From Project: Gorgon Wiki
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| + | <noinclude>[[Category:Treasure Effects By Slot]]</noinclude> |
Latest revision as of 17:54, 3 June 2021
Animal Handling
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Animal Handling Slot List
Note that this only shows the max-level version of each treasure effect.
Head
- Shrill Command deals +36% damage and hastens the current reuse timer of Clever Trick by 2 seconds
- Sic Em boosts your pet's Slashing attacks (if any) +85 damage for 10 seconds
- Sic Em causes your pet's attacks to generate -221 Rage for 10 seconds
- Get It Off Me heals you for 160 Health after a 15 second delay
- Using Unnatural Wrath on your pet heals you for 38 Health (or Armor if Health is full)
- That'll Do restores 72 Health to your pet and 32 Power to you
- Direct Electricity Damage +16% when Animal Handling is active
- Animal Handling pets' Sic 'Em attacks deal +16% damage
- Animal Handling pets' Sic 'Em abilities taunt +1200
- Animal Handling pets have +48% Death Avoidance (ignores a fatal attack once; resets after 15 minutes)
Chest
- Shrill Command Damage +42%
- Monstrous Rage boosts your Slashing attack damage +18% for 8 seconds
- Monstrous Rage and Unnatural Wrath boost your pet's next attack damage +113
- Animal Handling Healing +96
- Nimble Limbs heals your pet for 101 Health (or Armor if Health is full)
- Direct Cold Damage +16% when Animal Handling is active
- Animal Handling pets taunt their opponents 32% less
- Animal Handling pets absorb some direct damage based on their remaining Armor (absorbing 0% when armor is empty, up to 20% when armor is full)
- Animal Handling pets' Clever Trick abilities deal +245 damage
Legs
- Monstrous Rage boosts your Crushing attack damage +19% for 8 seconds
- Sic 'Em restores 46 Health to both you and your pet
- Get It Off Me restores 114 Armor to you
- Feed Pet restores 140 Health (or Armor if Health is full) to your pet after a 20 second delay
- Wild Endurance heals your pet for 120 Health (or Armor if Health is full)
- Animal Handling pets deal +16% damage when they critically hit
- Animal Handling pets taunt as if they did +160% additional damage
- Animal Handling pets recover +17 Armor every five seconds (whether in combat or not)
- Animal Handling pets' healing abilities, if any, restore +45% health
- For 17 seconds after using Clever Trick, pets' basic attacks have a 15% chance to deal double damage
Hands
- Shrill Command deals +25% damage and reduces the target's Rage by -350
- Monstrous Rage boosts your Slashing attack damage +18% for 8 seconds
- Monstrous Rage and Unnatural Wrath boost your pet's next attack damage +113
- Sic 'Em restores 46 Health to both you and your pet
- Get It Off Me increases your pet's Taunt an additional +280%
- Using Unnatural Wrath on your pet heals you for 38 Health (or Armor if Health is full)
- Direct Piercing Damage +16% when Animal Handling is active
- Animal Handling pets' Sic 'Em and Clever Trick attacks deal +100 damage
- Animal Handling pets' Clever Trick abilities deal +20% damage
Feet
- Shrill Command Damage +42%
- Monstrous Rage boosts your Crushing attack damage +19% for 8 seconds
- When you use Sic Em, your sprint speed increases by +9 for 10 seconds
- Sic Em boosts your pet's Crushing attacks (if any) +85 damage for 10 seconds
- Feed Pet restores 80 Armor to your pet and hastens the current reuse timer of Clever Trick by -4.5 second
- Unnatural Wrath causes your pet to bleed for 160 trauma damage over 10 seconds, but also deal +144 damage per attack during that time
- Nimble Limbs grants your pet +16 mitigation vs. physical (slashing, piercing, and crushing) attacks for 15 seconds
- Animal Handling pets have +118 Max Health
- Animal Handling pets have +151 Max Armor
- Animal Handling pets' Sic 'Em attacks deal +16% damage
MainHand
- Sic Em boosts your pet's Slashing attacks (if any) +85 damage for 10 seconds
- Get It Off Me increases your pet's Taunt an additional +280%
- Wild Endurance gives your pet complete stun immunity and +8 Health/Armor healing per second for 15 seconds
- Nimble Limbs grants your pet +16 mitigation vs. physical (slashing, piercing, and crushing) attacks for 15 seconds
- Animal Handling pets' Sic 'Em abilities taunt +1200
- Animal Handling pets deal +16% damage when they critically hit
- Animal Handling pets' healing abilities, if any, restore +45% health
- Nimble Limbs gives pet +19% melee evasion for 30 seconds
- Animal Handling pets' Clever Trick abilities deal +20% damage
- For 17 seconds after using Clever Trick, pets' basic attacks have a 15% chance to deal double damage
OffHand
- Animal Handling Healing +96
- Wild Endurance heals your pet for 120 Health (or Armor if Health is full)
- Nimble Limbs heals your pet for 101 Health (or Armor if Health is full)
- Unnatural Wrath grants your pet +51% mitigation versus direct attacks for 14 seconds. After 15 seconds, the pet takes 160 psychic damage. (You can negate the latent psychic damage by using First Aid 4+ on your pet.)
- After using Wild Endurance, your next use of Feed Pet restores +120 Health/Armor
- Animal Handling pets have +118 Max Health
- Animal Handling pets have +151 Max Armor
- Animal Handling pets recover +17 Armor every five seconds (whether in combat or not)
- Animal Handling pets' Clever Trick abilities deal +245 damage
- Animal Handling pets' basic attacks deal +13% damage
Necklace
- Shrill Command deals +34% damage and shortens the current reuse time of Sic 'Em by 1 second
- Sic Em gives both you and your pet +32 Accuracy for 10 seconds
- Sic Em causes your pet's attacks to generate -221 Rage for 10 seconds
- Get It Off Me restores 114 Armor to you
- Get It Off Me heals you for 160 Health after a 15 second delay
- Feed Pet restores 80 Armor to your pet and hastens the current reuse timer of Clever Trick by -4.5 second
- Animal Handling pets taunt as if they did +160% additional damage
- Animal Handling pets' damage-over-time effects (if any) deal +130% damage per tick
- Animal Handling pets have +48% Death Avoidance (ignores a fatal attack once; resets after 15 minutes)
- For 17 seconds after using Clever Trick, pets' basic attacks have a 15% chance to deal double damage
Ring
- Shrill Command deals +25% damage and reduces the target's Rage by -350
- Sic Em boosts your pet's Crushing attacks (if any) +85 damage for 10 seconds
- Feed Pet restores 140 Health (or Armor if Health is full) to your pet after a 20 second delay
- Unnatural Wrath causes your pet to bleed for 160 trauma damage over 10 seconds, but also deal +144 damage per attack during that time
- After using Wild Endurance, your next use of Feed Pet restores +120 Health/Armor
- That'll Do restores 72 Health to your pet and 32 Power to you
- Animal Handling pets' Sic 'Em and Clever Trick attacks deal +100 damage
- Animal Handling pets taunt their opponents 32% less
- Animal Handling pets' damage-over-time effects (if any) deal +130% damage per tick
- Animal Handling pets' basic attacks deal +13% damage
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Archery
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Archery Slot List
Note that this only shows the max-level version of each treasure effect.
Head
- Archery Base Damage +40%
- Max Power +29 when Archery is active
- Piercing Damage Reduction +32 when Archery is active
- Aimed Shot deals 210 Trauma damage to health over 12 seconds
- Long Shot boosts your Epic Attack Damage +16% for 15 seconds
- Blitz Shot deals +47 damage, and the damage type becomes Poison.
- Poison Arrow increases the target's Poison Vulnerability +19% for 10 seconds
- Snare Arrow raises target's Max Rage by 1200, requiring more Rage to use their Rage Abilities
- Heavy Multishot boosts the damage of your Nice Attacks and Epic Attacks +135 for 10 seconds
- Mangling Shot deals +43% damage and slows target's movement by 25%
- Restorative Arrow restores 46 Power
- Hook Shot and Bow Bash deal +160% damage to Stunned targets.
Chest
- Blitz Shot and Aimed Shot heal you for 28 health
- Aimed Shot Damage +39%
- Long Shot boosts your Epic Attack Damage +16% for 15 seconds
- Long Shot and Hook Shot Damage +93
- Blitz Shot boosts your healing from Combat Refreshes +16 for 30 seconds
- Heavy Shot and Heavy Multishot Damage +17%
- Poison Arrow increases the target's Poison Vulnerability +19% for 10 seconds
- Snare Arrow restores 43 Health and 43 Armor to you
- Bow Bash heals you for 16 health
- Restorative Arrow heals YOU for 90 Health
- Hook Shot deals +342 Poison damage over 12 seconds
Legs
- Aimed Shot deals +30% damage and boosts your Accuracy +20 for 10 seconds
- Multishot restores 102 Health to you after an 8 second delay
- Long Shot Damage +55%
- Heavy Shot Damage +40%
- Fire Arrow deals an additional 240 Fire damage over 10 seconds
- Acid Arrow Damage +65%
- Poison Arrow makes target's attacks deal -12 damage for 20 seconds
- Poison Arrow deals +384 Poison damage over 12 seconds
- Blitz Shot Damage +34%
- Bow Bash deals +10% damage and taunts +325
- Restorative Arrow Healing +80
Hands
- Archery Damage +70
- Multishot and Heavy Multishot Damage +92 and Power Cost -16
- Aimed Shot boosts your Nice Attack Damage +108 for 10 seconds
- Multishot Damage +36%
- Multishot deals +79 damage, and the damage type becomes Fire.
- Long Shot restores 70 health to you after an 8 second delay
- Poison Arrow Damage +59%
- Fire Arrow deals +22% damage and taunts +1175
- Acid Arrow generates no Taunt, generates no Rage, and reduces Rage by 625
- Mangling Shot deals 456 Trauma damage over 12 seconds
- Restorative Arrow restores 46 Power
- Hook Shot increases target's vulnerability to Fire and Poison +8% for 20 seconds. (Max of 2 stacks.)
Feet
- Aimed Shot Damage +39%
- Long Shot increases target's vulnerability to Trauma and Acid +8% for 20 seconds. (Max of 2 stacks.)
- Heavy Shot and Heavy Multishot Damage +17%
- Poison Arrow Damage +59%
- Fire Arrow deals +22% damage and taunts +1175
- Acid Arrow deals +224 damage to Armor
- Blitz Shot Damage +34%
- Bow Bash deals +180 damage and knocks the target backwards, but ability's reuse timer is +3 seconds
- Mangling Shot deals +16% damage and causes target's attacks to deal -16 damage for 20 seconds
- Restorative Arrow covers the target in a barrier that mitigates 32 damage from Crushing, Slashing, Piercing, Acid, and Fire attacks. Lasts for 20 seconds or until it has absorbed 160 total damage.
- Hook Shot and Bow Bash deal +160% damage to Stunned targets.
MainHand
- Archery Damage +70
- Blitz Shot and Aimed Shot heal you for 28 health
- Multishot Damage +36%
- Long Shot restores 70 health to you after an 8 second delay
- Fire Arrow deals an additional 240 Fire damage over 10 seconds
- Acid Arrow Damage +65%
- Poison Arrow makes target's attacks deal -12 damage for 20 seconds
- Bow Bash gives you +8 mitigation of any physical damage for 20 seconds. (This effect does not stack with itself.)
- Heavy Multishot boosts the damage of your Nice Attacks and Epic Attacks +135 for 10 seconds
- Mangling Shot deals +16% damage and causes target's attacks to deal -16 damage for 20 seconds
- Restorative Arrow heals YOU for 90 Health
- Hook Shot deals +342 Poison damage over 12 seconds
OffHand
- Archery Base Damage +40%
- Max Power +29 when Archery is active
- Aimed Shot deals 210 Trauma damage to health over 12 seconds
- Long Shot Damage +55%
- Heavy Shot Damage +40%
- Blitz Shot boosts your healing from Combat Refreshes +16 for 30 seconds
- Fire Arrow suddenly deals an additional 400 indirect Fire damage after a 6 second delay
- Snare Arrow restores 43 Health and 43 Armor to you
- Bow Bash heals you for 16 health
- Mangling Shot deals +43% damage and slows target's movement by 25%
- Restorative Arrow targets yourself and all allies within 30 meters and restores +40 Health, but reuse time is +10 seconds
- Hook Shot Damage +104. Non-Elite targets do not call for help.
Necklace
- Direct Fire Damage +100 and Indirect Fire +13 (per tick) while Archery skill active.
- Aimed Shot deals +30% damage and boosts your Accuracy +20 for 10 seconds
- Multishot restores 102 Health to you after an 8 second delay
- Long Shot increases target's vulnerability to Trauma and Acid +8% for 20 seconds. (Max of 2 stacks.)
- Fire Arrow, Poison Arrow, and Acid Arrow Damage +32%
- Fire Arrow suddenly deals an additional 400 indirect Fire damage after a 6 second delay
- Snare Arrow boosts the healing of your Major Healing abilities +73 for 15 seconds
- Heavy Multishot Damage +30%
- Bow Bash deals +10% damage and taunts +325
- Mangling Shot causes target to take +11.5% damage from Piercing for 10 seconds
- Restorative Arrow covers the target in a barrier that mitigates 32 damage from Crushing, Slashing, Piercing, Acid, and Fire attacks. Lasts for 20 seconds or until it has absorbed 160 total damage.
- Hook Shot increases target's vulnerability to Fire and Poison +8% for 20 seconds. (Max of 2 stacks.)
Ring
- Multishot and Heavy Multishot Damage +92 and Power Cost -16
- Direct Poison and Acid Damage +100 and Indirect Poison and Acid +13 (per tick) while Archery skill active.
- Aimed Shot boosts your Nice Attack Damage +108 for 10 seconds
- Long Shot and Hook Shot Damage +93
- Heavy Shot deals +14% damage and reuse timer is -5 seconds
- Fire Arrow, Poison Arrow, and Acid Arrow Damage +32%
- Acid Arrow deals +224 damage to Armor
- Poison Arrow deals +384 Poison damage over 12 seconds
- Snare Arrow boosts the healing of your Major Healing abilities +73 for 15 seconds
- Heavy Multishot Damage +30%
- Mangling Shot deals 456 Trauma damage over 12 seconds
- Restorative Arrow Healing +80
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Armor Patching
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Armor Patching Slot List
Note that this only shows the max-level version of each treasure effect.
OffHand
- Max Armor +68 while Shield skill active
- Max Armor +34
- Melee Attackers suffer 232 indirect Acid damage while Shield skill Active
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Battle Chemistry
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Battle Chemistry Slot List
Note that this only shows the max-level version of each treasure effect.
Head
- Battle Chemistry Base Damage +40%
- Healing Injection Healing +70
- Healing Mist restores 40 power
- Healing Mist hastens the remaining reset timer of Reconstruct by 10 seconds (if Reconstruct is not already ready to use)
- Your golem minion's Taunting Punch deals +80 damage
- Your golem minion's Poison Bomb deals +66 damage
- Your golem minion's Rage Acid Toss deals +195 damage
- Your golem minion's Fire Balm heals +48 health
- Your Knee Spikes mutation also causes kicks to restore 18 Health to the kicker
Chest
- Toxin Bomb Damage +45%
- Mycotoxin Formula Damage +52%
- Acid Bomb Damage +43%
- Healing Injection Healing +70
- You regain 8 Power every other second while under the effect of Haste Concoction
- Your golem minion's Poison Bomb deals +66 damage
- Your golem minion's Healing Injection heals +21 health
- Your Knee Spikes mutation also causes kicks to restore 18 Health to the kicker
- Your Stretchy Spine mutation randomly repairs broken bones twice as often
Legs
- Freezing Mist Damage +87%
- Freezing Mist restores 133 Armor to you
- All bomb attacks ignite the target, causing them to take 140 fire damage over 10 seconds
- Bomb attacks deal +55 damage and hasten the current reuse timer of Healing Mist by 2.5 seconds
- Your golem minion's Poison Bomb deals +66 damage
- Your golem minion's Invigorating Mist heals 46 health
- Your golem minion's Fire Balm heals +48 health
- Your Knee Spikes mutation causes kicks to deal an additional +20% damage
- Your Extra Skin mutation provides +18 mitigation from Piercing attacks
Hands
- Healing Mist restores 40 power
- Healing Injection heals 90 Health after a 20 second delay
- Healing Mist hastens the remaining reset timer of Pep Talk by 10 seconds (if Pep Talk is not already ready to use)
- You regain 8 Power every other second while under the effect of Haste Concoction
- Your golem minion's Self Destruct deals +270 damage
- Your Extra Skin mutation causes the target to heal 55 Health every 20 seconds
- Your Extra Heart and Stretchy Spine mutations grant the target +55 Max Health
Feet
- Toxin Bomb Damage +45%
- Mycotoxin Formula Damage +52%
- Acid Bomb Damage +43%
- Bomb attacks deal +55 damage and hasten the current reuse timer of Healing Mist by 2.5 seconds
- You heal 22 health every other second while under the effect of Haste Concoction
- Your golem minion's Self Destruct deals +270 damage
- Your golem minion's Doom Admixture deals +260 damage
- Your golem minion's Rage Mist and Self Sacrifice abilities heal +68 health
- Your golem minion's Healing Injection heals +21 health
MainHand
- Battle Chemistry Base Damage +40%
- All Bomb Damage +96
- Toxic Irritant boosts your Nice Attack Damage +50 for 8 seconds
- Healing Mist heals +118 Armor
- Your golem minion's Doom Admixture deals +260 damage
- Your golem minion's Healing Mist heals +40 health
- Your golem minion's Invigorating Mist heals 46 health
- Your Extra Skin mutation causes the target to heal 55 Health every 20 seconds
- Your Extra Skin mutation provides +18 mitigation from Piercing attacks
OffHand
- Freezing Mist Damage +87%
- Healing Mist heals +82 Health
- Healing Injection heals 90 Health after a 20 second delay
- Your golem minion's Rage Acid Toss deals +195 damage
- Your golem minion's Rage Mist and Self Sacrifice abilities heal +68 health
- Your Extra Skin mutation provides +18 mitigation from Slashing attacks
- Your Extra Heart and Stretchy Spine mutations grant the target +55 Max Health
Necklace
- Freezing Mist restores 133 Armor to you
- Healing Mist heals +118 Armor
- You heal 16 health and 16 armor every other second while under the effect of Haste Concoction
- Your golem minion's Taunting Punch deals +80 damage
- Your golem minion's Rage Acid Toss deals +195 damage
- Your golem minion's Healing Mist heals +40 health
- Your Extra Skin mutation provides +18 mitigation from Slashing attacks
- Your Extra Heart mutation causes the target to regain +35 Power every 20 seconds
Ring
- All Bomb Damage +96
- Toxic Irritant boosts your Nice Attack Damage +50 for 8 seconds
- Healing Mist heals +82 Health
- All bomb attacks ignite the target, causing them to take 140 fire damage over 10 seconds
- Healing Mist hastens the remaining reset timer of Regrowth by 10 seconds (if Regrowth is not already ready to use)
- You heal 22 health every other second while under the effect of Haste Concoction
- Your golem minion's Self Destruct deals +270 damage
- Your golem minion's Doom Admixture deals +260 damage
- Your golem minion's Healing Mist heals +40 health
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Bard
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Bard Slot List
Note that this only shows the max-level version of each treasure effect.
