Speed
+x Energy Regeneration per Second
Summons have x% increased Damage
Summons have x% increased All Speed
+x Health
x% increased Attributes
+x% to all Magical Resistances
Whenever one of your Summons dies, recover 10% of your Maximum Health over 5 seconds
Hippokampos Scapula:
+x Weapon Cold Damage
+x Weapon Poison Damage
x% increased Attack Damage
+x Energy, +x Energy Regeneration per second
x% increased Movement Speed
+1 Capacity to Primary Attack
+x% to all Magical Resistances
Two-handed Clubs:
Fungus Log:
x% increased Poison Damage
+x Health
x% increased Ailment Duration
+x% Natural Resistances
+3 Maximum Plagued Stacks
+x% Base Weapon Ailment Chance
Dam Breaker:
+x Weapon Strike Damage
x% increased Strike Damage
+x Free Barrier
+x Health
x% increased Ailment Chance
x% increased Stun Duration
x% increased Base Weapon Damage against Incapacitated or Channeling Enemies
Perdix’ Sphere:
x% increased Lightning Damage
+x Energy, +x Energy Regeneration per Second
+x Energy Barrier
+2 Capacity to Lightning Skills
x% increased Overload Skills damage
Your primary Attack has a 5% Chance per Overload to Stun Enemies for 2 seconds on Hit. Cleanse 10 Overload Stack for each Enemy stunned by this effect.
Crush-Stick of the Fallen God:
+x Weapon Strike Damage
+x Weapon Vitality Damage
x% more Damage to Humanoids
x% increased Attack Damage
+x Vigor
15% Chance to Stun for 1 second on Hit
x% increased Material Collection Range (Gold and Divine Cores)
Orion’s Mace (New):
x% increased Elemental Damage
x% increased Attack and Cast Speed
+x Energy Regeneration per Second
+x Knowledge
+2 Capacity to Fire, Lightning, and Cold Skills
Using an Elemental Skill grants 6% more Damage to your next Skill of another Element for 3 seconds. Stacks up to 8 times.
Bows:
Storm Strike:
+x Weapon Lightning Damage
x% increased Lightning Damage
+x Agility
x% increased Cooldown Rate
x% increased Movement Speed
After using a Non-Basic Active Skill, your Basic Skills gain 25% increased Total Lightning Damage and +10% Critical Hit Chance for 4s
Ram Bow II:
+x Weapon Fire Damage
x% increased Fire Damage
x% increased Physical Damage
+x% Bleeding Resistance, +x% Poison Resistance
+x Might
+x% Glancing Hits Chance
x% increased Ailment Chance
Hitting an enemy with your Primary Attack has a 20% chance of causing an explosion, dealing Fire Damage in a 3m area around your target.
Barrage:
x% increased Attack Damage
+x% Glancing Hits Chance
x% increased Attack Speed
x% increased Movement Speed
Hitting an enemy with your Primary Attack has a 10% chance of casting an unmodified Rain of Arrows
Arch of Iris:
x% increased Natural Damage
x% increased Thermic Damage
x% increased Projectile Damage
x% increased Attack and Cast Speed
When you consume an Elemental infusion, gain 15% All Speed and 15% increased Total Damage for 3seconds. (Non-stackable)
Staves:
Fotia:
+x Weapon Fire Damage
x% increased Fire Damage
x% increased Attack and Cast Speed
x% increased Ailment Chance
x% increased Ailment Power
+2 Capacity to Fire Skills
Thyrsus:
x% increased Poison Damage
x% increased Attack and Cast Speed
+x Energy regeneration per Second
x% increased Plagued Ailment Chance
+x Energy Barrier
Activation Barrier creates a Poison Explosion in a 6-meter area around you. 300% Ailment Chance
Grace of Eos:
x% more Damage to Elite Creatures
x% increased Cold Damage
x% increased Spell Damage
x% increased Cast Speed
+x Energy, +x Energy Regeneration per Second
x% increased Movement Speed
Ilektrismos:
x% increased Lightning Damage
+x% Lightning Resistance
+x Energy, +x Energy Regeneration per second
x% increased Ailment Chance
+1 Capacity to Lightning Skills
Every 3 seconds, hitting an Enemy with a Weapon Attack of a Lightning Skill causes Lightning Arcs to hit all Enemies within a 4-meter area around your target.
