Concept: WDM
WDM is short for 'Weapon Damage Modifier'. It refers to attacks/skills (melee and missile) whose damage depends on the damage of the equipped weapon (even if the damage is converted to another element). Those attacks have a chance to hit roll. Spells are not WDM because their damage does not depend on the equipped weapon damage (they do not trigger a chance to hit roll).
For example, the Paladin Vessel of Judgement spell creates missiles that do physical damage, but it does not depend on the damage of the equipped weapon, so it is not a WDM skill and does not have a chance to hit roll.
On the other hand, Barbarian's Stormblast melee skill creates missiles that do 1/2 damage that a normal melee attack does (so it's a WDM skill).
Note that a melee skill still always hits with a normal melee attack (some rare skills modify it) if it creates missiles. Ie. the original melee attack is the trigger for creating the missiles. This confusion might arise with some skill that only list the modifiers for the missiles created with the attack and don't list any modifiers for the original melee attack - eg. Stormblast, again.
Concept: Damage conversion
Concept: Attacks with charges
Concept: Special Monster Types
Super Unique
Boss
Concept: Animation-lock and Hit recovery
hit recovery caused by: high damage or a hit while having the stun swirlies above the head (but not being necessarily stunned).
'animation' lock: block-lock, knockback, freeze, stun attack.
best defense against most of these is to not get hit, or get hit less often or reduce the effect/duration:
higher defense (not spells), avoid, block (not spells), moving, hit recovery speed (check frames), do not run (running reduces defense to 0 and chance to block to 1/3). having uninteruptable attack helps to deliver an attack without being interrupted thus maybe killing some attackers to ease the lock. any kind of minions to tank hits, distract or kill enemies. reducing enemy numbers or hit chance/rate (either by being a much higher level or directly reducing it by debuffs/auras/curses or crowd control or slowly killing them, area damage spells/attack)
reducing specific lockdowns
how to fight hit recovery: having higher life, damage reduction/resistances/absorbs/magic shield.
how to reduce block-lock: turn on running and run to reduce block rate to 1/3 (but will reduce defense to 0), higher block rate, lower chance to block (from items/skills/spells), lower dexterity.
freeze: half freeze duration, cannot be frozen, cold resistance/immunity, having a higher level than the attacker.
stun: hit recovery speed (check frames, helps if not stunned but if you're in the hit recovery because you were hit while having stun swirlies)
knockback: having something behind you (wall/unpassable terrain, other players/monsters, map objects like barrels/chests/urn, etc.)
Concept: Burn damage
What do player hits carry?
Melee (WDM)
Missile (WDM)
Spell (Non-WDM)
Explosion (Deathstrike)
-% to Enemy Resistances, +% to Spell Damage and Adds #-## damage can be for any element: physical, magical, fire, lightning, cold and/or poison.
Spells
-% to Enemy [Element] Resistance
Reduces enemy resistance from that element (fire, cold, lightning or poison), allowing you (not your minions or hirelings) to do more damage with it. If their resist from that element is under 0%, you actually do MORE damage than normal.
Remember that -% to Enemy [Element] Resistance only from items cannot pierce enemy element immunity. It can do so only if it's from skills, and you reduce the enemy resistance under 100% with it. Note that some enemies have resistances stacked well over 100%, but they are very rare, and are usually found in uberquests, mostly as bosses.
So in most cases, it's best to focus on one element and get it to -199% to Enemy [Element] Resistance, as -100% [Element] Resist is the lower cap for all monsters. Then, if the monsters are not immune, or drop their immunity, you can get it down from 99% to -100%.
See THIS PAGE for a list of monster resistances (slightly outdated).
Note that -% to Enemy Cold Resistance affects the duration of chill and freeze effects by reducing resistance to cold.
See BELOW for more information on chill and freeze.
-% to All Enemy Resistances
Same as above, but for all 4 elements (fire, cold, lightning and poison) at the same time.
+% to Spell Damage
+% to [element] Spell Damage
+% to Physical/Magic Spell Damage
increases physical spell damage AND magical spell damage, ie. damage of the spells that do physical damage and damage of the spells that do magic damage
+# Energy/Strength Factor to Spell Damage
+% Bonus to Energy Factor
+% Bonus to Poison Skill Duration
% Bonus to Buff/Debuff/Cold Skill Duration
Spells Cost Life instead of Mana
Attack
Final damage or attack rating is always rounded down.