Head
- Bard Base Damage +40%
- Song of Discord deals +21 damage and has a 5% chance to stun each target every 2 seconds
- Song Of Resurgence Healing +18
- Song of Bravery has a 15% chance every 4 seconds to grant listeners a Moment of Bravery: all attacks deal +25% damage for 5 seconds
- Bard Blast-Ability Range +5
- Blast of Defiance reaps 19% of the Armor damage done (up to a max of 120), returning it to you as armor
- Rally Healing +116
- Anthem of Avoidance gives all targets +23% Burst Evasion for 8 seconds
- Entrancing Lullaby deals 450 Trauma damage after a 20 second delay
Chest
- Whenever you take damage from an enemy, you gain Bard Base Damage +8% for 15 seconds. (Stacks up to 10x)
- Song of Discord has a 45% chance to deal +25% damage to each target every 2 seconds
- Song of Bravery causes allies' Combat Refreshes to restore +76 Armor
- Blast of Fury Damage +51%
- Blast of Defiance Damage +88%
- Blast of Despair damage is +30% and reduces 180 more Rage
- Rally restores 47 Power
- Rally restores 170 Armor after a 20 second delay
- Anthem of Avoidance hastens the current reuse timer of Rally by 5 seconds
- Virtuoso's Ballad restores 61 Power
Legs
- Max Health +40 when Bard is active
- All bard songs restore 22 Health to YOU every 4 seconds
- Song of Discord Damage +16%
- Bard Blast-Ability Range +5
- Blast of Fury deals 216 Armor damage and restores 35 Armor to you
- Blast of Despair restores 34 Armor to you
- Thunderous Note Damage +40%
- Anthem of Avoidance grants all targets immunity to Knockbacks for 8 seconds
- Virtuoso's Ballad restores 160 Armor
Hands
- Bard Song Power Cost -32
- Whenever you take damage from an enemy, you gain Song of Discord Damage +6% and Song of Resurgence Healing +6 for 20 seconds. (Stacks up to 12x)
- Song of Bravery boosts allies' Basic Attack and Core Attack damage +55
- Blast of Fury deals 216 Armor damage and restores 35 Armor to you
- Blast of Defiance reaps 19% of the Armor damage done (up to a max of 120), returning it to you as armor
- Blast of Despair causes your Nice Attacks to deal +115 damage for 10 seconds
- Thunderous Note costs -9 Power and range is +6 meters
- Rally restores 170 Armor after a 20 second delay
- Entrancing Lullaby and Anthem of Avoidance cost -30 Power
- Moment of Resolve Armor Restoration +106
Feet
- All bard songs restore 35 Armor to YOU every 4 seconds
- Song of Discord reduces targets' Rage by -130 every 2 seconds
- Whenever you take damage from an enemy, you gain Song of Discord Damage +6% and Song of Resurgence Healing +6 for 20 seconds. (Stacks up to 12x)
- While playing Song of Resurgence, your Major Healing abilities restore +50 Health
- Song of Bravery causes allies' Combat Refreshes to restore +76 Armor
- Blast of Despair damage is +30% and reduces 180 more Rage
- Thunderous Note causes the target to take +13% damage from Nature attacks for 15 seconds
- Anthem of Avoidance gives all targets +18% Melee Evasion for 8 seconds
- Moment of Resolve dispels any Slow or Root effects on allies and grants them immunity to Slow and Root effects for 8 seconds
- Disharmony causes target to deal -8 damage with their next attack
MainHand
- Max Health +40 when Bard is active
- All bard songs restore 22 Health to YOU every 4 seconds
- Your Bard Songs cost -20% Power. In addition, you can use the ability Hymn of Resurrection 2. (Equipping this item will teach you the ability if needed.)
- Song of Discord Damage +16%
- Song of Resurgence also restores 8 Power every 4 seconds to each target in range
- Song of Bravery has a 15% chance every 4 seconds to grant listeners a Moment of Bravery: all attacks deal +25% damage for 5 seconds
- Blast of Fury Damage +51%
- Thunderous Note causes the target to take +13% damage from Nature attacks for 15 seconds
- Rally restores 47 Power
- Entrancing Lullaby Damage +124%
- Virtuoso's Ballad restores 160 Armor
- Moment of Resolve dispels any Stun effects on allies and grants them immunity to Stuns for 8 seconds
OffHand
- Bard Base Damage +40%
- Song of Discord has a 45% chance to deal +25% damage to each target every 2 seconds
- While playing Song of Resurgence, your Major Healing abilities restore +50 Health
- Bard Blast-Ability Range +5
- Blast of Fury deals +42% damage and knocks the target back, but the ability's reuse timer is +2 seconds
- Blast of Defiance reaps +18% of the Health damage to you as healing. The reap cap is +80
- Thunderous Note deals +45% damage, and damage type is Nature instead of Trauma
- Rally Healing +116
- Anthem of Avoidance gives all targets +23% Burst Evasion for 8 seconds
- Virtuoso's Ballad restores 61 Power
- Moment of Resolve boosts targets' Movement Speed +3 for 8 seconds
Necklace
- Whenever you take damage from an enemy, you gain Bard Base Damage +8% for 15 seconds. (Stacks up to 10x)
- Song of Discord reduces targets' Rage by -130 every 2 seconds
- Song of Resurgence also restores 8 Power every 4 seconds to each target in range
- Song of Bravery boosts allies' Basic Attack and Core Attack damage +55
- Blast of Defiance Damage +88%
- Blast of Despair restores 34 Armor to you
- Thunderous Note costs -9 Power and range is +6 meters
- Anthem of Avoidance gives all targets +18% Melee Evasion for 8 seconds
- Entrancing Lullaby deals 450 Trauma damage after a 20 second delay
- Moment of Resolve Armor Restoration +106
Ring
- All bard songs restore 35 Armor to YOU every 4 seconds
- Song of Discord deals +21 damage and has a 5% chance to stun each target every 2 seconds
- Song Of Resurgence Healing +18
- Blast of Defiance reaps +18% of the Health damage to you as healing. The reap cap is +80
- Blast of Despair causes your Nice Attacks to deal +115 damage for 10 seconds
- Thunderous Note Damage +40%
- Entrancing Lullaby Damage +124%
- Virtuoso's Ballad and Moment of Resolve Reuse Timer -6 seconds
- Disharmony causes target to deal -8 damage with their next attack
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Cow
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Cow Slot List
Note that this only shows the max-level version of each treasure effect.
Head
- Cow Skill Base Damage +40%
- Max Armor +80 when Cow is active
- Cow's Bash inflicts bugs on the target, dealing 310 Nature damage over 10 seconds
- Stampede boosts your Slashing/Crushing/Piercing Mitigation vs. Elites +14 for 30 seconds (stacks up to 5 times)
- Chew Cud restores +64 Armor. Chance to consume grass is -34%
- Clobbering Hoof Damage +52%
- Clobbering Hoof attacks have a 50% chance to deal +102% damage
- Clobbering Hoof deals +45% damage and taunts +400
- Taunt From Attack Damage +105% when Cow is active
- Tough Hoof immediately restores 73 armor
Chest
- Cow's Front Kick has a 66% chance to deal +132 damage
- Stampede boosts the damage of future Stampede attacks by +38 for 60 seconds (stacks up to 15 times)
- Stampede Taunt +440
- Max Power +31 and Vulnerability to Elite Attacks -4% when Cow skill active
- Moo of Calm heals +80 health
- Moo of Calm restores +50 power
- Chew Cud increases your mitigation versus Crushing, Slashing, Piercing, and Cold attacks +14 for 10 seconds. Against Elite enemies, mitigates +14 more
- Clobbering Hoof Damage +52%
- Max Health +60 when Cow is active
- Deadly Emission Damage +80 and Reuse Timer -1 second
Legs
- Cow Bash Damage +65%
- Cow's Bash deals +80 damage, taunts +800, and reuse timer is -1 second
- Cow's Bash heals you for 56 health and reuse timer is -1 second
- Indirect Nature and Indirect Trauma damage +40% while Cow skill active
- Moo of Calm restores +100 armor
- Clobbering Hoof attacks have a 50% chance to deal +102% damage
- Clobbering Hoof infects the target, causing 220 Nature damage over 10 seconds
- Max Health +60 when Cow is active
- Tough Hoof deals 144 Trauma damage to the target each time they attack and damage you (within 8 seconds)
- Deadly Emission Damage +38%
Hands
- Cow's Front Kick has a 66% chance to deal +132 damage
- Stampede boosts the damage of future Stampede attacks by +38 for 60 seconds (stacks up to 15 times)
- Cow's Front Kick has a 50% chance to hit all enemies within 5 meters and deal +68 damage
- Max Power +31 and Vulnerability to Elite Attacks -4% when Cow skill active
- Graze boosts your out-of-combat sprint speed by 2.6 for 50 seconds
- Chew Cud increases your mitigation versus Crushing, Slashing, Piercing, and Fire attacks +14 for 10 seconds. Against Elite enemies, mitigates +14 more
- For 10 seconds after using Moo of Determination, all attacks deal +56 damage
- All Major Healing abilities targeting you restore +45 Health (while Cow skill active)
- Chew Cud Healing +48
- Tough Hoof deals +132 damage and taunts +950
- Deadly Emission Deals +415 Nature damage over 10 seconds and Taunts +400
Feet
- Stampede Taunt +440
- Cow's Front Kick deals +35% damage and taunts +340
- Cow's Bash costs -33 Power
- Moo of Calm restores +100 armor
- Graze boosts your out-of-combat sprint speed by 2.6 for 50 seconds
- Chew Cud increases your mitigation versus Crushing, Slashing, Piercing, and Fire attacks +14 for 10 seconds. Against Elite enemies, mitigates +14 more
- For 10 seconds after using Moo of Determination, all attacks deal +56 damage
- All Major Healing abilities targeting you restore +45 Health (while Cow skill active)
- Clobbering Hoof deals +45% damage and taunts +400
- Deadly Emission Damage +80 and Reuse Timer -1 second
MainHand
- Cow's Front Kick Damage +89
- Cow's Bash inflicts bugs on the target, dealing 310 Nature damage over 10 seconds
- Indirect Nature and Indirect Trauma damage +40% while Cow skill active
- Chew Cud Healing +48
- Moo of Determination restores +110 armor
- For 30 seconds after you use Moo of Determination, any physical (Slashing/Piercing/Crushing) attacks that hit you are reduced by 24. This absorbed damage is added to your next Front Kick.
- Tough Hoof costs -26 Power and mitigates +11% of all Elite attacks for 8 seconds
- Tough Hoof Activation Healing +48
- Tough Hoof deals 144 Trauma damage to the target each time they attack and damage you (within 8 seconds)
- Deadly Emission Deals +415 Nature damage over 10 seconds and Taunts +400
OffHand
- Cow's Front Kick Damage +89
- Cow's Front Kick causes the next attack that hits you to deal -39% damage
- Cow's Bash boosts your Nice Attack damage +160 for 9 seconds
- For 30 seconds after you use Moo of Calm, any internal (Poison/Trauma/Psychic) attacks that hit you are reduced by 32. This absorbed damage is added to your next Stampede attack at a 200% rate.
- Chew Cud restores +64 Armor. Chance to consume grass is -34%
- Moo of Determination restores 144 Health over 9 seconds
- Tough Hoof deals +43% damage and reuse timer is -1 second
- Tough Hoof immediately restores 73 armor
- Tough Hoof Activation Healing +48
- Deadly Emission Deals +170 Nature damage over 10 seconds and reduces targets' next attack by 35%
Necklace
- Cow Skill Base Damage +40%
- Cow's Bash deals +80 damage, taunts +800, and reuse timer is -1 second
- Cow's Bash heals you for 56 health and reuse timer is -1 second
- Cow's Front Kick deals +35% damage and taunts +340
- Stampede deals +850% damage if used while you are stunned
- Chew Cud increases your mitigation versus all attacks by Elites +34 for 10 seconds
- Clobbering Hoof infects the target, causing 220 Nature damage over 10 seconds
- While Cow skill is active, you regenerate +32 Health every 5 seconds and resist +16 damage from Elite attacks
- Moo of Determination restores 144 Health over 9 seconds
- Tough Hoof costs -26 Power and mitigates +11% of all Elite attacks for 8 seconds
- Deadly Emission Damage +46 and Targets are Knocked Backwards
Ring
- Max Armor +80 when Cow is active
- Cow Bash Damage +65%
- Cow's Front Kick causes the next attack that hits you to deal -39% damage
- Stampede boosts your Fire/Cold/Electricity Mitigation vs. Elites +14 for 30 seconds (stacks up to 5 times)
- Moo of Calm heals +80 health
- Moo of Calm restores +50 power
- Chew Cud increases your mitigation versus Crushing, Slashing, Piercing, and Cold attacks +14 for 10 seconds. Against Elite enemies, mitigates +14 more
- Clobbering Hoof deals +35% damage and if target is Elite, reduces their attack damage 10% for 10 seconds
- Moo of Determination restores +110 armor
- Tough Hoof deals +43% damage and reuse timer is -1 second
- Deadly Emission Damage +38%
|
Deer
|
Deer Slot List
Note that this only shows the max-level version of each treasure effect.
Head
- Deer Skill Base Damage +40%
- Doe Eyes restores 44 power
- Direct and indirect Psychic and Nature Mitigation +32 while Deer skill active
- Burst Evasion +8.5% while Deer skill active
- Pummeling Hooves deals +21% damage and taunts +455
- Pummeling Hooves deals +45 damage and has a 8% chance to summon a deer ally for 30 seconds
- Summoned Deer Rage Attack Damage +147
- Bounding Escape heals you for 72 health
- Antler Slash heals you for 16 health
- Forest Challenge Damage +59%
Chest
- Deer Kick deals +47 damage and grants you -10% Fire Vulnerability for 10 seconds
- Deer Bash Damage +58%
- Doe Eyes restores 44 power
- Cuteness Overload deals 522 Psychic health damage over 12 seconds
- King of the Forest has a 90% chance to deal +160 damage
- King of The Forest Damage +52%
- Pummeling Hooves has a 60% chance to deal +66% damage and taunt +400
- Antler Slash heals you for 16 health
- You can use the Deer ability Feign Injury, and it temp-taunts +11300. (Equipping this item will teach you the ability if needed.)
- Forest Challenge Damage +80, Forest Challenge Taunt +1280
Legs
- Deer Kick deals +29% damage and taunts +252
- Doe Eyes reuse timer is -2 seconds, and after using Doe Eyes your next attack deals +190 damage
- Doe Eyes mitigates +16 physical damage (Crushing, Slashing, Piercing) for 24 seconds. Against Elite enemies, mitigates +32 more
- Cuteness Overload Damage +270
- Cuteness Overload restores 135 armor to you
- King of The Forest Damage +52%
- Pummeling Hooves deals +21% damage and taunts +455
- Bounding Escape restores 44 power to you
- Antler Slash restores 8 power to you
- Forest Challenge Damage +80, Forest Challenge Taunt +1280
Hands
- Combo: Deer Bash+Any Melee+Any Melee+Deer Kick: final step hits all enemies within 5 meters and deals +240 damage.
- Deer Kick implants insect eggs in the target. (Max 4 stacks.) Future Deer Kicks by any pet deer or player deer will cause target to take 310 Nature damage over 5 seconds
- Deer Bash has a 15% chance to summon a deer ally for 30 seconds
- Deer Bash has a 60% chance to deal +110% damage
- Cuteness Overload heals you for 72 health and increases your movement speed by +6 for 8 seconds
- Max Power +31 when Deer is active, Sprint Boost (Out of Combat) +4.5 when Deer is active
- Pummeling Hooves Damage +38%
- Summoned Deer deal +20% damage with each attack
- Antler Slash hits all enemies within 5 meters and taunts +470
- Forest Challenge raises Max Health +52 for 60 seconds (and heals +52)
Feet
- Deer Kick deals +47 damage and grants you -10% Fire Vulnerability for 10 seconds
- Deer Bash has a 15% chance to summon a deer ally for 30 seconds
- For 10 seconds after using Doe Eyes, you mitigate +36 from all attacks, and a further +72 from Elite attacks
- Cuteness Overload heals you for 72 health and increases your movement speed by +6 for 8 seconds
- Cuteness Overload Damage +60%
- Cuteness Overload restores 135 armor to you
- Summoned Deer have +54 health
- Summoned Deer have +57 armor
- Bounding Escape restores 117 armor to you
- Forest Challenge damage is +118 and reuse time is -1 second
MainHand
- Deer Kick deals +70 damage and reduces target's Rage by -160
- Deer Kick deals +29% damage and taunts +252
- Doe Eyes reuse timer is -2 seconds, and after using Doe Eyes your next attack deals +190 damage
- Cuteness Overload Damage +60%
- King of the Forest has a 90% chance to deal +160 damage
- King of the Forest mitigates +14 physical damage (Crushing, Slashing, Piercing) for 10 seconds. Against Elite enemies, mitigates +28 more
- Pummeling Hooves Damage +38%
- You can use the Deer ability Feign Injury, and it temp-taunts +11300. (Equipping this item will teach you the ability if needed.)
