Torchlight Infinite Season 4 Guides & Tips

List of Torchlight Infinite Season 4 Guides

Name Description
Elemental Ailment Ignite, Frostbite, and Shock
Nearby Within 6m
Recent Within 4s
Armor Helmet, Chest Armor, Gloves, and Boots
Fatal Damage The instance of damage that kills the target
Split Upon hitting a target, a Parabolic Projectile Splits into multiple secondary Projectiles
Jump Upon hitting a target, a horizontal Projectile or Chain Skill jumps to another target nearby
Multistrike Chance to perform an additional attack when using Attack Skills. If the chance exceeds 100%, one additional attack will be performed with every 100% of the chance.

+20% Attack Speed during Multistrikes.
Multistrikes consume skill resources as normal and will be interrupted if there are insufficient resources. Moving or using other non-instant skills will interrupt Multistrike.
Mobility, Channeled Skills, and Sentry skills cannot Multistrike

Penetrate Horizontal Projectiles pass through the targets they hit, continuing along their original trajectory until reaching the Penetration limit.
Main-Hand Weapon The weapon held in your right hand is the Main-Hand Weapon
Off-Hand Weapon The weapon held in your left hand is your Off-Hand Weapon
Reflect Reflects negative effects back to the attacker. You will still be affected by the reflected effects
Raid -20% additional Attack Speed to the target, and +20% Attack Speed to the caster. Each target can only be raided once
Freezing Physique When an enemy hits you, it gets slowed for 2s
Lucky Performs a random check or random roll twice and picks the result that benefits you the most
Unlucky Performs a random check or random roll twice and picks the result that benefits you the least
Elemental Fire, Cold, and Lightning
Low Life When current Life is under 35% of Max Life
Elimination Kills enemies under a certain percentage of Max Life on hit
Legendary Boss These rarest monsters are the most challenging and provide the best drops.
Elite Elite monsters include rare monsters and bosses
Shatter Kill Frostbitten enemies
Severe Injury When a single instance of damage applied exceeds 35% of the sum of Max Life and Max Energy Shield
Sunder Armor Your Armor no longer provides Physical Damage Mitigation, but instead increases Melee Physical Attack Damage equal to 1% of Armor.
Low Mana When current Mana is under 35% of Max Mana
Charge Energy Shield starts to charge after the character hasn’t taken any damage for 2s at the rate of 20% of Max Energy Shield per second and stops charging if the character takes damage
Sealed Mana A portion of Mana is reserved to maintain persistent effects such as auras
Sealed Life A portion of Life is reserved to maintain persistent effects such as auras
Dual Wielding When using two One-Handed Weapons, one in each hand
Unarmed When the character has no weapons equipped
Balance of All Things Increases an enemy’s Resistance against an element by 25% after dealing damage with that element, but reduces their Resistance against other elements by 25%
Steep Strike Chance to gain 1 Steep Strike attempt when using Slash Strike Skills’ Sweep Slash form.
When a Slash Strike Skill has Steep Strike attempts, it will be cast in Steep Strike form
Phantom Shadow Strike creates a Shadow that strikes at other targets with the same attack. If no other targets are present, it will strike the character’s target
Affliction When the Affliction inflicted per second is not 0, the DoT Damage dealt will continuously inflicts Affliction on the target
Enemies take 1% additional DoT Damage for every Affliction
The max Affliction is 100
Reaping Removes a certain value of Life from the target. The value is equal to the damage of all DoT Damage within a certain time
Injury Buffer Delays a portion of Hit Damage taken in the next 4s.
Reconjuring Gains additional Life Restoration but cannot use skills or be targeted. Loses this status once fully healed
Aggressiveness Minions become more aggressive and will target enemies within a greater radius
Enemy Count Each Normal or Magic monster counts as 1 monster
Each Rare monster counts as 2 monsters
Each Legendary monster counts as 5 monsters