Chance to hit
The chance to hit is as follows:
Where AR is Attack Rating, and chance to hit is capped between 5% and 95%. Chance to hit a running player is 100%.
+# to Attack Rating
Increases the attack rating beyond the base value, before the percentage bonus is applied. Base attack rating is:
for any character, unlike cLod.
% Bonus to Attack Rating
Applied after the above.
Adds #-## damage
Adds # minimum and ## maximum physical damage to the attack damage after the weapon's % Enhanced Damage, but before Enhanced Weapon Damage +% from items and skills.
Adds #-## [element] damage
Adds # minimum and ## maximum fire, lightning, cold or magic damage to the attack damage. Is it affected by Enhanced Weapon Damage +%?
Adds #-## poison damage over ### seconds
See concept: poison damage. Is it affected by Enhanced Weapon Damage +%?
+# damage
Adds # minimum and maximum physical damage to the attack before Enhanced Weapon Damage +% from items and skills.
+# [element] damage
Adds # minimum and maximum fire, lightning, cold or magic damage to the attack. Is it affected by Enhanced Weapon Damage +%?
+# to Minimum Damage
Adds # minimum physical damage to the attack before Enhanced Weapon Damage +% from items and skills.
+# to Maximum Damage
Adds # maximum physical damage to the attack before Enhanced Weapon Damage +% from items and skills.
+# to Minimum [Element] Damage
Adds # minimum fire, lightning, cold or magic damage to the attack. Is it affected by Enhanced Weapon Damage +%?
+# to Maximum [Element] Damage
Adds # maximum fire, lightning, cold or magic damage to the attack. Is it affected by Enhanced Weapon Damage +%?
% Enhanced Damage
Increases the weapon's minimum and maximum damage by % of the base minimum and maximum damages.
Enhanced Weapon Damage +%
Increases the minimum and maximum damage of an attack by % after % Enhanced Damage and other # damage (integer damage) bonuses (multiplicative). Does it increase elemental damage?
Enhanced Weapon Damage +% from items comes in the formulas at the same place as % Enhanced Damage from skills (additive), so they can be regarded as equivalent.
Adds Strength Damage Bonus: (#/256 per Strength)%
This modifier works in a similar way as Enhanced Weapon Damage +% (they're additive), but the % damage increase scales with Strength, as Strength * #/256. # is a number from the files, a majority of weapons usually have 51 or 76 – some less impressive weapon item types have 25, and more impressive 102.
Adds Dexterity Damage Bonus: (#/256 per Dexterity)%
Same as above, but with Dexterity.
+% Damage to Undead
This modifier works in a similar way as Enhanced Weapon Damage +% (they're additive), but is applied only when an Undead is hit. Blunt weapons always have at least +50% Damage to Undead.
See THIS PAGE for a list of Blunt weapons.
+% Damage to Demons
Same as above, but for Demons, except that Blunt weapons don't do extra damage to Demons.
% Enhanced Damage vs. Necrobots
Same as above, but for Necrobots.
% Enhanced Damage vs. the Zakarum
Same as above, but for the Zakarum.
Additional attack effects
-% to Enemy [Element] Resistance
reduces it for flat element damage?
See ABOVE for a more information about reducing enemy resistances.
-% to All Enemy Resistances
reduces it for flat element damage?
See ABOVE for a more information about reducing enemy resistances.
Stun Attack
Stuns targets on melee hit for a specific amount of time, different duration for each item or skill (or skill level). If a ranged skill has stun, it will work too. Target is incapacitated and cannot move, attack/cast or block during it, and has a small swirling overlay above. Stun timer can be reset by applying stun again – the last duration is applied.
Players cannot be fully stunned, but they still get the stun overlay. If you hit a player with the stun overly, he/she will be put into hit recovery even if you do no damage. Champions, Unique and Super Unique monsters have only 10% chance to be stunned. Bosses and some static units and monsters cannot be stunned.
See BELOW for a more information about hit recovery.
Knockback (Item)
Melee and ranged WDM on hit chance to push targets back and put them in hit recovery. Does not move back if there is something blocking the path (wall, other monster, barrel, etc.) or the target is frozen.
75% chance for small targets, 50% for medium (players included), 25% for large. Bosses and most Superuniques can't be knocked back. The knockback distance is almost always the same, but sometimes, rarely, it can be shorter or even none.