- Forest Challenge raises Max Health +52 for 60 seconds (and heals +52)
- Combo: Forest Challenge+Any Melee+Any Melee+Any Epic Attack: final step deals +120 damage and summons a deer ally for 30 seconds.
OffHand
- Deer Kick deals +70 damage and reduces target's Rage by -160
- Deer Bash Damage +58%
- Deer Bash heals 40 health
- Max Power +31 when Deer is active, Sprint Boost (Out of Combat) +4.5 when Deer is active
- Cuteness Overload deals 522 Psychic health damage over 12 seconds
- Summoned Deer have +54 health
- Summoned Deer have +57 armor
- Bounding Escape heals you for 72 health
- Bounding Escape grants you +42% Projectile Evasion for 10 seconds
- Forest Challenge and King of the Forest power cost is -20
Necklace
- Deer Skill Base Damage +40%
- Deer Kick implants insect eggs in the target. (Max 4 stacks.) Future Deer Kicks by any pet deer or player deer will cause target to take 310 Nature damage over 5 seconds
- Doe Eyes mitigates +16 physical damage (Crushing, Slashing, Piercing) for 24 seconds. Against Elite enemies, mitigates +32 more
- For 10 seconds after using Doe Eyes, you mitigate +36 from all attacks, and a further +72 from Elite attacks
- Cuteness Overload Damage +270
- Pummeling Hooves has a 60% chance to deal +66% damage and taunt +400
- Pummeling Hooves deals +45 damage and has a 8% chance to summon a deer ally for 30 seconds
- Summoned Deer Rage Attack Damage +147
- Bounding Escape grants you +42% Projectile Evasion for 10 seconds
- Forest Challenge damage is +118 and reuse time is -1 second
Ring
- Deer Bash has a 60% chance to deal +110% damage
- Deer Bash heals 40 health
- Doe Eyes reuse timer is -2 seconds, and after using Doe Eyes your next attack deals +190 damage
- Cuteness Overload deals +160 damage and knocks the target backwards
- King of the Forest mitigates +14 physical damage (Crushing, Slashing, Piercing) for 10 seconds. Against Elite enemies, mitigates +28 more
- Summoned Deer deal +20% damage with each attack
- Bounding Escape restores 117 armor to you
- Bounding Escape restores 44 power to you
- Antler Slash restores 8 power to you
- Forest Challenge Damage +59%
|
Druid
|
Druid Slot List
Note that this only shows the max-level version of each treasure effect.
Head
- Druid Skill Base Damage +45%
- Heart Thorn restores 74 armor to you
- Pulse of Life gives +18 Fire, Cold, and Electricity Mitigation (direct and indirect) for 15 seconds
- Delerium depletes +360 rage and deals +67 damage
- Brambleskin increases your Max Power by +40 for 30 seconds and restores 40 Power
- Cloud Sight causes target's attacks to have +5% more chance of missing, but Power cost is +15%
- Cosmic Strike deals +208 damage, generates no Rage, and removes 565 Rage
- Regrowth restores 48 Power
- Toxinball Power Cost -17
- Your Healing Sanctuary restores +16 Power with each heal
Chest
- Heart Thorn coats the target in stinging insects that deal 306 Nature damage over 12 seconds
- Rotskin Armor Damage +44%
- Rotskin deals 282 Trauma damage to health over 12 seconds
- Delerium Damage +50%
- Brambleskin increases your Max Armor by +95 for 30 seconds and restores 95 Armor
- Cosmic Strike Damage +62%
- Regrowth Healing +78
- Cloud Sight covers the target in insects that deal 240 Nature damage over 12 seconds
- Your Healing Sanctuary restores +40 Armor with each heal
Legs
- Indirect Nature Damage +40% when Druid is active
- Heart Thorn coats the target in stinging insects that deal 306 Nature damage over 12 seconds
- Heart Thorn deals Poison damage (instead of Nature) and also deals 258 Poison damage over 12 seconds
- Delerium depletes +360 rage and deals +67 damage
- Brambleskin increases your Max Health by +69 for 30 seconds and heals 69 Health
- Cosmic Strike deals +208 damage, generates no Rage, and removes 565 Rage
- Fill With Bile heals 76 health and 76 armor
- Energize restores 97 armor to each target
- Cloud Sight Damage +42.5%
- Toxinball deals +186 Poison damage to health over 12 seconds
Hands
- All Druid abilities have a 30% chance to restore 15 Power to you
- Heart Thorn deals Poison damage (instead of Nature) and also deals 258 Poison damage over 12 seconds
- Pulse of Life restores 80 Health over 15 seconds
- Rotskin deals 282 Trauma damage to health over 12 seconds
- Rotskin hits all targets within 10 meters and further debuffs their mitigation -48
- Brambleskin deals +96 Nature damage to melee attackers
- Fill With Bile heals 76 health and 76 armor
- Regrowth restores +35 Health and causes your Minor Heals to restore +46 Health for 10 seconds
- Toxinball deals +186 Poison damage to health over 12 seconds
- Your Healing Sanctuary restores +40 Armor with each heal
Feet
- Heart Thorn Damage +74%
- Pulse of Life Healing +48
- Rotskin Armor Damage +44%
- Delerium Damage +50%
- Brambleskin deals +96 Nature damage to melee attackers
- Cosmic Strike Damage +62%
- Regrowth restores +44 Health and conjures a magical field on the target that mitigates 10% of all physical damage they take for 1 minute (or until 100 damage is mitigated)
- Energize restores +20 Health and conjures a magical field that mitigates 10% of all physical damage they take for 1 minute (or until 100 damage is mitigated).
- Cloud Sight Damage +42.5%
- Your Healing Sanctuary heals +19 health and buffs Melee Accuracy +12
MainHand
- Druid Skill Base Damage +45%
- Indirect Nature Damage +40% when Druid is active
- All Druid abilities have a 30% chance to restore 15 Power to you
- Delerium depletes +650 rage and taunts -480
- Cosmic Strike deals +115 damage and reuse timer is -5 seconds
- Regrowth restores +35 Health and causes your Minor Heals to restore +46 Health for 10 seconds
- Regrowth and Pulse of Life Healing +32%
- Energize restores 97 armor to each target
- Cloud Sight covers the target in insects that deal 240 Nature damage over 12 seconds
- Toxinball Damage +63%
- Your Healing Sanctuary restores +27 health with each heal
OffHand
- Max Health +40 when Druid is active
- Pulse of Life restores 80 Health over 15 seconds
- Heart Thorn restores 74 armor to you
- Rotskin deals +20% damage and boosts your Nice Attack Damage +83 for 10 seconds
- Brambleskin increases your Max Armor by +95 for 30 seconds and restores 95 Armor
- Regrowth Healing +78
- Energize Healing +62
- Cloud Sight and Delerium Damage +36%
- Your Healing Sanctuary restores +27 health with each heal
Necklace
- Max Health +40 when Druid is active
- Rotskin deals +20% damage and boosts your Nice Attack Damage +83 for 10 seconds
- Brambleskin increases your Max Health by +69 for 30 seconds and heals 69 Health
- Cosmic Strike deals +15% damage and boosts your Major Healing +80 for 10 seconds
- Fill With Bile increases target's Max Health by +76 for 3 minutes and heals 76 health
- Regrowth and Pulse of Life Healing +32%
- Energize Healing +62
- Cloud Sight and Delerium Damage +36%
- Toxinball Damage +63%
- Your Healing Sanctuary restores +16 Power with each heal
Ring
- Heart Thorn Damage +74%
- Pulse of Life Healing +48
- Rotskin hastens the current reuse timer of Regrowth by 5 seconds
- Delerium depletes +650 rage and taunts -480
- Brambleskin increases your Max Power by +40 for 30 seconds and restores 40 Power
- Cosmic Strike deals +15% damage and boosts your Major Healing +80 for 10 seconds
- Fill With Bile increases target's Max Health by +76 for 3 minutes and heals 76 health
- Regrowth Healing +78
- Energize restores +20 Health and conjures a magical field that mitigates 10% of all physical damage they take for 1 minute (or until 100 damage is mitigated).
- Fill With Bile increases target's direct Poison damage +51
|
Endurance
|
Endurance Slot List
Note that this only shows the max-level version of each treasure effect.
Head
- Max Armor +47
- Acid Damage Reduction +4, Nature Damage Reduction +3, Darkness Damage Reduction +3
- Max Health +19
- Max Health +36
Chest
- Max Armor +66
- Max Armor +82
- Fire Damage Reduction +4, Cold Damage Reduction +3, Electricity Damage Reduction +3
- Max Health +19
- Max Health +36
- Max Health +52
Legs
- Max Armor +66
- Max Armor +82
- Acid Damage Reduction +4, Nature Damage Reduction +3, Darkness Damage Reduction +3
- Max Health +19
- Max Health +36
- Max Health +52
Hands
- Max Armor +47
- Poison Damage Reduction +4, Trauma Damage Reduction +3, Psychic Damage Reduction +3
- Max Health +19
- Max Health +36
Feet
- Max Armor +47
- Poison Damage Reduction +4, Trauma Damage Reduction +3, Psychic Damage Reduction +3
- Max Health +19
- Max Health +36
MainHand
- Max Armor +47
- Fire Damage Reduction +4, Cold Damage Reduction +3, Electricity Damage Reduction +3
- Max Health +19
- Max Health +36
OffHand
- Max Armor +47
- Max Armor +66
- Max Health +19
- Max Health +36
Necklace
- Max Armor +47
- Slashing Damage Reduction +4, Crushing Damage Reduction +3, Piercing Damage Reduction +3
- Max Health +19
- Max Health +36
Ring
- Max Armor +47
- Slashing Damage Reduction +4, Crushing Damage Reduction +3, Piercing Damage Reduction +3
- Max Health +19
- Max Health +36
None
- Max Armor +101
- Max Health +72
- Max Power +48
- Sprint-Swimming Speed Boost +2.4, Max Underwater Held Breath +11, Breath Recovered Out of Water +8
- Fast-Flying Speed Boost +3, Fast-Flying Cost (Per Second) -1
- Taunt From Attack Damage +40%
- Taunt From Attack Damage -20.5%
- Healing of your Major Healing Abilities +20, Healing of your Minor Healing Abilities +10, Healing of your Ultimate Protection Abilities +30
- Dig Deep Power Restoration +143
- Chance to Evade Melee +10.5%, Melee Accuracy Boost +10.5
- Taunt From Attack Damage +70%, Chance to Miss With Projectiles +35%
- Taunt From Attack Damage +70%, Sprint Speed Boost -1.5
|
Fire Magic
|
Fire Magic Slot List
Note that this only shows the max-level version of each treasure effect.
Head
- Fire Magic Base Damage +40%
- Direct Fire Damage Reduction +48 when Fire Magic is active, Indirect Fire Damage Reduction +16 when Fire Magic is active
- Room-Temperature Ball Damage +72%
- Super Fireball deals +90 damage and reuse timer is -1 second
- Flesh to Fuel restores +62 Armor
- Scintillating Flame and Molten Veins boost your Core Attack Damage and Epic Attack Damage +39 for 15 seconds
- Ring of Fire Damage +152
- Molten Veins Response Damage +57
- Calefaction Damage +52%
- Frostball slows target's movement by 25% and deals +16 damage
- Frostball, Scintillating Frost, and Defensive Chill grant +10 Direct and Indirect Cold Protection for 10 seconds
- Fire Walls deal +53 damage per hit
Chest
- All fire spells deal up to +115 damage (randomly determined)
- Scintillating Flame and Scintillating Frost Damage +35%
- Calefaction causes target to take +16% damage from Cold for 12 seconds
- Super Fireball causes the target to take +60% damage from indirect Fire (this effect does not stack with itself)
- You regain 20 Power when using Ring of Fire, Defensive Burst, or Defensive Chill
- You regain 31 Health when using Ring of Fire, Defensive Burst, or Defensive Chill
- Scintillating Flame and Molten Veins boost your Core Attack Damage and Epic Attack Damage +39 for 15 seconds
- Ring of Fire Damage +152
- Fireball and Frostball Damage +36%
- Defensive Burst and Defensive Chill restore 42 Armor to you
- Fire Walls have +176 Max Health
Legs
- Fire Breath and Super Fireball deal +165 damage over 10 seconds
- Fire Breath deals +72 damage and grants you +24 mitigation vs Fire for 10 seconds
- Room-Temperature Ball and Defensive Burst cause the target's attacks to deal -16 damage for 10 seconds
- Flesh to Fuel restores +34 Power but has a 5% chance to stun you
- Flesh to Fuel increases your Out of Combat Sprint speed +8 for 15 seconds
- Scintillating Flame and Scintillating Frost Damage +30 and Power Cost -10
- Scintillating Flame restores 33 Health
- Scintillating Frost and Defensive Chill restore 31 Armor
- Molten Veins restores 55 Armor
- Calefaction and Defensive Burst Damage +33% and Reuse Timer -1 second
- Defensive Chill Damage +38%
- Defensive Chill deals +46 damage and grants you 70% chance to ignore Knockback effects for 7 seconds
Hands
- Indirect Fire Damage +40% when Fire Magic is active
- Super Fireball Damage +42%
- Flesh To Fuel Power Restoration +25
- Fire Breath hits all targets within 8 meters and deals +24.5% damage, but reuse timer is +3 seconds and Power cost is +33%
- Room-Temperature Ball Damage +26% and reuse timer -3.5 seconds
- Scintillating Flame and Scintillating Frost stun and deal +100% damage to Vulnerable targets
- Molten Veins Response Damage +22%
- Calefaction deals 213 additional Fire damage after a 12 second delay
- Frostball targets all enemies within 10 meters and deals +52 damage, but reuse timer is +3 seconds
- Fire Walls' attacks taunt +250%
Feet
- All fire spells deal up to +115 damage (randomly determined)
- Scintillating Flame and Scintillating Frost Damage +35%
- Indirect Fire Damage +40% when Fire Magic is active
- Super Fireball Damage +42%
- Flesh To Fuel Power Restoration +25
- Flesh to Fuel increases your Out of Combat Sprint speed +8 for 15 seconds
- Calefaction Damage +52%
- Calefaction restores 45 Health
- Fireball and Frostball Damage +36%
- Frostball slows target's movement by 25% and deals +16 damage
- Defensive Chill deals +46 damage and grants you 70% chance to ignore Knockback effects for 7 seconds
- Molten Veins causes any nearby Fire Walls to recover 117 health
MainHand
- Fire Magic Base Damage +40%
- Room-Temperature Ball Damage +72%
- Fire Breath Damage +30%
- Flesh to Fuel restores +62 Armor
- Molten Veins restores 55 Armor
- Molten Veins deals 85 Fire damage over 10 seconds in response to melee damage
- Calefaction deals 213 additional Fire damage after a 12 second delay
- Defensive Burst deals +19% damage and raises Basic Attack Damage +28% for 10 seconds
- When you are near your Fire Wall, you heal 10 Health per second
- Defensive Chill Damage +38%
- Molten Veins causes any nearby Fire Walls to recover 117 health
OffHand
- Fire Magic Base Damage +16%
- Frostball, Scintillating Frost, and Defensive Chill boost your Nice Attack Damage +63 for 7 seconds
- Calefaction causes target to take +16% damage from Cold for 12 seconds
- Flesh to Fuel boosts your Core Attack Damage +118 for 7 seconds
- Room-Temperature Ball deals Darkness damage and causes +126 damage over 12 seconds
- Scintillating Flame and Scintillating Frost Damage +30 and Power Cost -10
- Scintillating Flame restores 33 Health
- Ring of Fire deals +49% damage but has a 5% chance to deal 140 fire damage to YOU
- Scintillating Frost and Defensive Chill restore 31 Armor
- Molten Veins deals 85 Fire damage over 10 seconds in response to melee damage
- Fire Walls have +176 Max Health
Necklace
- Fire Breath and Super Fireball deal +165 damage over 10 seconds
- Fire Breath Damage +30%
- Fire Magic Base Damage +16%
- Frostball, Scintillating Frost, and Defensive Chill boost your Nice Attack Damage +63 for 7 seconds
- Room-Temperature Ball and Defensive Burst cause the target's attacks to deal -16 damage for 10 seconds
- Flesh to Fuel boosts your Core Attack Damage +118 for 7 seconds
- Ring of Fire deals +49% damage but has a 5% chance to deal 140 fire damage to YOU
- Molten Veins Response Damage +57
- Calefaction restores 45 Health
- Defensive Burst deals +19% damage and raises Basic Attack Damage +28% for 10 seconds
- When you are near your Fire Wall, you heal 10 Health per second
- Fire Walls deal +53 damage per hit
Ring
- Direct Fire Damage Reduction +48 when Fire Magic is active, Indirect Fire Damage Reduction +16 when Fire Magic is active
- Super Fireball deals +90 damage and reuse timer is -1 second
- Room-Temperature Ball deals Darkness damage and causes +126 damage over 12 seconds
- You regain 20 Power when using Ring of Fire, Defensive Burst, or Defensive Chill
- You regain 31 Health when using Ring of Fire, Defensive Burst, or Defensive Chill
- Scintillating Flame and Molten Veins boost your Core Attack Damage and Epic Attack Damage +39 for 15 seconds
- Calefaction and Defensive Burst Damage +33% and Reuse Timer -1 second
- Defensive Chill Damage +38%
- Frostball, Scintillating Frost, and Defensive Chill grant +10 Direct and Indirect Cold Protection for 10 seconds
- Defensive Burst and Defensive Chill restore 42 Armor to you
- Fire Walls' attacks taunt +250%
|
Giant Bat
|
Giant Bat Slot List
Note that this only shows the max-level version of each treasure effect.
