A second has 25 frames.

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:

Chance to hit = 100% * 2 * Attacker_Level/(Attacker_Level + Defender_Level) * AR/(AR + Defense)

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:

Base Attack Rating = 5 * (Dexterity - 5)

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:

Chance To Hit = 100% * 2 * Attacker_Level / (Attacker_Level + Defender_Level)

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:

TargetMeleeMissile
Player
Hireling
1/101/20
Super Unique
Boss
1/81/16
Other1/41/8

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:

    Item:
  1. Armor
  2. Ethereal bonus
  3. % Enhanced Defense
  4. +# Defense
    Character:
  1. +# Defense (from skills)
  2. Total Defense from all items
  3. -# Monster Defense per hit
  4. Stone Skin Unique bonus
  5. % to Defense per Socketed Rune + Total Character Defense Plus % + % Enhanced Defense (from skills)
  6. +# Defense vs. Melee
  7. +# Defense vs. Missile
  8. -% Target Defense
  9. Total Character Defense = 0
    Ignore Target's Defense

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:

  1. Mana shield
  2. Spell armor
  3. (Magic) Damage Reduction
  4. Resist %
  5. Absorb %
  6. # Absorb

[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):

Effective item %FR/W = (150% * %FR/W) / (150% + %FR/W) _________ is it still 150%?

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:

Walk Speed = Base_walk_speed * (1 + Total_Speed_Modifier/100%)
Run Speed = Base_run_speed + Base_walk_speed * Total_Speed_Modifier/100%

Neither can go below Base_walk_speed/4, so the bottom caps are reached for:

Walk Speed: Total_Speed_Modifier = -75%
Run Speed: Total_Speed_Modifier = 25% - 100% * Base_run_speed/Base_walk_speed

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
Amazon1114
Other1012

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.