Skill knockback can have a different chance and different effects on different targets.
Ignore Target's Defense
Makes it as if the targeted monsters doesn't have any defense – meaning the chance to hit them (WDM melee and missile) is always:
Capped between 5% and 95%, rounded down.
Does not work on:
To always have 95% chance to hit with ITD, the monster level has to be at most 10% more than the character level, meaning a level 120 character can hit any monster with 95% chance (unless maybe if they're in the list above).
If it's on a weapon, works only on that weapon WDM carrying attacks (melee & missile). Check if true?
Prevent Monster Heal
Stops monster natural life regeneration for 120000 frames (80 minutes) on melee and ranged WDM hit by a player (can't be applied by other units). It is only applied if the life has changed, either due to damage taken or regenerated. If Prevent Monster Heal is applied, Open Wounds cannot be applied unless the target takes damage or is a player.
Slain Monsters Rest in Peace
If a character has this modifier (can be applied only by players), bodies of monsters he/she killed cannot be reanimated or used in any other way (resurrect, corpse explosion, etc.). This is useful to prevent monsters from using corpses or to prevent reanimates because of lag or them attracting unwanted attention.
It is not applied if the monster is killed by reflected damage, attacker takes ([element]) damage or if the modifier is on the off-hand weapon but the monster was killed by the main-hand weapon.
% Chance of Crushing Blow
When you hit a monster with an WDM attack (melee or missile), this modifier indicates the chance to reduce the target's current life by:
Target | Melee | Missile |
---|---|---|
Player Hireling | 1/10 | 1/20 |
Super Unique Boss | 1/8 | 1/16 |
Other | 1/4 | 1/8 |
This life reduction is done before the hit damage is applied. Increased player count makes crushing blow reduce life by the same amount as if there was just one player present, but as monster's life increased, it would take a smaller fraction of life.
Positive physical resistance (ie. Damage Reduced by %) reduces the life that crushing blow takes, and at 100% it gives immunity to Crushing Blow. Players with physical resistance over 50% still get the bonus over 50% and can get the immunity at 100% – eg. 75% physical resistance for players reduces normal physical damage by 50% (cap), but still reduces life lost from crushing blow by 75%.
% Deadly Strike
It's the chance to double your physical damage from melee and missile sources (not spells). It's calculated after all other damage modifiers, but before any damage conversion (physical to other element) takes place – so it doubles the converted element damage as well, when it happens. Only the chance from the attacking weapon is added when dual-wielding.
% Chance of Open Wounds
A chance to apply a life drain and bleeding to an enemy for 8 seconds (200 frames) on hitting (WDM melee and missile). It disables the natural regeneration, but does not disable any other life gain/loss, eg. skill life gain, item Regenerate Life, Life after each Kill, etc. When dual-wielding, only the attacking weapon adds towards the total chance.
Character Level | Life Drain per frame |
---|---|
1 to 15 | (9*clvl + 31)/256 |
16 to 30 | (18*clvl - 104)/256 |
31 to 45 | (27*clvl - 374)/256 |
46 to 60 | (36*clvl - 779)/256 |
> 60 | (45*clvl - 1319)/256 |
Some targets have modified life drain:
In the first frame there is no life drain. If the target's life doesn't change (after a hit or by regeneration), it will not get Open Wounds, unless the target is a player character. There is no way to resist it after it has been applied and any subsequent hits just reset the duration – the life drain does not stack and the amount of life drain stays the same as was from the first attack. Bleeding occurs even if life drain cannot be applied.
% Chance of Uninterruptable Attack
Target Takes Additional Damage of #
Hit Causes Monster to Flee +%
Hit Blinds Target +#
Freezes Target +#
-% Target Defense
Reduces the total target defense by % when calculating the chance to hit with WDM melee attack and missiles. Cannot reduce defense under 0, and the actual defense stays the same, this is only used to calculate the chance to hit. It is equivalent to increasing the Attack Rating by 100%/(100% - % Target Defense).
Unlike Ignore Target's Defense, it works on all monsters, but only at half the effectiveness against: Players, Hirelings, Super Uniques and Bosses. It can be stacked to -200% to gain -100% against those monster types, though.
-# to Monster Defense per Hit
Reduces a monster's defense on WDM melee and missile hit, and stays applied after it, stacking with further applications. Does not affect the defense before the actual hit, unlike -% Target Defense. It helps just the player who applied it and his/her minions and hirelings.