Head
- Giant Bat Base Damage +40%
- Tear Damage +45%
- Wing Vortex has a 30% chance to deal +38% damage and stun all targets
- Drink Blood deals +136 Piercing damage
- For 30 seconds after using Drink Blood, you gain +26 mitigation vs. Psychic and Trauma damage
- Combo: Screech+Any Giant Bat Attack+Any Melee+Virulent Bite: final step stuns the target and deals +100 damage
- Combo: Rip+Any Melee+Any Melee+Bat Stability: final step boosts Giant Bat Base Damage +45% for 10 seconds.
- Combo: Sonic Burst+Any Giant Bat Attack+Any Ranged Attack+Any Ranged Attack: final step deals +38% damage
- Confusing Double heals you for 123 health
- Deathscream Damage +46%
Chest
- Rip deals +34 damage and restores 11 Power
- Tear Damage +45%
- Wing Vortex has a 70% chance to deal +25% damage and restore 55 Health to you
- Drink Blood steals 44 additional health
- Virulent Bite Damage +49%
- Combo: Rip+Any Melee+Any Melee+Bat Stability: final step boosts Giant Bat Base Damage +45% for 10 seconds.
- Sonic Burst has a 60% chance to deal +100% damage to all targets
- Confusing Double heals you for 123 health
- Deathscream deals +45% damage and Power cost is -32, but the ability's range is reduced to 12m
- Indirect Trauma Damage +57% when Giant Bat is active
Legs
- Rip restores 20 Armor
- Tear has a 50% chance to deal +100% damage
- Tear and Virulent Bite deal +85 damage
- Wing Vortex has a 30% chance to deal +38% damage and stun all targets
- Drink Blood steals 44 additional health
- Virulent Bite Damage +49%
- Bat Stability provides +45% Projectile Evasion for 10 seconds
- Sonic Burst has a 60% chance to deal +100% damage to all targets
- Your Confusing Double deals +55% damage with each attack
- Deathscream has a 60% chance to deal +100% damage
Hands
- Rip restores 20 Armor
- Rip and Tear deal +33 damage and hasten the current reuse timer of Drink Blood by 1 second
- Wing Vortex Damage +36.5%
- Drink Blood costs -27 Power
- Virulent Bite deals 192 Trauma damage over 12 seconds and also has a 25% chance to deal +76% immediate Piercing damage
- Virulent Bite deals 222 Trauma damage to health over 12 seconds
- Bat Stability heals 78 health
- Bat Stability provides +45% Projectile Evasion for 10 seconds
- Screech has a 60% chance to deal +90% damage
- Sonic Burst Damage +49%
- Confusing Double boosts your movement speed by 3 and your Giant Bat Base Damage by 40% for 15 seconds
Feet
- Combo: Rip+Any Melee+Any Giant Bat Attack+Tear: final step hits all targets within 5 meters and deals +85 damage.
- Tear has a 33% chance to deal +100% damage and reset the timer on Screech (so Screech can be used again immediately)
- Wing Vortex causes targets' next attack to deal -74 damage
- For 30 seconds after using Drink Blood, all Nature attacks deal +45 damage
- For 30 seconds after using Drink Blood, you gain +26 mitigation vs. Psychic and Trauma damage
- Virulent Bite deals 222 Trauma damage to health over 12 seconds
- Bat Stability Armor Heal +145
- Screech Damage +41%
- Sonic Burst Damage +49%
- Confusing Double boosts your movement speed by 3 and your Giant Bat Base Damage by 40% for 15 seconds
MainHand
- Rip deals +34 damage and restores 11 Power
- Wing Vortex Damage +36.5%
- Drink Blood steals 96 more Health over 12 seconds
- Screech deals 240 Trauma damage over 12 seconds
- Combo: Sonic Burst+Any Giant Bat Attack+Any Ranged Attack+Any Ranged Attack: final step deals +38% damage
- Confusing Double Reuse Timer -13
- Confusing Double summons an additional figment. Each figment deals +61 damage with each attack
- Deathscream deals an additional 594 Trauma damage over 12 seconds
- Max Health +21 when Giant Bat is active, Fast-Flying Speed Boost +1.5 when Giant Bat is active
- Screech, Sonic Burst, and Deathscream deal 256 Nature damage over 8 seconds
OffHand
- Wing Vortex has a 70% chance to deal +25% damage and restore 55 Health to you
- Drink Blood steals 96 more Health over 12 seconds
- Screech deals 240 Trauma damage over 12 seconds
- Sonic Burst deals 210 Trauma damage over 12 seconds
- Confusing Double restores 112 Power after a 10 second delay
- Deathscream deals an additional 594 Trauma damage over 12 seconds
- Nature Damage (Direct & Per-Tick) +32% when Giant Bat is active
- Max Health +21 when Giant Bat is active, Fast-Flying Speed Boost +1.5 when Giant Bat is active
- If Screech, Sonic Burst, or Deathscream deal Trauma damage, that damage is boosted +75% per tick
- Screech, Sonic Burst, and Deathscream deal 256 Nature damage over 8 seconds
Necklace
- Giant Bat Base Damage +40%
- Tear has a 50% chance to deal +100% damage
- Tear and Virulent Bite deal +85 damage
- Drink Blood deals +136 Piercing damage
- Bat Stability Armor Heal +145
- Screech has a 60% chance to deal +90% damage
- Screech deals +122 damage
- Confusing Double Reuse Timer -13
- Confusing Double summons an additional figment. Each figment deals +61 damage with each attack
- Deathscream has a 60% chance to deal +100% damage
- Indirect Trauma Damage +57% when Giant Bat is active
Ring
- Tear has a 33% chance to deal +100% damage and reset the timer on Screech (so Screech can be used again immediately)
- Wing Vortex causes targets' next attack to deal -74 damage
- Drink Blood costs -27 Power
- For 30 seconds after using Drink Blood, all Nature attacks deal +45 damage
- Virulent Bite deals 192 Trauma damage over 12 seconds and also has a 25% chance to deal +76% immediate Piercing damage
- Bat Stability heals 78 health
- Screech Damage +41%
- Screech deals +122 damage
- Sonic Burst deals 210 Trauma damage over 12 seconds
- Your Confusing Double deals +55% damage with each attack
- Deathscream Damage +46%
|
Hammer
|
Hammer Slot List
Note that this only shows the max-level version of each treasure effect.
Head
- Hammer Base Damage +40%
- Seismic Impact Damage +41.5%
- Reverberating Strike Damage +85
- Pound To Slag Damage +104 and Reuse Time -8 seconds
- Look At My Hammer reduces the damage you take from Slashing, Piercing, and Crushing attacks by 42 for 5 seconds
- Way of the Hammer grants all targets +14 Direct Mitigation for 10 seconds
- Rib Shatter and Leaping Smash Damage +44% if target's Rage is at least 66% full
- Discharging Strike Power Cost -23
- Reckless Slam boosts your direct damage mitigation +16 for 5 seconds
- Hurl Lightning Damage +53%
- Latent Charge Direct Damage +49%
Chest
- Hammer attacks deal +20% damage to targets whose Rage meters are at least 66% full
- Seismic Impact deals +58% damage to targets that are Knocked Down
- Pound To Slag Damage +53%
- Hurl Lightning and Thunderstrike Damage +30%
- Look At My Hammer restores +120 armor to you
- Leaping Smash restores 52 Armor to you
- Discharging Strike Power Cost -23
- Reckless Slam Damage +46%
- Latent Charge deals +240 Electricity damage after a 5 second delay
- Reverberating Strike restores 96 armor after a 6-second delay
Legs
- Hammer Damage +85
- Hammer attacks deal +16% damage but generate +48% Rage
- Reverberating Strike Damage +25%
- After using Look At My Hammer, all other Hammer attacks cost -8 Power for 12 seconds
- Leaping Smash Damage +70%
- Rib Shatter deals +170 damage to targets that are knocked down
- Way of the Hammer grants all targets +14 Direct Mitigation for 10 seconds
- Thunderstrike heals you for 39 health
- Discharging Strike Damage +34%
- Latent Charge Direct Damage +49%
Hands
- Hammer attacks deal +20% damage to targets whose Rage meters are at least 66% full
- Seismic Impact hits all targets within 8 meters and deals +17% damage
- Way of the Hammer restores 80 Armor to all targets
- Pound To Slag deals +32% damage and hits all enemies within 5 meters, but reuse time is +10 seconds and Power cost is +35%
- After using Look At My Hammer, all other Hammer attacks cost -10 Power for 8 seconds
- Rib Shatter and Leaping Smash Damage +44% if target's Rage is at least 66% full
- Thunderstrike deals +18% damage and knocks all targets back
- Discharging Strike deals +8.5% damage plus 53% more damage if target's Rage meter is at least 66% full
- Reckless Slam and Reverberating Strike boost your Nice Attack Damage +66 for 9 seconds
- Latent Charge deals +240 Electricity damage after a 5 second delay
Feet
- Hammer attacks have a 16% chance to Knock Down targets whose Rage meter is at least 66% full
- Seismic Impact deals +58% damage to targets that are Knocked Down
- Pound To Slag Damage +53%
- Leaping Smash restores 52 Armor to you
- Rib Shatter restores 40 Health to you
- Thunderstrike deals +18% damage and knocks all targets back
- Discharging Strike deals +8.5% damage plus 53% more damage if target's Rage meter is at least 66% full
- Hurl Lightning Damage +53%
- Reckless Slam and Reverberating Strike boost your Nice Attack Damage +66 for 9 seconds
- Latent Charge deals +80 direct damage. In addition, the target takes a second full blast of delayed Electricity damage after an 8-second delay
MainHand
- Hammer Base Damage +40%
- Reverberating Strike Damage +25%
- Way of the Hammer boosts all targets' Electricity Damage +35% for 10 seconds
- Pound To Slag deals +512 damage if target's Rage is at least 66% full
- After using Look At My Hammer, all other Hammer attacks cost -9 Power for 10 seconds
- Leaping Smash Damage +70%
- Rib Shatter restores 40 Health to you
- Hurl Lightning Damage +94 and Reuse Time -1 second
- Thunderstrike Damage +128
- Discharging Strike Damage +34%
- Reckless Slam Damage +46%
OffHand
- Seismic Impact restores 80 Armor to you
- Pound To Slag restores 120 health to you
- Look At My Hammer restores +82 health to you
- Rib Shatter Damage +35%
- Thunderstrike Damage +128
- Discharging Strike and Latent Charge boost your Epic Attack damage +90 for 15 seconds
- Hurl Lightning deals +20% damage and applies Moderate Concussion status: target is prone to random self-stuns
- Reckless Slam boosts your direct damage mitigation +16 for 5 seconds
- Reverberating Strike restores 96 armor after a 6-second delay
Necklace
- Hammer attacks deal +16% damage but generate +48% Rage
- Seismic Impact restores 80 Armor to you
- Way of the Hammer restores 80 Armor to all targets
- Pound To Slag deals +110 damage and hastens the current reuse timer of Look at My Hammer by 5 seconds
- Look At My Hammer restores +120 armor to you
- Leaping Smash and Latent Charge boost your Core Attack damage +91 for 6 seconds
- Hurl Lightning Damage +94 and Reuse Time -1 second
- Rib Shatter deals +170 damage to targets that are knocked down
- Thunderstrike heals you for 39 health
- Reckless Slam deals +64 damage and taunts -285
Ring
- Hammer Damage +85
- Seismic Impact Damage +41.5%
- Way of the Hammer boosts Slashing and Piercing Damage +34% for 10 seconds
- Hurl Lightning and Thunderstrike Damage +30%
- Pound To Slag restores 120 health to you
- Look At My Hammer restores +82 health to you
- Leaping Smash and Latent Charge boost your Core Attack damage +91 for 6 seconds
- Rib Shatter Damage +35%
- Discharging Strike and Latent Charge boost your Epic Attack damage +90 for 15 seconds
- Reckless Slam deals +64 damage and taunts -285
|
Ice Magic
|
Ice Magic Slot List
Note that this only shows the max-level version of each treasure effect.
Head
- Ice Magic Base Damage +40%
- Ice Spear Power Cost -19
- Ice Armor costs -19 Power and restores 51 Power after a 6-second delay
- Ice Armor instantly restores 80 Health
- Freeze Solid reduces the Power cost of all Ice Magic abilities -11 for 7 seconds
- Frostbite causes all target's attacks to deal -18 damage, and their Rage attacks are further reduced by 10%
- Tundra Spikes deals +19% damage, gains +8 Accuracy, and lowers targets' Evasion by -16 for 20 seconds
- Blizzard deals +16% damage, generates -765 Rage and taunts -830
- Ice Lightning boosts your Core Attack Damage +85 for 7 seconds
- While in Cryogenic Freeze, you are 100% resistant to Poison damage
Chest
- Ice Spear deals between +1 and +245 extra damage (randomly determined)
- All Ice Magic attacks that hit a single target have a 33% chance to deal +48% damage
- Chill causes target to take +16% damage from Crushing attacks for 6 seconds, but reset time of Chill is increased +4 seconds
- You regain 40 Health when using Ice Nova or Shardblast
- Ice Armor boosts direct and indirect Trauma Mitigation +42 and all attacks taunt +20%
- Freeze Solid restores 112 armor to you
- Tundra Spikes deals +19% damage, gains +8 Accuracy, and lowers targets' Evasion by -16 for 20 seconds
- Blizzard Damage +120 and you gain Elite Resistance +10% for 20 seconds
- Ice Lightning Damage +50%
- Cryogenic Freeze restores 113 Health
- Ice Veins heals +38 Health and Power cost is -30
- Your Cold Sphere's attacks deal +38 damage and cause the targets to suffer +12% damage from future Cold attacks (non-stacking)
Legs
- Ice Spear Power Cost -19
- Ice Nova and Shardblast deal +61 damage and cost -12 Power
- Ice Armor costs -19 Power and restores 51 Power after a 6-second delay
- Freeze Solid restores 112 armor to you
- Ice Nova deals +120 damage and reuse timer is -2 seconds
- Frostbite deals +176 damage and raises the target's Max Rage by 33%, preventing them from using their Rage attacks as often
- Tundra Spikes stuns all targets after a 8 second delay
- Blizzard deals +16% damage, generates -765 Rage and taunts -830
- Ice Lightning causes the target to become 17% more vulnerable to Fire attacks for 7 seconds
- Your Cold Sphere's Rage attack deals +260 damage
Hands
- Ice Spear heals you for 64 health after a 7-second delay
- Chill causes target to take +16% damage from Crushing attacks for 6 seconds, but reset time of Chill is increased +4 seconds
- Ice Nova restores 60 Armor to you
- Ice Armor boosts Cold attack damage +50
- Frostbite deals +176 damage and raises the target's Max Rage by 33%, preventing them from using their Rage attacks as often
- Tundra Spikes deals 290 armor damage and taunts +600
- Blizzard Damage +120 and you gain Elite Resistance +10% for 20 seconds
- Ice Lightning Damage +50%
- Cryogenic Freeze restores 68 Power
- Ice Veins heals 180 Health over 10 seconds
- Shardblast deals +20% damage and resets the timer on Ice Armor (so it can be used again immediately)
Feet
- Ice Nova and Shardblast deal +43% damage
- Ice Armor boosts Cold attack damage +50
- Freeze Solid and Frostbite Damage +67%
- Frostbite causes all target's attacks to deal -18 damage, and their Rage attacks are further reduced by 10%
- Tundra Spikes deals 290 armor damage and taunts +600
- Blizzard Damage +255
- Ice Lightning boosts your Core Attack Damage +85 for 7 seconds
- While in Cryogenic Freeze, you are 100% resistant to Fire damage
- Ice Veins Healing +85
- Your Cold Sphere's Rage attack deals +260 damage
MainHand
- Ice Magic Base Damage +40%
- Ice Spear Damage +33%
- You regain 40 Health when using Ice Nova or Shardblast
- Ice Armor mitigates +16 Physical and Cold damage, and mitigates +16 more against Elite attacks
- Freeze Solid reduces the Power cost of all Ice Magic abilities -11 for 7 seconds
- You regain 64 Health when using Blizzard
- Ice Spear and Ice Lightning damage +26%
- Cryogenic Freeze restores 168 Armor
- Ice Veins heals 180 Health over 10 seconds
- Your Cold Sphere's attacks deal +50% damage and taunt -25%
- Your Cold Sphere's attacks deals +170 damage, but their Max Health is -80
OffHand
- Ice Spear heals you for 64 health after a 7-second delay
- All Ice Magic attacks that hit a single target have a 33% chance to deal +48% damage
- Ice Nova restores 60 Armor to you
- Ice Armor boosts direct and indirect Trauma Mitigation +42 and all attacks taunt +20%
- Freeze Solid and Frostbite Damage +67%
- Blizzard has a 75% chance to cause all sentient targets to flee in terror
- Cryogenic Freeze restores 113 Health
- Ice Veins heals +17 Health and resets the timer on Ice Armor (so it can be used again immediately)
- Your Cold Sphere gains 90 Health
Necklace
- Ice Spear deals between +1 and +245 extra damage (randomly determined)
- All Ice Magic abilities that hit multiple targets have a 20% chance to deal +50% damage
- Ice Nova and Shardblast deal +61 damage and cost -12 Power
- Ice Armor mitigates +16 Physical and Cold damage, and mitigates +16 more against Elite attacks
- Frostbite debuffs target so that 11% of their attacks miss and have no effect
- Tundra Spikes and Blizzard Damage +59%
- You regain 64 Health when using Blizzard
- Ice Spear and Ice Lightning damage +26%
- Cryogenic Freeze restores 168 Armor
- Your Cold Sphere gains 90 Health
Ring
- Ice Spear Damage +33%
- All Ice Magic abilities that hit multiple targets have a 20% chance to deal +50% damage
- Ice Nova and Shardblast deal +43% damage
- Ice Armor instantly restores 81 Armor, and Fire damage no longer dispels your Ice Armor
- Tundra Spikes and Blizzard Damage +59%
- Blizzard Damage +255
- Ice Lightning causes the target to become 17% more vulnerable to Fire attacks for 7 seconds
- Cryogenic Freeze restores 68 Power
- Ice Veins Healing +85
- Your Cold Sphere's attacks deal +50% damage and taunt -25%
- Your Cold Sphere's attacks deals +170 damage, but their Max Health is -80
|
Knife Fighting
|
Knife Fighting Slot List
Note that this only shows the max-level version of each treasure effect.