Telekinos:
x% increased Spell Damage
x% increased Strike Damage
x% increased Attack and Cast Speed
+x Energy
x% increased Ailment Chance
+2 Capacity to Physical Spells
+3 Maximum Staggered Stacks
Your Primary Attack consumes Vulnerable to generate an Explosion dealing Strike damage in a 2m area around enemies hit. The explosion has a 20% Chance to Stun for 1 second. The explosion is considered a Physical Spell
Chromatic Staff (New):
x% increased Elemental Damage
x% increased Attack and Cast Speed
+x Energy, +x Energy Regeneration per second
+2 Capacity to Elemental Skills
+x% Base Weapon Ailment Chance
Rings:
Captain’s Signet:
+x Armor
+x Might
+x Free Barrier
Summons have x% increased Health
+1 Capacity to Barrier
+x% to all Magical Resistances
Cartouche Ring:
x% increased Elemental Damage
+x Energy, +x Energy Regeneration per second
+2 Maximum Burning Stacks
+2 Maximum Chilled Stacks
+2 Maximum Shocked Stacks
Cratus Coil:
x% increased Fire Damage
x% increased Physical Damage
+x Might
+x Health
+1 Level to Warfare Rage Passives
x% Impairment Resistance
+x Maximum Rage Stacks
Necklaces:
Wellspring:
+x Energy Regeneration per second
+x Health Regeneration per second
Summons have +x% to All Resistances
+2 Capacity to Aura Skills
+x% to all Magical Resistances
Cleansing Overload grants 10% increased Total Health Regeneration for 3 seconds
Mother Crab’s Claw:
+x% Cold Resistance
+x% Poison Resistance
+x Armor, x% increased Armor
x% increased Health
x% increased Movement Speed
40% more Damage against Crabs
Venom Heart:
+x Weapon Poison Damage
x% increased Poison Damage
+x% Poison Resistance
x% increased Plagued Ailment Chance
x% increased Plagued Ailment Power
+1 Capacity to Poison Skills
65% of Weapon Damage converted to Poison
Moonclaw:
x% increased Pierce Damage
x% increased Critical Hit Damage
+x% Critical Hit Chance
+x% Glancing Hits Chance
On dealing a Critical Hit, recover 50 Energy. 3 seconds Cooldown
Shields:
Crab Shield:
+x Pierce Retaliation
+x Armor, x% increased Armor
+x Health
x% increased Ailment Chance
Summons have x% increased Health
x% increased Retaliation Damage
Additional 15% Chance to apply Bleed when you deal Retaliation Damage
Aegis of Laconia:
x% increased Attack Damage
+x Might
+x Health
x% increased Movement Skill Cooldown Rate
+1 Capacity to Weapon Attacks
+5% Glancing Hits Damage Reduction
Moon Disc:
x% increased Spell Damage
x% increased Cast Speed
+x Energy, +x Energy Regeneration
+x Knowledge
+x Energy Barrier
x% increased Movement Speed
+1 Capacity to Spells
Gryphon Hunter Shield:
x% more Damage to Elite Creatures
+x% Bleeding Resistance, +x% Poison Resistance
+x% Impairment Resistance
+x% Stun Resistance
+x% Glancing Hits Chance
Ceremonial Plate:
+x Armor
+x Energy Regeneration per Second
Summons have x% increased All Speed
Summons have +x% to All Resistances
Summons have x% increased Health
+1 Capacity to Summon Skills
Thornwall:
+x Pierce Retaliation
+x Poison Retaliation
+x% Bleeding Resistance
+x% Poison Resistance
Summons have +x% to All Resistances
x% increased Retaliation Damage
x% less Damage from Beasts
Talismans:
Conch of Storms (New):
+x% Cold Resistance
+x% Lightning Resistance
+x Energy Regeneration per Second
Summons have x% increased All Speed
+2 Capacity to Storm Tier 2 Active Skills
+1 Level to all Storm Passive Skills
Moly Tea (New):
x% increased Energy Potion Recharge Rate
x% increased Health Potion Recharge Rate
Summons have +x% to All Resistances
+x Vigor
+x% to all Magical Resistances
Cleanse all Ailments on Health Potion use
Cleanse all Incapacitations on Health Potion use
Death Rattle (New):
+x Weapon Vitality Damage
+x Armor
Summons have x% increased Damage
20% Chance to trigger a Rupture on Hit against Channeling or Incapacitated enemies. Chance is doubled on Critical Hits. Not more than once per second. (Unique Effect)
+1 Level to all Warfare Passive Skills
Crimson Viper (New):
+x Weapon Poison Damage
x% increased Poison Damage
+x% Fire Resistance
+1 Capacity to Dodge
Unlock Bleed – Rupture
+1 Level to all Rogue Passive Skills
Chaos Cube (New):
+x Lightning Retaliation
+x Energy
+x Free Barrier
+x Health
+x% Glancing Hits Chance
Gain 30% of your Maximum Barrier as Barrier Decay Threshold
Blood Gem (New):
+x Weapon Vitality Damage
x% increased Vitality Damage
x% increased Ailment Power
+2% Added base Lifesteal to All Damage
When taking melee damage while below 30% Health, you have a 4% chance of casting a Blood Drain area effect
Earthen Talisman (New):
+x% Poison Resistance
+x% Stun Resistance
x% increased Ailment Power
x% increased Armor
+1 Level to all Earth Passive Skills