Slow, Chill and Freeze
Cold Length slow (Chill)
20% slow on hit (10% for players, since slow is 1/2 effective on them) that usually accompanies items/skills with cold damage. It can also come from trying to freeze monsters that cannot be frozen. Duration can vary from item to item, but generally, the higher the damage, the longer the chill (most items have about 1-2 sec chill, but some have up to 8 sec). Some items don't chill even though they do cold damage, but they're a small minority.
Unlike cLod, it does not reduce with difficulty. Cold Resist % (countered by -% to Enemy Cold Resistance) and Half Freeze Duration reduce the chill duration (multiplicative). Cold Immunity and Cannot Be Frozen give immunity to it. Some monsters have reduced or 0 chill effectiveness (not duration), possibly even different values on different difficulties.
Monsters have a 20% chance to shatter if killed while chilled, leaving no body.
Freeze Length
Can freeze normal and minion monsters, thus incapacitating them, and it chills all other units (if they can be chilled). The duration can be affected in the same way as chill is (see above), and monsters with 0 chill effectiveness cannot be frozen, as well.
Monsters shatter when they are killed while frozen, leaving no body behind.
Slow
One of the most powerful modifiers in the game because it allows you, by superior maneuverability, to avoid getting hit or simply a slower enemy attack rate and movement speed (these are capped at minimum of 15% and 25%, respectively). It has been heavily nerfed many times to balance the game. There are many different sources of slow – items, cold damage, skills, minion skills... The cap for slow is:
All different sources of slow stack (additively), but same sources override each other – the last applied slow stays on, with its indicated slow % and duration reseted.
The 4 slows below are actually the same slow source, but triggered at different times, so they do not stack with each other. The one to hit last will override the previous slow, and it lasts 30 sec. Slows Target by % has priority over Slows Melee Target by %.
Slows Target by %
Slows any enemy you hit, and is carried by WDM missiles.
Slows Melee Target by %
Slows an enemy you hit in melee, and is not carried by WDM missiles.
Slows Attacker by %
Slows an enemy that hits you in melee.
Slows Ranged Attacker by %
Slows an enemy that hits you with a missile attack (not spells).
Freezes Target +#
Freezes attacker +#
% Bonus to Buff/Debuff/Cold Skill Duration
see spells and skill spell damage section
Half Freeze Duration
Reduces chill and freeze duration by half. Does not stack. See chill and freeze above for details.
Cannot Be Frozen
Gives immunity to chill and freeze. See chill and freeze above for details.
Life, mana and stamina gain
% Life/Mana/Stamina stolen per Hit (Leech)
Returns life/mana/stamina equal to the % of the applied WDM physical damage on melee or missile hit.
There is a penalty for life and mana leech: Hatred 1/4, Terror 1/50 and Destruction 1/100.
+# Life/Mana on Striking
melee/ranged (any element? wdm?) hit
+# Life/Mana on Striking in Melee
melee (any element? wdm?) hit
+# Life/Mana after each Kill
melee/ranged/spell kill
+# Life after each Demon Kill
melee/ranged/spell kill
+# Life/Mana when Struck by an Enemy
on melee hit (any element?)
Replenish Life +# / Drain Life -#
Life gained/drained per frame is #/256. Unlike natural monster regeneration, it cannot be prevented by Open Wounds or doing (poison) damage in that frame.
Drains % Life per Second
Regenerate Mana +%
% Damage Taken Goes To Mana
If an item provides you with a 10% Damage taken Goes to Mana modifier, and you receive 40 damage, you will gain 10% * 40 = 4 mana. the damage you take will not be changed, you will just receive mana.
% Slower Stamina Drain
% Increased Healing Rate from Apples
Natural monster regeneration
Procs
Procs give a chance to use/cast a skill/spell when triggered by something. Keep in mind the difference between attacking (may miss) and actually hitting something; also shield-blocks do not count as a hit. More than one proc can be triggered by the same event. Same procs with different levels trigger separately, but the chances stack and trigger just once if they are the same level.
They are cast as if you were using them as a skill at that level, meaning they get all bonuses a normal skill would get.
See THIS PAGE for a list of items with procs.
Innate item
Area Effect Attack / Area Effect Damage
100% on melee hit: Deals 100% normal attack damage in a radius of 5 yards.