Head
- Knife Base Damage +40%
- When wielding two knives, all Knife Fighting attacks have a 33% chance to restore 33 Power
- Blur Cut restores 40 Health after a 15 second delay
- Poisoner's Cut Damage +49.5%
- Fending Blade deals +52 damage and reduces Rage by 480
- Gut Damage +110
- Backstab steals 97 health from the target and gives it to you
- Surge Cut deals 205 Trauma damage over 10 seconds
- Surprise Throw Damage +62%
- Fan of Blades deals +76 damage and causes targets to take +20% damage from Poison for 30 seconds
Chest
- Knife abilities with 'Cut' in their name cause all Knife abilities WITHOUT 'Cut' in their name to have a 40% chance to deal +35% damage for 10 seconds
- Opening Thrust has a 25% chance to cause all Knife abilities WITHOUT 'Cut' in their name to have a 32.5% chance to deal +35% damage for 10 seconds
- Marking Cut causes target to take +24% damage from Trauma attacks for 10 seconds
- Blur Cut deals 105 Poison damage over 10 seconds
- Slice deals 135 Poison damage over 10 seconds
- Slice Damage +36%
- Gut deals an additional 200 Trauma damage over 10 seconds if the target is not focused on you
- Gut deals +49% damage and reuse timer is -1 second
- Surge Cut restores 96 Armor to you
- Hamstring Throw Damage +62%
- Surprise Throw deals +35% damage and stuns the target if they are not focused on you
Legs
- Fan of Blades, Hamstring Throw, and Surprise Throw deal +34% damage and reuse timer is -1 second
- Opening Thrust heals you for 14 health
- Blur Cut deals 105 Poison damage over 10 seconds
- Poisoner's Cut has a 50% chance to deal +115% damage
- Poisoner's Cut boosts Indirect Poison Damage an additional +16 per tick
- Fending Blade deals +52 damage and reduces Rage by 480
- Slice ignores mitigation from armor and deals +76 damage
- Gut Damage +110
- Backstab deals an additional 555 Trauma damage over 10 seconds if the target is not focused on you.
- Surge Cut restores 96 Armor to you
- Surprise Throw deals +35% damage and stuns the target if they are not focused on you
Hands
- Knife abilities with 'Cut' in their name cause all Knife abilities WITHOUT 'Cut' in their name to have a 40% chance to deal +35% damage for 10 seconds
- Opening Thrust has a 25% chance to cause all Knife abilities WITHOUT 'Cut' in their name to have a 32.5% chance to deal +35% damage for 10 seconds
- Marking Cut causes target to take +24% damage from Trauma attacks for 10 seconds
- Fending Blade restores 22 Power
- Slice has a 40% chance to deal +45% damage and restore 85 armor
- Venomstrike has a 46% chance to stun the target and deal +48 damage
- Hamstring Throw Damage +62%
- Surprise Throw restores 70 Power if the target is not focused on you
- Fan of Blades Damage +32%
- Fan of Blades deals +15% damage to all targets and knocks them backwards
Feet
- Marking Cut Damage +74%
- Blur Cut boosts Burst Evasion by 24% for 8 seconds
- Slice deals 135 Poison damage over 10 seconds
- Fending Blade restores 24 Health to you immediately and reduces the target's Rage by 320 after a 5 second delay
- Slice Damage +36%
- Venomstrike Damage +42%
- Gut deals an additional 200 Trauma damage over 10 seconds if the target is not focused on you
- Backstab deals an additional 555 Trauma damage over 10 seconds if the target is not focused on you.
- Hamstring Throw deals +117 direct health damage
- Fan of Blades deals +76 damage and causes targets to take +20% damage from Poison for 30 seconds
MainHand
- Knife Base Damage +40%
- For 5 seconds after using Opening Thrust, all knife abilities with 'Cut' in their name deal +24 damage
- Marking Cut Damage +74%
- Blur Cut restores 40 Health after a 15 second delay
- Venomstrike deals an additional 192 Poison damage over 12 seconds
- Gut deals +48 damage and if target is not focused on you, the trauma damage is boosted 25%
- Backstab steals 97 health from the target and gives it to you
- Surge Cut restores +75 Health to you
- Hamstring Throw deals +117 direct health damage
- Fan of Blades Damage +32%
OffHand
- Indirect Poison Damage +48% when Knife Fighting is active, Indirect Trauma Damage +48% when Knife Fighting is active
- Fan of Blades, Hamstring Throw, and Surprise Throw deal +34% damage and reuse timer is -1 second
- For 5 seconds after using Opening Thrust, all knife abilities with 'Cut' in their name deal +24 damage
- Marking Cut deals +86 armor damage and does not cause the target to shout for help
- Blur Cut grants a 37% chance to ignore stuns for 8 seconds
- Poisoner's Cut boosts Indirect Poison Damage an additional +16 per tick
- Slice ignores mitigation from armor and deals +76 damage
- Venomstrike Damage +42%
- Venomstrike has a 46% chance to stun the target and deal +48 damage
- Gut deals +48 damage and if target is not focused on you, the trauma damage is boosted 25%
- Fan of Blades deals +15% damage to all targets and knocks them backwards
Necklace
- Indirect Poison Damage +48% when Knife Fighting is active, Indirect Trauma Damage +48% when Knife Fighting is active
- Opening Thrust heals you for 14 health
- Marking Cut deals +86 armor damage and does not cause the target to shout for help
- Blur Cut grants a 37% chance to ignore stuns for 8 seconds
- Poisoner's Cut has a 50% chance to deal +115% damage
- Slice has a 40% chance to deal +45% damage and restore 85 armor
- Gut deals +49% damage and reuse timer is -1 second
- Backstab Damage +46%
- Surge Cut restores +75 Health to you
- Hamstring Throw deals +85 direct health damage and causes the target to take +15% damage from Trauma for 20 seconds
- Surprise Throw Damage +62%
Ring
- When wielding two knives, all Knife Fighting attacks have a 33% chance to restore 33 Power
- Blur Cut boosts Burst Evasion by 24% for 8 seconds
- Poisoner's Cut Damage +49.5%
- Fending Blade restores 24 Health to you immediately and reduces the target's Rage by 320 after a 5 second delay
- Fending Blade restores 22 Power
- Venomstrike deals an additional 192 Poison damage over 12 seconds
- Backstab Damage +46%
- Surge Cut deals 205 Trauma damage over 10 seconds
- Hamstring Throw deals +85 direct health damage and causes the target to take +15% damage from Trauma for 20 seconds
- Surprise Throw restores 70 Power if the target is not focused on you
|
Lycanthropy
|
Lycanthropy Slot List
Note that this only shows the max-level version of each treasure effect.
Head
- Lycanthropy Base Damage +40%
- Max Health +35 when Lycanthropy is active
- Pouncing Rake deals +232 Armor damage
- Blood of the Pack restores 90 Health over 10 seconds to you and your allies
- After using Pack Attack, your Lycanthropy Base Damage increases +85% for 7 seconds or until you are attacked
- Sanguine Fangs Damage +59%
- See Red deals +36 damage and Power cost is -16
- See Red grants you 14% melee evasion for 8 seconds
- Smell Fear deals +36% damage and taunts -480
- When you teleport via Shadow Feint, you recover 83 Armor and your Sprint Speed is +3 for 10 seconds
- Skulk causes your next attack to deal +43% damage if it is a Crushing attack
Chest
- Werewolf Bite deals +19% damage and boosts your Nice Attack Damage +50 for 10 seconds
- Claw and Double Claw restore 18 Health
- Werewolf Bite Damage +36%
- Skulk boosts the damage of your Core and Nice Attacks +50 for 30 seconds
- Double Claw Damage +34%
- Pack Attack deals +72 damage and causes target to be 11% more vulnerable to Trauma damage for 10 seconds
- Sanguine Fangs suddenly deals 360 Trauma damage after an 8-second delay
- Blood of the Pack Healing Boost +85
- Corpse-Eating Health Regeneration +16
- Shadow Feint raises your Lycanthropy Base Damage +52% until you trigger the teleport
Legs
- Trauma Damage (Direct & Per-Tick) +56% when Lycanthropy is active
- Bite restores 30 Health to you
- Pouncing Rake Damage +121
- Double Claw Damage +88
- Double Claw deals +32 damage and reuse time is -1.5 seconds
- Pack Attack Damage +41%
- For 10 seconds after using Sanguine Fangs, all other Lycanthropy attacks deal 140 Trauma damage over 8 seconds
- Smell Fear Damage +55%
- Smell Fear deals +27% damage and further reduces Rage by 400
- Blood of the Pack Healing Boost +85
- Shadow Feint causes your next attack to deal +192 damage if it is a Werewolf ability
- When Skulk is used, you recover 52 Health and all enemies within 10 meters are taunted -700
Hands
- Taunt From Attack Damage -27.5% when Lycanthropy is active
- Werewolf Bite hits all enemies within 5 meters and deals +16% damage, but reuse timer is +2 seconds
- Future Pack Attacks to the same target deal +470 damage
- Bite, Pack Attack, and Smell Fear Damage +24%
- Sanguine Fangs deals +29% Crushing damage and doesn't cause the target to yell for help
- For 10 seconds after using See Red, all other Lycanthropy attacks deal 116 Trauma damage over 8 seconds
- See Red grants you 14% melee evasion for 8 seconds
- Skulk grants you +24 Mitigation against all attacks
- When you teleport via Shadow Feint, you recover 100 Health
- Shadow Feint reduces the taunt of all your attacks by 46% until you trigger the teleport
Feet
- Werewolf Bite deals +19% damage and boosts your Nice Attack Damage +50 for 10 seconds
- Taunt From Attack Damage -27.5% when Lycanthropy is active
- Werewolf Claw, Double Claw, and Pouncing Rake Damage +61
- Blood of the Pack causes you and your allies' attacks to deal +35 damage for 30 seconds
- Pack Attack deals +72 damage and causes target to be 11% more vulnerable to Trauma damage for 10 seconds
- Sanguine Fangs causes the target to take +14% damage from Slashing attacks for 15 seconds
- Sanguine Fangs suddenly deals 360 Trauma damage after an 8-second delay
- See Red heals you for 38 health
- Skulk grants you +24 Mitigation against all attacks
- Shadow Feint raises your Lycanthropy Base Damage +52% until you trigger the teleport
- When you teleport via Shadow Feint, you recover 100 Health
MainHand
- Trauma Damage (Direct & Per-Tick) +56% when Lycanthropy is active
- Werewolf Bite Damage +36%
- Max Health +35 when Lycanthropy is active
- Skulk boosts the damage of your Core and Nice Attacks +50 for 30 seconds
- Pouncing Rake Damage +44%
- Blood of the Pack causes you and your allies' attacks to deal +35 damage for 30 seconds
- Sanguine Fangs Damage +59%
- For 10 seconds after using See Red, all other Lycanthropy attacks deal 116 Trauma damage over 8 seconds
- Corpse-Eating Power Regeneration +9
- Shadow Feint causes your next attack to deal +192 damage if it is a Werewolf ability
OffHand
- Pouncing Rake deals +232 Armor damage
- Double Claw Damage +34%
- After using Pack Attack, your Lycanthropy Base Damage increases +85% for 7 seconds or until you are attacked
- Sanguine Fangs deals +288 trauma damage over 8 seconds
- See Red deals +36 damage and Power cost is -16
- See Red increases the damage of your next attack by +95
- Smell Fear Damage +55%
- Smell Fear deals +27% damage and further reduces Rage by 400
- Blood of the Pack restores +71 Health to you and costs -12 Power
- Skulk grants you +70% Projectile Evasion
Necklace
- Lycanthropy Base Damage +40%
- Bite restores 30 Health to you
- Werewolf Claw, Double Claw, and Pouncing Rake Damage +61
- Future Pack Attacks to the same target deal +470 damage
- Bite, Pack Attack, and Smell Fear Damage +24%
- Sanguine Fangs deals +288 trauma damage over 8 seconds
- Sanguine Fangs deals +29% Crushing damage and doesn't cause the target to yell for help
- See Red increases the damage of your next attack by +95
- Blood of the Pack restores +71 Health to you and costs -12 Power
- When Skulk is used, you recover 52 Health and all enemies within 10 meters are taunted -700
Ring
- Claw and Double Claw restore 18 Health
- Pouncing Rake Damage +121
- Double Claw Damage +88
- Pouncing Rake Damage +44%
- Blood of the Pack restores 90 Health over 10 seconds to you and your allies
- Pack Attack Damage +41%
- See Red heals you for 38 health
- Smell Fear deals +36% damage and taunts -480
- Corpse-Eating Health Regeneration +16
- When you teleport via Shadow Feint, you recover 83 Armor and your Sprint Speed is +3 for 10 seconds
- Skulk causes your next attack to deal +43% damage if it is a Crushing attack
|
Mentalism
|
Mentalism Slot List
Note that this only shows the max-level version of each treasure effect.
Head
- Mentalism Base Damage +40%
- Psychology/Mentalism Critical Hit Damage +160% when Mentalism is active
- System Shock deals +48 Electricity damage plus 186 Psychic damage over 12 seconds
- System Shock restores 44 Armor to you
- Revitalize Healing +48
- Reconstruct causes the target to take 14 less damage from attacks for 30 seconds
- Psi Health Wave grants all targets +28 Mitigation vs. Electricity, Acid, and Nature attacks for 20 seconds
- Agonize deals +22% damage and conjures a magical field that mitigates 20% of all physical damage you take for 1 minute (or until 200 damage is mitigated).
- Psi Power Wave instantly restores 31 power to all targets
- Panic Charge knocks all targets back and restores 78 armor to you
- Electrify restores 39 power to you
Chest
- All Psi Wave Abilities cost -14 Power and your Combat Refresh restores +28 Health
- Mindreave deals +36 damage and deals Electricity damage instead of Psychic
- Psychology/Mentalism Critical Hit Damage +160% when Mentalism is active
- Psi Health Wave and Psi Adrenaline Wave instantly heal all targets for 32 health
- Psi Health Wave heals all targets for 70 health after a 15 second delay
- Psi Health Wave, Armor Wave, and Power Wave restore +8 Health, Armor, and Power respectively every few seconds
- Psi Power Wave and Psi Adrenaline Wave restore 44 power to all targets after a 15 second delay
- Psi Power Wave and Psi Adrenaline Wave instantly restore 32 power to you
- Agonize Damage +67%
- Pain Bubble deals +80 damage and restores 60 armor to you
- Electrify generates no rage and removes 1200 Rage
Legs
- Agonize deals +576 Psychic damage over 12 seconds
- System Shock Damage +39%
- System Shock deals +36 damage, generates no Rage, and reduces Rage by 330
- Revitalize Healing +48
- Reconstruct restores 51 Power to the target
- Psi Armor Wave and Psi Adrenaline Wave restore 111 armor to all targets after a 15 second delay
- Psi Health Wave and Psi Armor Wave instantly restore 84 armor to you
- Max Health +68 when Mentalism is active
- Psi Health Wave, Armor Wave, and Power Wave grant all targets +42 Psychic Damage for 60 seconds
- Electrify Damage +45%
Hands
- Electrify stuns the target and deals +32 damage
- System Shock deals +48 Electricity damage plus 186 Psychic damage over 12 seconds
- System Shock restores 44 Armor to you
- Revitalize restores +22 Health and causes the target to take 21 less damage from Psychic and Nature attacks for 12 seconds
- Psi Health Wave and Psi Armor Wave instantly heal you for 47 health
- Psi Armor Wave instantly restores 52 armor to all targets
- Max Power +40 when Mentalism is active
- Psi Power Wave instantly restores 31 power to all targets
- Psi Power Wave and Psi Armor Wave cause all targets' melee attacks to cost -8 Power for 20 seconds
- Agonize Damage +67%
- Pain Bubble deals +80 damage and restores 60 armor to you
Feet
- All Psi Wave Abilities cost -14 Power and your Combat Refresh restores +28 Health
- Mindreave deals +36 damage and deals Electricity damage instead of Psychic
- Electrify, System Shock, and Panic Charge restore 41 Health after a 7 second delay
- Reconstruct Healing +96
- Revitalize restores +22 Health and causes the target to take 21 less damage from Psychic and Nature attacks for 12 seconds
- Reconstruct restores 35 power and boosts target's sprint speed by 4.5 for 10 seconds
- Panic Charge Damage +100%
- Panic Charge knocks all targets back and restores 78 armor to you
- Electrify restores 64 Health to you
- Pain Bubble increases the damage of your ranged attacks by 13% for 10 seconds
MainHand
- For 15 seconds after using Mindreave, your Major Healing abilities restore +48 Health (this effect does not stack with itself)
- Pain Bubble Power Cost -39
- System Shock Damage +39%
- System Shock boosts the damage of your Signature Debuffs by +92 for 6 seconds
- Revitalize Healing +48
- Psi Health Wave, Armor Wave, and Power Wave grant all targets +42 Psychic Damage for 60 seconds
- Psi Adrenaline Wave increases all targets' Slashing damage +9% for 20 seconds
- Psi Adrenaline Wave increases all targets' Electricity damage +9% for 20 seconds
- Psi Adrenaline Wave increases all targets' Crushing damage +9% for 20 seconds
- Agonize deals +70% damage and reuse timer is -11 seconds, but the ability deals 120 health damage to YOU
- Electrify Damage +45%
- Reconstruct Reuse Timer -4.5
OffHand
- System Shock deals +48 Electricity damage plus 186 Psychic damage over 12 seconds
- Reconstruct Healing +96
- Psi Health Wave and Psi Adrenaline Wave instantly heal all targets for 32 health
- Psi Health Wave heals all targets for 70 health after a 15 second delay
- Psi Health Wave, Armor Wave, and Power Wave restore +8 Health, Armor, and Power respectively every few seconds
- Max Power +40 when Mentalism is active
- Psi Power Wave and Psi Adrenaline Wave restore 44 power to all targets after a 15 second delay
- Psi Power Wave and Psi Adrenaline Wave instantly restore 32 power to you
- Max Health +68 when Mentalism is active
- Panic Charge boosts the damage of all your attacks +45 for 20 seconds
- Pain Bubble Damage +192
Necklace
- Mentalism Base Damage +40%
- Mindreave Taunt -525
- Reconstruct causes the target to take 14 less damage from attacks for 30 seconds
- Revitalize restores +20 Health and removes ongoing Trauma effects (up to 26 dmg/sec)
- Revitalize restores 67 armor to YOU (regardless of the target of the ability)
- Psi Armor Wave instantly restores 52 armor to all targets
- Psi Armor Wave and Psi Adrenaline Wave restore 111 armor to all targets after a 15 second delay
- Psi Health Wave and Psi Armor Wave instantly restore 84 armor to you
- Electrify generates no rage and removes 1200 Rage
- Reconstruct Reuse Timer -4.5
- Pain Bubble Damage +192
Ring
- Agonize deals +576 Psychic damage over 12 seconds
- System Shock deals +36 damage, generates no Rage, and reduces Rage by 330
- System Shock boosts the damage of your Signature Debuffs by +92 for 6 seconds
- Reconstruct Healing +96
- Revitalize restores 67 armor to YOU (regardless of the target of the ability)
- Psi Health Wave and Psi Armor Wave instantly heal you for 47 health
- Psi Health Wave grants all targets +28 Mitigation vs. Electricity, Acid, and Nature attacks for 20 seconds
- Panic Charge Damage +100%
- Panic Charge boosts the damage of all your attacks +45 for 20 seconds
- Electrify restores 64 Health to you
- Pain Bubble increases the damage of your ranged attacks by 13% for 10 seconds
|
Necromancy
|
Necromancy Slot List
Note that this only shows the max-level version of each treasure effect.
