Icon | Description |
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Elevore is a unique Wolf Pelt. Helmets. Evasion Rating: 150–172. Requires Level 30, 66 Dex.
Flavour Text: Ancient worshippers of the Greatwolf were overtaken by a ravenous hunger for all things mystical. |
Elevore can drop anywhere. It can be chanced.
Elevore can be created from the following recipes:
Amount | Part | Description |
---|---|---|
1 | Divine Justice | Random helmet with an Eternal Labyrinth enchantment |
3 | Sambodhi's Wisdom | Random armour with 30% quality |
4 | The Blessing of Moosh | Random item with a Labyrinth enchantment |
7 | Prejudice | Random influenced item |
6 | Costly Curio | Random double-influenced item |
8 | Arrogance of the Vaal | Random two-implicit corrupted item |
4 | Jack in the Box | Random item |
1 | Singular Incubator | Random item |
1 | The Void | Random divination card set exchange |
Spell Suppression is a layer of defense that gives a chance to reduce damage from spells. The chance to reduce the damage is a random roll made per spell hit. Characters do not have any base value of spell suppression. The chance to suppress spell damage can be gained from sources such as passive skills, buffs, quartz flasks and modifiers on items and can be stacked up to 100% chance. The default amount of damage suppressed is 50% (halving the damage).
The spell damage prevented can be further increased by passive skills and items.
Spell suppression is considered a damage taken modifier, and applies after resistances, armour, and physical damage reduction.
Spell suppression applies before stuns or block.
By default, 50% of damage from hits and ailments (Ignite, Poison, Bleed) of suppressed spells is prevented. Ailments will still apply as normal, however.
An ailment is a detrimental effect associated with one or more damage types. Ailments are similar to debuffs, but they are not synonymous. The most notable difference is that ailments are typically inflicted by hits made up of their associated damage types, whereas debuffs are applied by skill effects.
Ignite, chill, freeze, shock, scorch, brittle, and sap are referred to as elemental ailments because they are associated with elemental damage types. Bleeding and poison are non-elemental ailments.