Thunderfury
50% on melee hit: Emits charged bolts that do 75% normal attack damage as lightning.
Mega Impact
5% on melee hit: Grants 100% damage avoidance for 1.6 seconds.
Amazing Grace
25% on melee hit: Reduces target physical resistance by -25% for 2 seconds.
% Chance to cast level # [skill]
on Striking
When you hit an enemy with a WDM carrying source (melee and missile hit, not spells).
on Attack
When you attack an enemy in melee and hit. If you use the normal attack, you don't have to hit the enemy.
when your Enemy is Slain
When you kill an enemy. Works with WDM carrying and non-WDM sources (melee, missile and spells).
when you Kill an Enemy
When you kill an enemy with a WDM carrying source (melee and missile, not spells). Poison that kills in more than 1 frame triggers it as well, even if it's from spells.
when you Take Damage
Whenever you take damage from anything except damage over time (poison or life drain), including spells.
when Struck
When you get hit with a physical attack (melee and missile, not spells).
when Struck by a Missile
When you get hit with a physical missile attack (not spell).
when Attacked
When you get hit with a melee attack.
when you Die
As it says. RIP.
when you Level-Up
As it says.
Defense
defense, chance to be hit, etc.
See THIS PAGE for more information.
Defense is calculated in this order:
Where Base Defense is Dexterity/4.
+# Defense
This adds defense after all the other item's defense modifiers are calculated.
+# Defense vs. Melee
This adds defense vs. melee attacks, applied after Total Character Defense Plus %.
+# Defense vs. Missile
The same as above, but helps just vs. missile attacks.
% Enhanced Defense
Increases the item's defense before any other bonuses (except Ethereal). Always increases the defense by +1 Defense.
Total Character Defense Plus %
Increases the total character defense after most modifiers (after the items' defense has been calculated).
% to Defense per Socketed Rune
Same as above, but the % increase is for each rune in the sockets of the equipped items (items on switch don't count). You have to re-equip the items with runes after entering a game or after dying to get the bonus. This is esentially extra Total Character Defense Plus %.
Total Character Defense = 0
Reduces your total character defense to zero.
% Increased Chance of Blocking
See THIS PAGE for more information.
% Chance to Avoid Damage
Chance to avoid any damage, except from burn attacks. This is actually a chance to avoid attacks (melee and ranged) and spells, not just damage – meaning that the associated procs won't trigger if the avoid was successful. It is the single most powerful modifier in the game.
100% Avoid Shield
Some bosses have 100% Chance to Avoid Damage and can only be killed by sources of burn damage. There is no direct source of burn damage from items or character skills and minions, but the Assur's Bane quest ring provides the oskill Purify which deals burn damage. Some monsters deal burn damage as well.
See THIS PAGE for more information about Assur's Bane.
Player resists, absorb and damage/duration reduction
bla bla see bla for monster/minion/hireling/reanimate/totem resists.
Monster 100% resistance to an element gives immunity to it.
The order of calculation is:
[Element] Resist +%
This is for all 5 elements (fire, cold, lightning, poison and magic), except physical. It reduces damage taken from [element] sources, be it in melee, by a missile, spell or otherwise. Cold Resist also reduces chill and freeze duration.
See ABOVE for details about chill/freeze.
These 5 resistances are capped between -100% and 75% (100% for monsters). It is possible to stack resistances above the upper cap, in case it gets reduced. It can be raised to 95% with +% Maximum [Element] Resist. Players cannot become immune to an element, except with shrines.
There is a penalty to 4 elemental resistances (fire, cold, lightning and poison) for players/hirelings/minions on higher difficulties: -50% for Terror and -100% for Destruction.
All Resists +%
Same as above, but for 4 elemental resistances (fire, cold, lightning and poison) at the same time.
Damage Reduced by %
Similar to [Element] Resist +%, but for the physical element. The only difference is that it is capped between -100% and 50% for players, but having it higher helps against Crushing Blow – 100% making you immune to it.
Random Resistance Bonus
fire, cold, lightning and poison (probably not magic, but I can't check) from -30% to +80% every 2 sec
+% to Maximum [Element] Resist
Increases the upper cap on 5 element resists (fire, cold, lightning, poison and magic) to a maximum of 95% for players and hirelings.
+% to All Maximum Resistances
Same as above, but only for the 4 maximum elemental resistances (fire, cold, lightning and poison) at the same time.