Head
- Necromancy Base Damage +40%
- Life Steal restores 34 Health
- Deathgaze deals +118 damage and increases your sprint speed +2.5 for 15 seconds
- Wave of Darkness Damage +44%
- Wave of Darkness deals 228 Psychic damage over 12 seconds
- Using Raise Zombie on an existing zombie increases its damage +48 for 5 minutes (this effect stacks with itself)
- Summoned Skeletal Swordsmen have -45% Max Rage, allowing them to use their stun attack more often (DEPRECATED)
- Provoke Undead restores 52 Health to you and causes your attacks to taunt +20% for 10 seconds
- Heal Undead and Rebuild Undead restore +26 Health/Armor
- Heart's Power has a 28% chance to not actually consume the heart(s) (DEPRECATED)
- Summoned Skeletal Archers and Mages deal +13% direct damage, but are instantly destroyed by ANY Nature Damage
Chest
- Death's Hold ignites the target, dealing 228 Fire damage over 12 seconds
- Spark of Death deals +49 damage and renders target 10% more vulnerable to Electricity damage for 30 seconds
- Life Steal reaps 35 additional health
- Deathgaze deals +84 damage and restores 83 armor to you
- Rebuild Undead Healing +71
- Using Raise Zombie on an existing zombie increases its damage +31% for 60 seconds
- Indirect Psychic Damage +40% when Necromancy is active
- Wave of Darkness deals +83 damage and reuse timer is -1 second
- Summoned Skeletons have +50 health
- Using Raise Zombie on an existing zombie raises its Max Health +155 for 60 seconds (and heals +155)
Legs
- Life Steal reaps 35 additional health
- Death's Hold Damage +98%
- Spark of Death deals 180 Psychic damage over 12 seconds
- Rebuild Undead restores 110 health/armor to your undead after a 10 second delay
- Using Raise Zombie on an existing zombie increases its damage +31% for 60 seconds
- Indirect Psychic Damage +40% when Necromancy is active
- Wave of Darkness deals +83 damage and reuse timer is -1 second
- Heal Undead restores +20 and has a 25% chance to boost targets' mitigation +35 for 8 seconds
- Summoned Skeletal Archers and Mages deal +20% direct damage, but take +50% damage from any slashing, piercing, or crushing attacks
- Raised Zombies deal +21% damage
- Raised Zombies deal +39 damage and taunt as if they did +200% more damage
Hands
- Spark of Death deals +49 damage and renders target 10% more vulnerable to Electricity damage for 30 seconds
- Life Steal targets all enemies within 10 meters and steals +32 health, but reuse timer is +3 seconds and Power cost is +23
- Deathgaze deals +95% damage and has +20 Accuracy (which cancels out the Evasion that certain monsters have)
- Rebuild Undead restores 55 Health to you
- Wave of Darkness deals +160 damage to sentient creatures
- Summoned Skeletal Archers and Mages deal +28 direct damage
- Summoned Skeletal Swordsmen taunt as if they did 850% more damage
- Deathgaze deals +104 damage and reuse timer is -3 seconds
- Indirect Fire Damage +40% when Necromancy is active
- Raised Zombies deal +21% damage
Feet
- Death's Hold causes target to take +14% damage from Slashing for 15 seconds
- Spark of Death Damage +40%
- Wave of Darkness deals +160 damage to sentient creatures
- Summoned Skeletons have +76 armor
- Summoned Skeletal Swordsmen have +108 armor
- Provoke Undead causes your minions to deal +25% damage for 10 seconds, but also take 135 damage over 10 seconds
- Deathgaze deals +104 damage and reuse timer is -3 seconds
- Provoke Undead deals 57 damage to your minions, who then deal +50 damage for 10 seconds
- Heal Undead restores +18 health/armor and grants target undead +13 Mitigation from all attacks for 8 seconds
- Raised Zombies deal +20 damage and speed is +10
MainHand
- Necromancy Base Damage +40%
- Life Steal deals 220 Psychic damage over 10 seconds
- Death's Hold Damage +98%
- Spark of Death Damage +40%
- Wave of Darkness Damage +44%
- Using Raise Zombie on an existing zombie increases its damage +48 for 5 minutes (this effect stacks with itself)
- Provoke Undead causes your minions to deal +25% damage for 10 seconds, but also take 135 damage over 10 seconds
- Provoke Undead restores 52 Health to you and causes your attacks to taunt +20% for 10 seconds
- Heal Undead and Rebuild Undead restore +26 Health/Armor
- Heal Undead restores +20 and has a 25% chance to boost targets' mitigation +35 for 8 seconds
- Summoned Skeletons deal +18% direct damage, but take +150% more damage from any cold attacks
OffHand
- Summoned Skeletons deal +17% direct damage
- Death's Hold causes target to take +9.5% damage from Darkness for 15 seconds
- Spark of Death deals +28% damage and taunts +360
- Rebuild Undead Healing +71
- Rebuild Undead restores 55 Health to you
- Wave of Darkness deals 228 Psychic damage over 12 seconds
- Summoned Skeletons have +50 health
- Summoned Skeletons have +76 armor
- Summoned Skeletal Swordsmen have +108 armor
- Provoke Undead causes your minions to deal +35 damage for 10 seconds
- Heal Undead restores +24 Health/Armor and boosts your next attack +43 if it is a Darkness attack
Necklace
- Summoned Skeletons deal +17% direct damage
- Life Steal deals 220 Psychic damage over 10 seconds
- Deathgaze deals +95% damage and has +20 Accuracy (which cancels out the Evasion that certain monsters have)
- Death's Hold causes target to take +14% damage from Electricity for 15 seconds
- Spark of Death deals +28% damage and taunts +360
- Rebuild Undead Power Cost -34
- Provoke Undead causes your minions to deal +35 damage for 10 seconds
- Summoned Skeletal Swordsmen taunt as if they did 850% more damage
- Indirect Fire Damage +40% when Necromancy is active
- Summoned Skeletal Archers and Mages deal +20% direct damage, but take +50% damage from any slashing, piercing, or crushing attacks
- Raised Zombies deal +39 damage and taunt as if they did +200% more damage
Ring
- Death's Hold ignites the target, dealing 228 Fire damage over 12 seconds
- Life Steal restores 34 Health
- Deathgaze deals +84 damage and restores 83 armor to you
- Spark of Death deals 180 Psychic damage over 12 seconds
- Rebuild Undead restores 110 health/armor to your undead after a 10 second delay
- Summoned Skeletal Archers and Mages deal +28 direct damage
- Using Raise Zombie on an existing zombie raises its Max Health +155 for 60 seconds (and heals +155)
- Provoke Undead deals 57 damage to your minions, who then deal +50 damage for 10 seconds
- Heal Undead restores +24 Health/Armor and boosts your next attack +43 if it is a Darkness attack
- Summoned Skeletons deal +18% direct damage, but take +150% more damage from any cold attacks
|
Pig
|
Pig Slot List
Note that this only shows the max-level version of each treasure effect.
Head
- Pig Skill Base Damage +40%
- Pig Bite restores 16 Health
- Pig Bite Taunt -160
- Strategic Chomp deals +36% damage and generates 350 less Rage
- Direct Poison Damage Reduction +48 when Pig is active, Indirect Poison Damage Reduction +16 when Pig is active
- Pig Rend deals +240 Trauma damage over 12 seconds
- Pig Punt has a 35% chance to confuse the target about which enemy is which, permanently shuffling their hatred levels toward all enemies they know about
- Pig Punt deals +20 damage and slows target's movement by 45%
- Porcine Alertness gives all targets +39 Accuracy for 20 seconds
Chest
- Pig Bite Damage +26
- Grunt of Abeyance Healing +42
- Strategic Chomp Damage +58%
- Pig Rend has a 60% chance to deal +84% damage
- Direct Electricity Damage Reduction +48 when Pig is active, Indirect Electricity Damage Reduction +16 when Pig is active
- Squeal Damage +114%
- Mudbath causes the target to take 19% less damage from all attacks for 10 seconds
- Harmlessness restores 126 armor to you
- Porcine Alertness heals all targets for 52 health after a 15 second delay
Legs
- Pig Bite Taunt -160
- Pig Rend Damage +127
- Grunt of Abeyance grants all targets 20% mitigation from attacks, up to a maximum of 200 total mitigated damage.
- Strategic Chomp boosts your mitigation versus physical damage +8 for 20 seconds
- Direct Poison Damage Reduction +48 when Pig is active, Indirect Poison Damage Reduction +16 when Pig is active
- Harmlessness restores 52 power to you
- Pig Punt deals +35% damage and taunts -240
- Frenzy restores 30 power to all targets
- Porcine Alertness restores 55 armor to all targets
Hands
- Pig Bite has a 44% chance to deal +40 damage and hit all targets within 5 meters
- Strategic Chomp boosts your mitigation versus physical damage +8 for 20 seconds
- Strategic Chomp restores 21 Power
- Pig Rend has a 60% chance to deal +84% damage
- Squeal Damage +114%
- Mudbath Healing +92
- Mudbath gives the target +12 absorption of any physical damage for 20 seconds
- Harmlessness heals you for 81 health
- Harmlessness confuses the target about which enemy is which, permanently shuffling their hatred levels toward all enemies they know about
Feet
- Pig Bite Damage +26
- Strategic Chomp Damage +58%
- Squeal boosts sprint speed by 10 for 10 seconds
- Mudbath restores 121 armor to the target
- Pig Punt Damage +52%
- Pig Punt deals +35% damage and taunts -240
- For 15 seconds, Frenzy boosts targets' receptivity to Major Heals so that they restore +51 Health
- Porcine Alertness gives all targets +30% chance to ignore Stun effects for 20 seconds
MainHand
- Pig Rend Damage +127
- Grunt of Abeyance restores 28 Power to all targets
- Grunt of Abeyance restores 61 Armor to all targets
- Squeal uniformly diminishes all targets' entire aggro lists by 36%, making them less locked in to their aggro choices and more easily susceptible to additional taunts and detaunts
- Mudbath Healing +92
- Pig Punt causes the target to ignore you for 10 seconds, or until you attack it again
- Pig Punt has a 35% chance to confuse the target about which enemy is which, permanently shuffling their hatred levels toward all enemies they know about
- Frenzy gives all targets +11 absorption of any physical damage for 20 seconds
- Porcine Alertness heals all targets for 52 health after a 15 second delay
OffHand
- Grunt of Abeyance Healing +42
- Grunt of Abeyance restores 61 Armor to all targets
- Strategic Chomp deals +84 damage and taunts -165
- Mudbath gives the target +12 absorption of any physical damage for 20 seconds
- Harmlessness restores 126 armor to you
- Pig Punt Damage +52%
- Pig Punt deals +20 damage and slows target's movement by 45%
- Porcine Alertness restores 55 armor to all targets
- Porcine Alertness heals all targets for 52 health after a 15 second delay
Necklace
- Pig Skill Base Damage +40%
- Grunt of Abeyance restores 28 Power to all targets
- Grunt of Abeyance grants all targets 20% mitigation from attacks, up to a maximum of 200 total mitigated damage.
- Strategic Chomp deals +36% damage and generates 350 less Rage
- Strategic Chomp deals +84 damage and taunts -165
- Pig Rend deals +240 Trauma damage over 12 seconds
- Max Armor +80 when Pig is active
- Squeal deals 260 Trauma damage over 10 seconds
- Harmlessness heals you for 81 health
Ring
- Pig Rend Damage +127
- Strategic Chomp restores 21 Power
- Squeal deals 260 Trauma damage over 10 seconds
- Mudbath restores 121 armor to the target
- Harmlessness restores 52 power to you
- Frenzy restores 30 power to all targets
- Frenzy gives all targets +11 absorption of any physical damage for 20 seconds
- For 10 seconds, Frenzy boosts targets' indirect damage +8
- Porcine Alertness restores 55 armor to all targets
|
Psychology
|
Psychology Slot List
Note that this only shows the max-level version of each treasure effect.
Head
- Psychology Base Damage +40%
- Psychoanalyze causes the target to take +62 damage from Psychic attacks for 15 seconds
- Tell Me About Your Mother causes target's attacks to deal -20 damage for 60 seconds
- Strike a Nerve generates no Rage and instead reduces Rage by 490
- Pep Talk restores 47 Power
- Fast Talk taunts -2196
- Positive Attitude boosts your Out-of-Combat Sprint Speed by 4 for 60 seconds
- Inspire Confidence increases all targets' Accuracy +16 for 10 seconds
- You Were Adopted deals +40% damage and Power cost is -18
- For 10 seconds after using Soothe, your Major Healing abilities restore +53 Health and your attacks generate -22% Rage
Chest
- Psychoanalyze restores 160 Armor to you
- Soothe, But I Love You, and Cause Terror Damage +165
- Psychology/Mentalism Critical Hit Damage +180% when Psychology is active
- Psychoanalyze, Tell Me About Your Mother, and You Were Adopted Damage +113
- Strike a Nerve deals between 48 and 160 extra damage
- Pep Talk restores 112 Armor
- Fast Talk reduces target's rage by -950 and reuse timer is -2 seconds
- Inspire Confidence restores 48 Power over 9 seconds to all targets
- But I Love You boosts your Nice and Epic Attack Damage +75 for 10 seconds
- But I Love You and Cause Terror Damage +46%
Legs
- Psychoanalyze restores 160 Armor to you
- Pep Talk Reuse Timer -4.5
- Soothe, But I Love You, and Cause Terror Damage +165
- Tell Me About Your Mother boosts your Epic Attack Damage +110 and reduces the Power cost of your Epic Attacks -19 for 15 seconds
- Strike a Nerve generates no Rage and instead reduces Rage by 490
- Fast Talk heals you for 37 health
- Positive Attitude increases your Core Attack Damage +98 for 15 seconds
- Inspire Confidence increases the damage of all targets' attacks +53 for 30 seconds
- You Were Adopted Damage +55%
- Ridicule taunts +640 and target's next attack has a 25% chance to automatically miss
Hands
- Psychoanalyze causes the target to take +62 damage from Psychic attacks for 15 seconds
- Pep Talk Reuse Timer -4.5
- Psychology/Mentalism Critical Hit Damage +180% when Psychology is active
- Mock deals +105% damage, taunts +400, and hits all targets within 20 meters, but reuse timer is +1.5 seconds
- Strike a Nerve deals between 48 and 160 extra damage
- Fast Talk targets all enemies within 10 meters and Power cost is -18
- Inspire Confidence restores 48 Power over 9 seconds to all targets
- But I Love You deals +20% damage and stuns the target
- You Were Adopted deals +33% damage and triggers the target's Vulnerability
- Cause Terror deals +174 damage and restores 38 Health to you
- Ridicule taunts +640 and target's next attack has a 25% chance to automatically miss
Feet
- Mock deals +105% damage, taunts +400, and hits all targets within 20 meters, but reuse timer is +1.5 seconds
- Tell Me About Your Mother causes target's attacks to deal -20 damage for 60 seconds
- Tell Me About Your Mother boosts your Epic Attack Damage +110 and reduces the Power cost of your Epic Attacks -19 for 15 seconds
- Strike a Nerve deals +184 armor damage
- Pep Talk Healing +106
- Fast Talk taunts -2196
- Positive Attitude boosts your Out-of-Combat Sprint Speed by 4 for 60 seconds
- Inspire Confidence restores +118 Armor to all targets
- But I Love You and Cause Terror Damage +46%
- Ridicule boosts movement speed by 4.5 for 6 seconds
MainHand
- Psychoanalyze causes the target to be worth 16% more XP if slain within 60 seconds
- Psychoanalyze, Tell Me About Your Mother, and You Were Adopted Damage +113
- Soothe reuse timer is -1 second and it further reduces Rage by 1050
- Strike a Nerve Damage +38%
- Pep Talk removes ongoing Fire effects (up to 48 dmg/sec)
- Fast Talk reduces target's rage by -950 and reuse timer is -2 seconds
- Positive Attitude increases your Core Attack Damage +98 for 15 seconds
- Positive Attitude Reuse Timer -14
- Inspire Confidence increases the damage of all targets' attacks +53 for 30 seconds
- But I Love You boosts your Nice and Epic Attack Damage +75 for 10 seconds
OffHand
- Psychoanalyze restores 115 Health to you after an 8 second delay
- Tell Me About Your Mother restores 99 Health (or Armor if Health is full)
- Strike a Nerve deals +184 armor damage
- Mock and Ridicule deal +45 damage and taunt +160
- Pep Talk Healing +106
- Inspire Confidence / Positive Attitude Healing +78
- Inspire Confidence restores +118 Armor to all targets
- You Were Adopted deals +40% damage and Power cost is -18
- Cause Terror deals +76 damage, costs -17 Power, and reuse timer is -7 seconds
- For 10 seconds after using Soothe, your Major Healing abilities restore +53 Health and your attacks generate -22% Rage
Necklace
- Psychology Base Damage +40%
- Psychoanalyze deals between 160 and 360 extra damage
- Soothe reuse timer is -1 second and it further reduces Rage by 1050
- Strike a Nerve Damage +38%
- Mock and Ridicule deal +45 damage and taunt +160
- Pep Talk removes ongoing Poison effects (up to 44 dmg/sec)
- Inspire Confidence / Positive Attitude Healing +78
- You Were Adopted Damage +55%
- Cause Terror deals +174 damage and restores 38 Health to you
- Soothe and Psychoanalyze damage +127 and range +5 meters
Ring
- Psychoanalyze restores 115 Health to you after an 8 second delay
- Tell Me About Your Mother restores 99 Health (or Armor if Health is full)
- Pep Talk Healing +106
- Pep Talk restores 47 Power
- Pep Talk restores 112 Armor
- Fast Talk heals you for 37 health
- Positive Attitude increases your Poison Mitigation +16 for 30 seconds
- Inspire Confidence increases all targets' Accuracy +16 for 10 seconds
- Cause Terror deals +76 damage, costs -17 Power, and reuse timer is -7 seconds
- Soothe and Psychoanalyze damage +127 and range +5 meters
Waist
- Strike a Nerve Damage +65 (this treasure effect is retired and is using a placeholder buff) (DEPRECATED)
|
Shield
|
Shield Slot List
Note that this only shows the max-level version of each treasure effect.