+# [Element] Absorb
Reduces the damage from [Element] (fire, cold, lightning or magic) and then heals by the same amount. Works vs. any source of the [Element] damage.
[Element] Absorb %
Same as above, but this reduces/heals by a percentage of the damage instead, and has a cap at 40%.
Damage Reduced by #
Reduces the physical damage by the specified amount. If it is high enough, it can completely prevent any physical damage.
Magic Damage Reduced by #
Similar as above, but this reduces magic, fire, cold and lightning damage at the same time, but separately for each element.
Poison Length Reduced by %
Reduces the duration of poison, rounded down the nearest frame, but not under 1 frame. It is capped between -100% and 100% (minimum 1 frame duration), 75% for players and hirelings. It can be stacked above the cap to counter any negative effects to it, like -% to Enemy Poison Resistance (reduces it by subtraction) or -40% penalty in Terror and -100% penalty in Destruction difficulty.
% Curse Length Reduction
Reduces the duration of curses. 100% makes you immune to curses. Keep in mind that curses are different from debuffs and auras.
Half Freeze Duration
Reduces chill and freeze duration by half. Does not stack.
See ABOVE for more information about chill and freeze.
Cannot Be Frozen
Gives immunity to chill and freeze.
See ABOVE for more information about chill and freeze.
Heroic Shield
Some uberquest bosses have a Heroic Shield which renders them immune to all elements, except when it randomly drops one or more resistances under 100%. If you do not have -% to Enemy [Element] Resistance from skills, you cannot affect the immunity drop, but can only reduce their resistance once it drops. If you do have it, then you can make them drop it more often.
Unholy Armor & Sacred Armor
They provide huge amounts (50k) of Damage Reduced by # and Magic Damage Reduced by # for a short amount of time, making the player or a target ally practically invulnerable.
Additional defense effects
Attacker Flees after Striking %
Attacker Takes Damage of #
physical
Attacker Takes [element] Damage of #
fire, lightning, cold
% Damage Reflected
Blinds Attacker +#
Freezes attacker +#
see freeze section
Minions, Totems, Hirelings, Reanimates. Resurrected, Converted and Charmed monsters
max res, immunity, level, what stats does it inherit
100% resistance to an element gives immunity to it.
minion regeneration/heal is 1/256 of the player?
Resurrected, Converted and Charmed monsters...
% Bonus to Summoned Minion Damage
% Bonus to Summoned Minion Attack Rating
% Bonus to Summoned Minion Life
% Bonus to Summoned Minion Resistances
+# Extra Totems
+# Extra Shadow Minions
Shadows Spawn Corpses on Striking %
+# to Maximum Necromancer Minions
+# to Maximum Barbarian Minions
% Damage to Protector Spirit Bloodlust
+# Enhanced Stance Radius
% Reanimate as: [monster]
Attributes and skills
Increase Maximum Life %
Increase Maximum Mana %
Increase Maximum Life and Mana %
+# Maximum Stamina
+# to Life
+# to Mana
+# to [Primary Attribute]
% Bonus to [Primary Attribute]
% Bonus to Energy when using an Apple
Hive Adds % of Poison Spell Damage Items to Vitality
+# to all Attributes
% Bonus to All Attributes
Maximum Skill Level Increased by #
+# to All Skills
+# to All Skills when using an Apple
+# to [Class] Skill Levels
+# to [Oskill]
+# to [Skill] ([Class] Only)
Level # [Oskill] (## Charges)
Level # [Oskill] Aura when Equipped
Additional skill bonuses and effects
Lion Stance Damage Bonus %
% Bonus Damage to Bloodlust
% Bonus Elemental Damage to Bloodlust
% Damage to Protector Spirit Bloodlust
see minions section
% Bonus Damage to Mark of the Wild
% Bonus Elemental Damage to Mark of the Wild
% Duration Bonus to Mark of the Wild
Doubled Terror Strike Duration
Miasma Effect Duration: +# seconds
% Bonus to Miasma Haunt Duration
% to Searing Glow Dazzle Duration
% Bonus to Buff/Debuff/Cold Skill Duration
see spells and skill spell damage
+# Hunting Banshee/Elemental Missiles
+# Extra Magic Missiles Bolts
Nova Charge Scatter Increased by %
Doubled Venomous Aura Effect
% Velocity Bonus to Sacred Armor
see skills and frames section
Dragonheart Spell Blinds Attacker +#
Hive Adds % of Poison Spell Damage Items to Vitality
see attributes section
+# Enhanced Stance Radius
see minions section
Only Allows the Use of Melee, Summoning and Buff/Debuff Skills
Speeds and frames
speed calculator, frames (all except faster run/walk are reliant on frame breakpoints), morphs, character differences, weapon differences for attacking/casting
Druid Morph, Treewarden Morph, Traprat Morph, Sorceress Morph, Superbeast Morph, Tiefling Morph, Baal Morph?, Diablo Morph?, Porkchop isn't a Morph - it's a debuff?
% Increased Overall Speed
This is short for all the 5 modifiers below all at once.
% Increased Attack Speed
Increases your attacking speed. Keep in mind that this modifier has different power/effect if it is on a weapon, from skills or on other items (this one being the least effective). Attack speeds also vary with different characters (morphs), weapons and attacks/skills.
% Faster Cast Rate
Similar as above, but Faster Cast Rate on a weapon doesn't have any different power than on any other item. Sorceresses, Druids and Necromancers have an increased cast rate with staves (the number of frames for the casting animation is reduced).
% Faster Hit Recovery
Decreases the time it takes to recover once you're put in hit recovery. Again, base values for each character are different, and FHR from skills is more effective than from items.
See BELOW for more information.
% Faster Block Rate
Decreases the time it takes to do the blocking. Again, base values for each character are different, and FBR from skills is more effective than from items.
% Faster Run/Walk (Item)
Increases your running/walking speed, with diminishing returns. Keep in mind that different characters have different base running/walking speed, so they benefit from this bonus in different amounts. Faster Run/Walk from items is less effective than from skills. The effective value for items is calculated as follows (rounded down, 150% cap):
This value can now be compared/added to % Faster Run/Walk values from skills.
Random Walk/Run Speed
-75% to 125% every 2 sec. Cancelled by any other faster r/w? Any formula for the distribution of speeds? Is it added to item or skill movement speed?
% Faster Run/Walk (Skill), % Velocity
Some skills call Faster Run/Walk as Velocity. A percentage of skill Faster Run/Walk (ie. Velocity) is more effective than the same percentage of Faster Run/Walk from items – they may be capped at different values for each skill, though. Different skills use different formulas.
Run/Walk Speed
Total run and walk speeds can be calculated as follows:
Neither can go below Base_walk_speed/4, so the bottom caps are reached for:
Total_Speed_Modifier is the sum of Effective item %FR/W (see above), body armor/shield %FR/W penalty, skill %FR/W and any other modifier (eg. slow, debuffs).
See THIS PAGE for more information about body armor and shield slow.
See ABOVE for more information about slow.
The base walking and running speed for different characters and states (morphs) may be different. You can find the Base_walk_speed and Base_run_speed values for the 7 character classes from MXL 2012 v005 here (they've been increased in Ultimative):
Character Class | Base Walk Speed | Base Run Speed |
---|---|---|
Amazon | 11 | 14 |
Other | 10 | 12 |
Item specific
Superior
See THIS PAGE for more information.
Orb Effects Applied to this Item are Doubled
Already upgraded!
Indestructible
Increase Maximum Durability %
Repairs 1 Durability in # Seconds
Worship the Crack Monkeys!
Requirements -%
+# Required Level
Ethereal (Cannot be Repaired)
See THIS PAGE for more information.
Socketed: #
General
% Better Chance of Getting Magic Items (Magic Find)
% Extra Gold from Monsters
Reduces all Vendor Prices %
+% to Experience Gained
+# Crafting Points
+# to Light Radius
It makes the area around you lighter or darker. The more you have, the farther the reach. It's really hard to see monsters on the edge of the screen if you have a very low Light Radius.
The maximum Light Radius you can have is 18. There is also a base starting Light Radius that is 13 for cLoD, but I'm not sure if it's different for MedianXL: Ultimative.
Items disappear when on ground for:
5 minutes: Game room stays open for 5 minutes after you've been in it for at least 5 minutes (not sure if it works like that when there's too many people in the waiting line).
10 minutes: Basic items.
20 minutes: Magic items, Gems and Runes.
30 minutes: Rare, Honorific, Crafted, Set and Unique items.
Picking an item onto your cursor and dropping it again resets the timer.