Head
- Shield Mastery Base Damage +40%
- Disrupting Bash further reduces target's Rage by 740
- Infuriating Bash Damage +55%
- Elemental Ward mitigates +54 Darkness damage for 30 seconds
- Elemental Ward mitigates +55 direct Trauma damage for 30 seconds
- When you are hit by a monster's Rage Attack, Reinforce restores +42 Armor for 60 seconds (stacks up to 10 times)
- While Bulwark Mode is active all your attacks taunt +50% and restore 26 Armor to you
- Take the Lead boosts the taunt of all your attacks +160%
- Fight Me You Fools deals +43% damage and taunts +500
- Finish It Restores 68 Health
- Fire Shield boosts your direct and indirect Fire mitigation +16 for 20 seconds
Chest
- All types of shield Bash attacks restore 21 Armor
- When you are hit by a monster's Rage Attack, the current reuse timer of Stunning Bash is hastened by 1 second and your next Stunning Bash deals +80 damage
- Disrupting Bash causes the next attack that hits you to deal 29 less damage
- Infuriating Bash Damage +55%
- Elemental Ward boosts your direct and indirect Electricity damage +40 for 30 seconds
- Elemental Ward mitigates +32 elemental damage (Fire, Cold, and Electricity) for 30 seconds. Against Elite attackers, mitigates +32 more
- Reinforce restores +105 Armor and Shield Team restores +53 Armor
- While Bulwark Mode is enabled you recover 26 Armor per second
- Shield Team grants all allies +16 mitigation of all physical attacks (Crushing, Slashing, or Piercing) for 20 seconds
- Fight Me You Fools deals +18% damage and restores 96 Health over 8 seconds
- Finish It Damage +34% and Power Cost -19
Legs
- Stunning Bash Damage +80%
- Disrupting Bash further reduces target's Rage by 740
- Infuriating Bash reduces the Power cost of melee attacks by 10 for 6 seconds
- Strategic Preparation boosts your Indirect Acid Damage +25% for 20 seconds
- When you are hit by a monster's Rage Attack, Reinforce restores +42 Armor for 60 seconds (stacks up to 10 times)
- Shield Team grants all allies 17% evasion of burst attacks for 10 seconds
- Reinforce boosts your Nice Attack Damage +160 for 9 seconds
- While Bulwark Mode is active all your attacks taunt +50% and restore 17 Health to you
- Fight Me You Fools deals +18% damage and restores 96 Health over 8 seconds
- Finish It Damage +64%
- Chance to Miraculously Avoid Death +115% when Shield is active
- Fire Shield boosts your direct and indirect Cold mitigation +16 for 20 seconds
Hands
- All types of shield Bash attacks restore 21 Armor
- All Shield attacks have a 22% chance to conjure a force-shield that mitigates 10% of all nature, darkness, demonic, and acid damage for 30 seconds (or until 100 damage is absorbed). Stacks up to 5 times
- Stunning Bash Damage +80%
- Max Armor +48, Direct Acid Mitigation +32, and Indirect Acid Mitigation +4 while Shield skill active
- Disrupting Bash Damage +67%
- When you are hit, all Shield abilities taunt +182 for 20 seconds (stacks up to 10 times)
- Shield Team grants all allies +16 mitigation of all physical attacks (Crushing, Slashing, or Piercing) for 20 seconds
- Take the Lead boosts your movement speed +2.5 and you recover 48 Power after a 15 second delay
- Fight Me You Fools Damage +53%
- Finish It Damage +34% and Power Cost -19
- All Shield Bash Abilities deal +50 damage and hasten the current reuse timer of Finish It by 2 seconds
Feet
- All Shield Bash Abilities Damage +20%
- All Shield attacks have a 22% chance to conjure a force-shield that mitigates 10% of all slashing, crushing, and piercing damage for 30 seconds (or until 100 damage is absorbed). Stacks up to 5 times
- Infuriating Bash deals +36% damage and taunts +330
- Strategic Preparation boosts your in-combat Armor regeneration +28 for 20 seconds
- Reinforce causes your Major Healing abilities to restore +52 for 10 seconds
- While Bulwark Mode is enabled, other abilities cost -10 Power to use
- Shield Team causes all targets' Survival Utility abilities to restore 100 Armor to them. Lasts 20 seconds
- Take the Lead boosts your movement speed +2.5 and you recover 48 Power after a 15 second delay
- Chance to Ignore Knockbacks +33%, Chance to Ignore Stuns +20%
- Fight Me You Fools boosts Core Attack Damage +200 for 6 seconds
- Fire Shield deals +96 Fire damage to melee attackers
MainHand
- While Shield skill active: Mitigate Slashing +12, Piercing +12, and Crushing +12. Versus Elite attackers, these values are doubled
- Stunning Bash causes the target to take 210 Trauma damage over 12 seconds
- Infuriating Bash reduces the Power cost of melee attacks by 10 for 6 seconds
- Shield Team grants all allies 17% evasion of burst attacks for 10 seconds
- Disrupting Bash causes the target to take +10% damage from Crushing attacks for 8 seconds
- Reinforce boosts your Nice Attack Damage +160 for 9 seconds
- While Bulwark Mode is active all your attacks taunt +50% and restore 26 Armor to you
- Take the Lead heals you for 96 Health after a 15 second delay
- When you are hit, Finish It damage is +64 for 20 seconds (stacks up to 10 times)
- Fight Me You Fools boosts Core Attack Damage +200 for 6 seconds
- Fire Shield causes melee attackers to ignite, dealing 120 Fire damage over 10 seconds
OffHand
- Shield Mastery Base Damage +40%
- While the Shield skill is active, you mitigate 1 point of attack damage for every 20 Armor you have remaining. (Normally, you would mitigate 1 for every 25 Armor remaining.)
- When you are hit by a monster's Rage Attack, the current reuse timer of Stunning Bash is hastened by 1 second and your next Stunning Bash deals +80 damage
- Max Armor +60 when Shield is active
- While Shield skill active: Mitigate Slashing +12, Piercing +12, and Crushing +12. Versus Elite attackers, these values are doubled
- Disrupting Bash Damage +67%
- Infuriating Bash deals +48 damage and boosts your Indirect Acid Damage +54 for 7 seconds
- Strategic Preparation causes your next attack to deal +130 damage if it is a Crushing, Slashing, or Piercing attack
- Elemental Ward boosts your direct and indirect Electricity damage +40 for 30 seconds
- Shield Team causes all targets' Survival Utility abilities to restore 100 Armor to them. Lasts 20 seconds
- Fight Me You Fools deals +43% damage and taunts +500
Necklace
- Max Armor +64 when Shield is active
- Stunning Bash causes the target to take 210 Trauma damage over 12 seconds
- Infuriating Bash deals +48 damage and boosts your Indirect Acid Damage +54 for 7 seconds
- Strategic Preparation boosts your in-combat Armor regeneration +28 for 20 seconds
- Reinforce causes your Major Healing abilities to restore +52 for 10 seconds
- Disrupting Bash causes the target to take +10% damage from Crushing attacks for 8 seconds
- Take the Lead heals you for 96 Health after a 15 second delay
- Fight Me You Fools Damage +53%
- Finish It Restores 68 Health
- Chance to Ignore Knockbacks +33%, Chance to Ignore Stuns +20%
- Chance to Miraculously Avoid Death +115% when Shield is active
Ring
- All Shield Bash Abilities Damage +20%
- Disrupting Bash causes the next attack that hits you to deal 29 less damage
- Infuriating Bash deals +36% damage and taunts +330
- Strategic Preparation causes your next attack to deal +130 damage if it is a Crushing, Slashing, or Piercing attack
- Elemental Ward mitigates +32 elemental damage (Fire, Cold, and Electricity) for 30 seconds. Against Elite attackers, mitigates +32 more
- Reinforce restores +105 Armor and Shield Team restores +53 Armor
- While Bulwark Mode is enabled you recover 26 Armor per second
- Take the Lead boosts the taunt of all your attacks +160%
- Finish It Damage +64%
- All Shield Bash Abilities deal +50 damage and hasten the current reuse timer of Fight Me You Fools by 2 seconds
- Fire Shield deals +96 Fire damage to melee attackers
|
Spider
|
Spider Slot List
Note that this only shows the max-level version of each treasure effect.
Head
- Spider Skill Base Damage +40%
- Premeditated Doom channeling time is -1 second and boosts your Indirect Poison damage +9 (per tick) for 20 seconds
- Inject Venom heals you for 40 health
- Gripjaw Damage +121
- Spit Acid deals +288 armor damage
- Spit Acid deals 270 Acid damage to Health over 12 seconds
- Terrifying Bite causes the target to take +16% damage from Poison attacks
- Premeditated Doom restores 160 armor after a 10-second delay
- Grappling Web causes the target to take +16% damage from Poison (both direct and indirect)
Chest
- Power from Combat Refresh Abilities +24 when Spider is active
- Inject Venom has a 50% chance to deal +85% damage
- Infinite Legs deals +20% damage and reuse timer is -0.5 second
- Spider Bite and Infinite Legs restore 16 Health
- Incubated Spiders have +98 health
- Incubated Spiders have +130 armor
- Incubated Spiders have a 66% chance to avoid being hit by burst attacks
- Spit Acid causes your Signature Debuff abilities to deal +144 damage for 8 seconds
- While Spider skill is active, gain Direct Poison and Acid Mitigation +48 and Indirect Poison and Acid Mitigation +16
- Grappling Web Damage +160
Legs
- Infinite Legs has a 20% chance to boost Spider Skill Base Damage +10% for 30 seconds
- Inject Venom Damage +42%
- Inject Venom heals you for 40 health
- Web Trap Reuse Timer -12
- Gripjaw restores 62 Armor to you
- Gripjaw deals +32% damage and hastens the current reset timer of Grappling Web by 5 seconds
- Infinite Legs Damage +42
- Incubated Spiders have +130 armor
- Terrifying Bite deals 384 Poison damage over 12 seconds
- Premeditated Doom boosts sprint speed +4.5 for 20 seconds
Hands
- Premeditated Doom channeling time is -1 second and boosts your Indirect Poison damage +9 (per tick) for 20 seconds
- Inject Venom has a 50% chance to deal +85% damage
- While you are near your Web Trap, you recover 5 Power per second
- While you are near your Web Trap, you recover 11 Health per second
- Gripjaw deals +32% damage and hastens the current reset timer of Grappling Web by 5 seconds
- For 12 seconds after using Infinite Legs, additional Infinite Legs attacks deal +28 damage
- Incubated Spiders deal +20% direct damage with each attack
- Indirect Poison Damage +80% when Spider is active
- Terrifying Bite damage +25% and reuse timer is -4.5 seconds
- Grappling Web deals 300 Poison damage over 12 seconds
Feet
- Power from Combat Refresh Abilities +24 when Spider is active
- Spider Bite and Infinite Legs have a 50% chance to deal +40% damage
- Inject Venom deals +240 Poison damage over 12 seconds
- Web Trap boosts your movement speed by 8 for 10 seconds
- Infinite Legs Damage +42
- Incubated Spiders have +98 health
- Terrifying Bite boosts sprint speed +8 for 10 seconds
- Terrifying Bite Damage +192
- Premeditated Doom boosts sprint speed +4.5 for 20 seconds
- After using Grappling Web, you are immune to Knockback effects for 12 seconds
MainHand
- Inject Venom Damage +42%
- Combo: Gripjaw+Any Spider+Any Spider+Inject Venom: final step deals +54% damage.
- Gripjaw Damage +121
- For 12 seconds after using Infinite Legs, additional Infinite Legs attacks deal +28 damage
- Indirect Poison Damage +80% when Spider is active
- Spit Acid deals 270 Acid damage to Health over 12 seconds
- Spit Acid raises your Poison Damage +27% for 30 seconds (this buff does not stack with itself)
- Terrifying Bite causes the target to take +16% damage from Poison attacks
- Premeditated Doom restores 104 health after a 10-second delay
OffHand
- Infinite Legs has a 20% chance to boost Spider Skill Base Damage +10% for 30 seconds
- Inject Venom deals +240 Poison damage over 12 seconds
- While you are near your Web Trap, you recover 11 Health per second
- Gripjaw has a 70% chance to deal +87% damage
- Infinite Legs deals +20% damage and reuse timer is -0.5 second
- Spider Bite and Infinite Legs restore 16 Health
- Incubated Spiders have +98 health
- If you use Premeditated Doom while standing near your Web Trap, you gain +50% Spider Skill Base Damage for 20 seconds
- Grappling Web Damage +160
- Grappling Web causes the target to take +16% damage from Poison (both direct and indirect)
Necklace
- Spider Skill Base Damage +40%
- Spider Bite and Infinite Legs have a 50% chance to deal +40% damage
- Combo: Gripjaw+Any Spider+Any Spider+Inject Venom: final step deals +54% damage.
- Web Trap boosts your movement speed by 8 for 10 seconds
- Gripjaw restores 62 Armor to you
- Spit Acid deals +288 armor damage
- Terrifying Bite damage +25% and reuse timer is -4.5 seconds
- Premeditated Doom restores 160 armor after a 10-second delay
- Grappling Web deals 300 Poison damage over 12 seconds
Ring
- Inject Venom Damage +42%
- Gripjaw Damage +121
- Gripjaw has a 70% chance to deal +87% damage
- Incubated Spiders deal +20% direct damage with each attack
- Spit Acid causes your Signature Debuff abilities to deal +144 damage for 8 seconds
- While Spider skill is active, gain Direct Poison and Acid Mitigation +48 and Indirect Poison and Acid Mitigation +16
- Terrifying Bite Damage +192
- Terrifying Bite deals 384 Poison damage over 12 seconds
- Premeditated Doom restores 104 health after a 10-second delay
|
Staff
|
Staff Slot List
Note that this only shows the max-level version of each treasure effect.
Head
- Staff Base Damage +40%
- Pin boosts Core Attack and Nice Attack Damage +98 for 15 seconds
- Suppress and Heed the Stick have +35 Accuracy
- Phoenix Strike deals +189 Fire damage to melee attackers
- Headcracker and Strategic Thrust deal +22% damage and reuse timer is -1 second
- Double Hit ignites the target, dealing 198 Fire damage over 12 seconds
- Deflective Spin damage +80. Targets' next attack deals -10% damage
- Blocking Stance increases your Max Health +51 for 30 seconds (and heals you for 51)
- Blocking Stance mitigates +12 physical damage (Crushing, Slashing, Piercing) for 30 seconds. Against Elite enemies, mitigates +12 more
- Strategic Thrust and Lunge Damage +31%
- Heed The Stick deals +16% Damage and Taunts +960
Chest
- Armor from Combat Refresh Abilities +55 when Staff is active
- Pin heals you for 45 health
- Double Hit Damage +29%
- Phoenix Strike Damage +60%
- Suppress and Deflective Spin Damage +37%
- Redirect causes target to bleed, dealing 448 Trauma damage over 8 seconds
- Blocking Stance increases your Max Health +51 for 30 seconds (and heals you for 51)
- If Strategic Thrust is used on a Vulnerable target, it deals +113 damage and restores 80 Health to you
- Heed The Stick deals +16% Damage and Taunts +960
- Headcracker Damage +60%
Legs
- Phoenix Strike deals +189 Fire damage to melee attackers
- Double Hit ignites the target, dealing 198 Fire damage over 12 seconds
- Blocking Stance boosts your Cold Damage +6.75% for 30 seconds
- Lunge deals +43% damage to health and armor
- Deflective Spin heals 270 Health over 15 seconds
- Redirect Damage +100%
- Strategic Thrust deals +48% damage, plus 40% more damage if the target is Vulnerable
- Heed The Stick Damage +61%
- Headcracker deals +100 damage, generates no Rage, and reduces Rage by 160
- Pin Damage +60%
- Suppress deals +32% damage and causes targets to lose an additional 400 Rage
Hands
- Phoenix Strike costs -16 Power and boosts your Direct Fire Damage +20% for 30 seconds
- Double Hit causes your next attack to deal +100 damage if it is a Crushing attack
- Pin heals you for 45 health
- Lunge hits all enemies within 7 meters and deals +175 damage to health and armor, but reuse timer is +2 seconds
- For 60 seconds after using Blocking Stance, First Aid heals you +68
- For 60 seconds after using Redirect, First Aid heals you +75
- Redirect deals +60 damage and stuns the target
- If Strategic Thrust is used on a Vulnerable target, it deals +113 damage and restores 80 Health to you
- Heed The Stick heals you for 28 health (or armor if health is full)
- Combo: Suppress+Any Melee+Any Melee+Headcracker: final step stuns the target while dealing +200 damage.
Feet
- Armor from Combat Refresh Abilities +55 when Staff is active
- Pin boosts Core Attack and Nice Attack Damage +98 for 15 seconds
- Suppress and Heed the Stick have +35 Accuracy
- Double Hit Damage +29%
- Phoenix Strike deals +41% Fire damage to melee attackers, and ability reuse timer is -7 seconds
- Lunge deals +63 damage and knocks the target backwards
- Deflective Spin restores 66 Health instantly and provides +29 Mitigation from all Elite attacks for 10 seconds
- For 60 seconds after using Blocking Stance, First Aid heals you +68
- For 60 seconds after using Redirect, First Aid heals you +75
- Headcracker Damage +60%
MainHand
- Staff Base Damage +40%
- Suppress and Deflective Spin Damage +37%
- Double Hit deals +36% damage and hastens the current reuse timer of Headcracker by 2 seconds
- Lunge deals +43% damage to health and armor
- Blocking Stance boosts your Psychic Damage +6.75% for 30 seconds
- Redirect Damage +100%
- Strategic Thrust deals +48% damage, plus 40% more damage if the target is Vulnerable
- Heed The Stick Damage +61%
- Headcracker deals +100 damage, generates no Rage, and reduces Rage by 160
- Pin Damage +60%
- Phoenix Strike deals +10% damage and triggers the target's Vulnerability
- Suppress Damage +48%
OffHand
- Smash, Double Hit, and Heed The Stick Damage +125
- All Staff attacks have a 5.5% chance to trigger the target's Vulnerability
- Double Hit costs -16 Power and makes the target 10% more vulnerable to direct Fire and Cold damage for 8 seconds
- Redirect causes target to bleed, dealing 448 Trauma damage over 8 seconds
- Lunge causes the next attack that hits you to deal 29 less damage
- Deflective Spin damage +80. Targets' next attack deals -10% damage
- Strategic Thrust and Lunge Damage +31%
- Heed The Stick gives you +17 mitigation from direct attacks for 10 seconds
- After using Headcracker, you take -50% damage from Psychic attacks for 15 seconds
- Pin causes target's attacks to deal -50% damage for 5 seconds
- For 30 seconds after using Phoenix Strike, your Survival Utility and Major Heal abilities restore 80 Health to you
- Suppress heals you for 45 health
Necklace
- Smash, Double Hit, and Heed The Stick Damage +125
- Phoenix Strike Damage +60%
- Headcracker and Strategic Thrust deal +22% damage and reuse timer is -1 second
- Deflective Spin heals 270 Health over 15 seconds
- Deflective Spin restores 66 Health instantly and provides +29 Mitigation from all Elite attacks for 10 seconds
- Pin deals +120 damage and has +25 Accuracy (which cancels out the Evasion that certain monsters have)
- Blocking Stance boosts your Psychic Damage +6.75% for 30 seconds
- Blocking Stance mitigates +12 physical damage (Crushing, Slashing, Piercing) for 30 seconds. Against Elite enemies, mitigates +12 more
- Redirect generates no Rage, reduces Rage by 1160, and taunts -780
- Heed The Stick heals you for 28 health (or armor if health is full)
- Pin generates no Rage and reduces Rage by 900
- Suppress deals +32% damage and causes targets to lose an additional 400 Rage
Ring
- Nice Attack Power Cost -30 when Staff is active
- All Staff attacks have a 5.5% chance to trigger the target's Vulnerability
- Double Hit causes your next attack to deal +100 damage if it is a Crushing attack
- Blocking Stance boosts your Cold Damage +6.75% for 30 seconds
- Lunge causes the next attack that hits you to deal 29 less damage
- Deflective Spin gives you +18% Projectile Evasion for 15 seconds
- Redirect generates no Rage, reduces Rage by 1160, and taunts -780
- Heed The Stick gives you +17 mitigation from direct attacks for 10 seconds
- Pin generates no Rage and reduces Rage by 900
- Suppress heals you for 45 health
- Suppress Damage +48%
|
Sword
|
Sword Slot List
Note that this only shows the max-level version of each treasure effect.
Head
- Sword Base Damage +40%
- Many Cuts knocks back targets that have less than a third of their Armor, also dealing +40 damage
- Precision Pierce deals +40 direct health damage and further reduces target's Rage by 240
- Parry and Riposte further reduce target's Rage by 680
- Riposte restores 53 armor
- Finishing Blow restores 42 Power to you
- Decapitate deals +425 damage to non-Elite targets
- Flashing Strike deals +217 damage to undead
- Hacking Blade Direct Damage +38%
- Debilitating Blow Damage +55%
Chest
- Sword Damage +70
- Sword Slash and Thrusting Blade restore 18 armor
- Many Cuts and Debilitating Blow Damage +71
- Riposte Damage +62%
- Parry and Riposte Damage +49%
- Flashing Strike and Hacking Blade Damage +29%
- Flashing Strike deals +35% damage and gives you 50% resistance to Darkness damage for 4 seconds
- Finishing Blow restores 104 armor to you
- Decapitate restores 165 armor to you
- Heart Piercer removes (up to) 212 more Rage, turning half of that into Trauma damage
- Precision Pierce Damage +64
- Precision Pierce deals +145% damage but its reuse timer is increased +3 seconds
Legs
- All sword abilities deal +17% damage when you have 33% or less of your Armor left
- Many Cuts deals +184 armor damage
- Precision Pierce deals +40 direct health damage and further reduces target's Rage by 240
- Parry and Riposte further reduce target's Rage by 680
- Wind Strike causes your next attack to deal +114 damage
- Wind Strike and Heart Piercer deal 168 armor damage
- Decapitate deals +80 damage and briefly terrifies the target
- Finishing Blow Damage +44%
- Decapitate Damage +47.5%
- Flashing Strike Damage +50%
- For 6 seconds after using Precision Pierce, your Nice Attacks deal +64 damage
- Hacking Blade generates no Rage, and instead reduces Rage by 325
Hands
- All Sword abilities have a 22% chance to restore 30 Health to you
- Many Cuts and Debilitating Blow Damage +71
- Riposte Damage +62%
- Many Cuts hits all enemies within 5 meters, dealing +30 damage
- Decapitate Reuse Timer -11
- Parry hits all enemies within 5 meters, dealing an additional +30 damage
- Finishing Blow restores 42 Power to you
- For 6 seconds after using Precision Pierce, your Nice Attacks deal +64 damage
- Hacking Blade generates no Rage, and instead reduces Rage by 325
Feet
- Sword Damage +70
- Parry and Riposte Damage +20% and Power Cost -8
- Many Cuts deals +21% damage and stuns targets that have less than a third of their Armor remaining. However, Power cost is +33%
- Many Cuts knocks back targets that have less than a third of their Armor, also dealing +40 damage
- Flashing Strike and Hacking Blade Damage +29%
- Finishing Blow and Decapitate damage +150
- Heart Piercer removes (up to) 212 more Rage, turning half of that into Trauma damage
- Precision Pierce Damage +64
- Chance to Ignore Stuns +30% when Sword is active
- Hacking Blade deals +192 Trauma damage over 12 seconds
MainHand
- Sword Base Damage +40%
- Many Cuts deals +184 armor damage
- Many Cuts and Debilitating Blow deal +134 damage to Arthropods (such as spiders, mantises, and beetles)
- Riposte restores 53 armor
- Wind Strike and Heart Piercer deal 168 armor damage
- Wind Strike deals +38% damage and gives you +16 Accuracy for 10 seconds (Accuracy cancels out the Evasion that certain monsters have)
- Wind Strike gives you +50% projectile evasion for 5 seconds
- Finishing Blow Damage +44%
- Decapitate Damage +47.5%
- Flashing Strike Damage +50%
- Hacking Blade deals +192 Trauma damage over 12 seconds
OffHand
- All Sword abilities have a 22% chance to restore 30 Health to you
- Parry restores 26 health
- Finishing Blow gives you 25% resistance to Elemental damage (Fire, Cold, Electricity) for 10 seconds
- Finishing Blow restores 104 armor to you
- Decapitate restores 165 armor to you
- Flashing Strike heals you for 55 health
- Heart Piercer heals you for 40 health
- Precision Pierce and Heart Piercer restore 18 Health to you
- Hacking Blade and Debilitating Blow deal 138 Trauma damage over 12 seconds
- Debilitating Blow Damage +55%
Necklace
- Many Cuts and Debilitating Blow deal +134 damage to Arthropods (such as spiders, mantises, and beetles)
- Debilitating Blow hastens the current reuse timer of Decapitate by 8 seconds
- Parry restores 26 health
- Wind Strike deals +38% damage and gives you +16 Accuracy for 10 seconds (Accuracy cancels out the Evasion that certain monsters have)
- Decapitate deals +425 damage to non-Elite targets
- Flashing Strike deals +217 damage to undead
- Heart Piercer deals +18% piercing damage and heals you for 23 health
- Chance to Ignore Stuns +30% when Sword is active
- Hacking Blade and Debilitating Blow deal 138 Trauma damage over 12 seconds
- Debilitating Blow deals +40 damage and causes your Core Attacks to deal +75 damage for 7 seconds
Ring
- Parry and Riposte Damage +20% and Power Cost -8
- Wind Strike hastens the current reuse timer of Finishing Blow by 6 seconds
- Finishing Blow and Decapitate damage +150
- Flashing Strike heals you for 55 health
- Heart Piercer heals you for 40 health
- Heart Piercer deals +18% piercing damage and heals you for 23 health
- Precision Pierce and Heart Piercer restore 18 Health to you
- Precision Pierce deals +145% damage but its reuse timer is increased +3 seconds
- Hacking Blade Direct Damage +38%
- Debilitating Blow deals +40 damage and causes your Core Attacks to deal +75 damage for 7 seconds
|
Unarmed
|
Unarmed Slot List
Note that this only shows the max-level version of each treasure effect.
Head
- Unarmed Base Damage +40%
- Unarmed attacks deal +42 Armor damage
- While Unarmed skill is active: you gain +4% Melee Evasion and any time you Evade a Melee attack you recover 64 Armor
- While Unarmed skill is active: any time you Evade an attack, your next attack deals +133 damage
- Taunt From Attack Damage +80% when Unarmed is active
- Mamba Strike Damage +47 and Reuse Time -1 sec
- Barrage costs -14 Power and restores 23 Armor to you
- Hip Throw and Bodyslam deal +22% damage and generate -390 Rage
- Bodyslam deals +80 damage and grants you immunity to direct damage for 3 seconds
- Slashing Strike boosts your Melee Evasion +4.25% for 5 seconds
- Infuriating Fist damage +53 and for 10 seconds all Elite attacks deal -7% damage to you.
Chest
- Jab and Infuriating Fist Damage +64
- Knee Kick Damage +44%
- While Unarmed skill is active: 19% of all Slashing, Piercing, and Crushing damage you take is mitigated and added to the damage done by your next Punch, Jab, or Infuriating Fist at a 260% rate
- Kick attacks restore 42 Armor
- Headbutt Damage +44%
- Claw Barrage Damage +119
- Hip Throw Damage +50%
- Bodyslam heals you for 130 health
- Cobra Strike and Mamba Strike boost your Nice Attack and Signature Debuff ability damage +55 for 7 seconds
- Cobra Strike and Mamba Strike restore 42 Armor to you
- Slashing Strike deals +15% damage and hastens the current reuse timer of Hip Throw by 2.5 seconds
- Infuriating Fist damage +53 and for 10 seconds all Elite attacks deal -7% damage to you.
Legs
- Unarmed attacks deal +20% damage when you have 33% or less of your Armor left
- While Unarmed skill is active: 26.5% of all Darkness and Psychic damage you take is mitigated and added to the damage done by your next Punch, Jab, or Infuriating Fist at a 300% rate
- Kick Damage +80
- Kick attacks deal +34% damage when you have 33% or less of your Armor left
- Barrage Damage +54%
- Barrage and Headbutt ignite the target, causing them to take 212 Fire damage over 8 seconds
- Headbutt and Knee Kick Damage +108
- Hip Throw and Bodyslam deal +22% damage and generate -390 Rage
- Cobra Strike and Mamba Strike Damage +51%
- Bruising Blow deals +28% damage and hastens the current reuse timer of Bodyslam by 5 seconds
- Bruising Blow and Headbutt restore 28 Health
Hands
- Kick attacks deal +13% damage and grant you 8% Physical Damage Reflection for 15 seconds
- While Unarmed skill active: 21% of all Acid, Poison, and Nature damage you take is mitigated and added to the damage done by your next Kick at a 280% rate
- Barrage hits all enemies within 5 meters and deals +19% damage, but reuse timer is +3 seconds
- Headbutt deals +20% damage and conjures a magical field that mitigates 15% of all physical damage you take for 10 seconds (or until 400 damage is mitigated)
- Hip Throw deals +160 damage, plus bonus Armor-specific damage equal to 15% of the attack's total regular damage
- Hip Throw hits all enemies within 8 meters and deals +16% damage, but Power cost is +20
- Cobra Strike and Mamba Strike boost your Nice Attack and Signature Debuff ability damage +55 for 7 seconds
- Bruising Blow deals Trauma damage instead of Crushing, and targets suffer +12.5% damage from other Trauma attacks for 20 seconds
- Slashing Strike deals +15% damage and hastens the current reuse timer of Hip Throw by 2.5 seconds
- Cobra Strike, Mamba Strike, and Slashing Strike deal +40 damage and can be used while stunned. Doing so removes the stun effect from you.
- Infuriating Fist damage +103. Damage becomes Trauma instead of Crushing
Feet
- Jab and Infuriating Fist Damage +64
- Knee Kick Damage +44%
- While Unarmed skill is active: 19% of all Slashing, Piercing, and Crushing damage you take is mitigated and added to the damage done by your next Punch, Jab, or Infuriating Fist at a 260% rate
- While Unarmed skill is active: 26.5% of all Darkness and Psychic damage you take is mitigated and added to the damage done by your next Punch, Jab, or Infuriating Fist at a 300% rate
- Front Kick Damage +40%
- While Unarmed skill active: 21% of all Acid, Poison, and Nature damage you take is mitigated and added to the damage done by your next Kick at a 280% rate
- Claw Barrage Damage +119
- Cobra Strike and Mamba Strike Damage +51%
- Bruising Blow deals +28% damage and hastens the current reuse timer of Bodyslam by 5 seconds
- Chance to Ignore Knockbacks +30% when Unarmed is active
- Infuriating Fist taunts +460 and deals 150 Trauma damage over 6 seconds
MainHand
- Unarmed Base Damage +40%
- Unarmed attacks deal +42 Armor damage
- Unarmed attacks deal +9 damage and have +16 Accuracy (which cancels out the Evasion that certain monsters have)
- While Unarmed skill is active: you gain +4% Melee Evasion and any time you Evade a Melee attack you recover 64 Armor
- While Unarmed skill is active: any time you Evade an attack, your next attack deals +133 damage
- Kick Damage +80
- Hip Throw Damage +50%
- Bodyslam Damage +47%
- Bodyslam deals +435 damage to non-Elite enemies
- Bruising Blow Damage +55%
- Slashing Strike and Claw Barrage deal +126 Trauma damage over 6 seconds
OffHand
- Punch, Jab, and Infuriating Fist restore 18 Health to you
- Mamba Strike Damage +47 and Reuse Time -1 sec
- Mamba Strike and Front Kick damage +68
- Kick attacks deal +18% damage and slow target's movement speed by 45%
- Barrage costs -14 Power and restores 23 Armor to you
- Headbutt Damage +44%
- Bodyslam heals you for 130 health
- Slashing Strike Damage +31%
- Slashing Strike boosts your Melee Evasion +4.25% for 5 seconds
- Chance to Ignore Knockbacks +30% when Unarmed is active
- Infuriating Fist deals +40% damage and taunts +400
Necklace
- Unarmed attacks deal +20% damage when you have 33% or less of your Armor left
- Unarmed attacks deal +9 damage and have +16 Accuracy (which cancels out the Evasion that certain monsters have)
- Mamba Strike and Front Kick damage +68
- Kick attacks deal +34% damage when you have 33% or less of your Armor left
- Barrage and Headbutt make the target 19% more vulnerable to Psychic damage for 20 seconds (this effect does not stack with itself)
- Hip Throw deals +160 damage, plus bonus Armor-specific damage equal to 15% of the attack's total regular damage
- Bruising Blow causes the target to take +24% damage from Poison for 20 seconds
- Bodyslam deals +435 damage to non-Elite enemies
- Cobra Strike Damage +80
- Bruising Blow and Headbutt restore 28 Health
- Slashing Strike Damage +31%
- Slashing Strike and Claw Barrage deal +126 Trauma damage over 6 seconds
Ring
- Punch, Jab, and Infuriating Fist restore 18 Health to you
- Taunt From Attack Damage +80% when Unarmed is active
- Kick Damage +80
- Kick attacks restore 42 Armor
- Barrage Damage +54%
- Barrage and Headbutt ignite the target, causing them to take 212 Fire damage over 8 seconds
- Headbutt and Knee Kick Damage +108
- Bodyslam Damage +47%
- Cobra Strike and Mamba Strike restore 42 Armor to you
- Bruising Blow Damage +55%
- Infuriating Fist deals +40% damage and taunts +400
|
Unknown
|
Unknown Slot List
Note that this only shows the max-level version of each treasure effect.
MainHand
- (DEPRECATED)
- Melee attacks deal +50 damage to Pigs (DEPRECATED)
- All Hammer attacks have a 25% chance to ignite the target, causing 850 damage over 20 seconds (DEPRECATED)
Waist
- All Hammer attacks except for Pound have a 10% chance to restore 85 health and armor (DEPRECATED)
|