One-Handed Melee Weapon Includes One-Handed Sword, One-Handed Axe, One-Handed Hammer, Claw, Dagger, and Sacrificial Blade
One-Handed Ranged Weapon Includes Cane, Wand, and Pistol
Two-Handed Melee Weapon Includes Two-Handed Sword, Two-Handed Axe, Two-Handed Hammer, Cudgel, and Tin Staff
Two-Handed Ranged Weapon Includes Bow, Crossbow, Cannon, and Musket
Trinket Includes Necklace, Ring, and Belt
Craft Commodity Includes Embers, Fuel, Fossils, and Energy Cores
Demolisher Charge Impact Skills gain 1 Demolisher Charge at regular intervals.
Using a Demolisher Skill will consume its charges and convert the skill into a stronger form
Distant 6m away
Terra Charge Terra Skills gain 1 Terra Charge at regular intervals.
Using a Terra Skill will consume all of its charges, and every consumed charge will enhance the skill
Full Life When current Life is above 95% of Max Life
Double Damage There’s a chance to deal Double Damage on hit
Damage Transfer Transfers a part of the Hit Damage and Secondary Damage taken to other units.
Up to 75% of the damage can be transferred.
Contact Target When a Parabolic Projectile lands or hits an enemy
Base Skill Spirit Magi’s most frequently used initial skill, which is at a relatively low strength
Enhanced Skill Chance to change the skill into a stronger Enhanced Skill when Spirit Magus uses a Base Skill. The chance can be increased, and at 100%, Spirit Magi will no longer use Base Skills and always use Enhanced Skills
Ultimate In Full Bloom, Spirit Magi use their Ultimate with extremely high strength
Deflection Reduces additional damage taken by 10% for every stack of Deflection, up to 3 stack(s). When hit, consumes all stacks of Deflection
Proximity Within 3m
Armor Effective Rate Effective Damage Reduction Provided by Armor: 100% by default for Physical Damage. 60% by default for Non-Physical Damage.
Supreme Boss Supreme Bosses include the Watcher and Traveler of each plane, as well as formidable enemies from the Great Void
Full Mana When the current Mana is higher than 95% of the Max Mana
Fearless Increases additional Critical Strike Chance, Critical Strike Damage, and additional Melee Skill Radius
Weapon Amplification Additionally increases weapon Physical Damage and Attack Speed.
Rejuvenation Increases Base Life Restoration
Electric Conversion A percentage of Physical Damage added as Lightning Damage. Deals additional Lightning Damage
Frigid Domain Affected enemies take increased Cold Damage. Aura effect increases persistently, up to 4s
Nimbleness Increases Base Evasion
Elemental Amplification Additional Elemental Spell Damage
Energy Fortress Increases Base Energy Shield
Magical Source Increases Base Mana restoration
Precise Projectiles Additional Projectile Damage; increases Projectile Speed; additional Accuracy
Elemental Resistance Increases Elemental Resistance
Quickness Increases Movement Speed and Base Accuracy
Deep Pain Increases additional DoT Damage and extends the Duration
Erosion Enhancement Increases Erosion Damage and deals additional damage to Life.
Charged Flames Attack Skills deal additional Fire Damage; Spell Skills add Fire flat damage
Steadfast Increases Base Armor
Shadow Swamp Erosion Spell Skill. Conjures a Shadow Swamp at the target location to deal damage and Weaken enemies. Shadow Swamp can be moved with Shadow Shot. Each time it is moved, its damage and Radius will increase additionally.
Shadow Shot Erosion Spell Skill. Fires a Projectile of shadow that travels forward and detonates on hit, dealing damage to Nearby enemies. Moves the existing Shadow Swamp to the target hit. Each move refreshes the Shadow Swamp Duration and additionally increases its damage and Radius.
Focus Status effects provide different buff effects to different skills. Stacks up to 5 times.
Frost Terra Conjures a Frost Terra at the target location, dealing DoT Damage and inflicts Slow periodically
Flame Core Places a sentry at the target location that throws flames at enemies nearby to deal damage.
Elemental corrosion Elemental corrosion
Despair Despair
Inertia Inertia
Armor Break Armor Break
Elemental Destruction Curse. Reduces Elemental Resistance
Vulnerability Curse Skill. Additionally increases Physical Damage taken and chance to suffer Trauma
Electrocute Curse Skill. Additionally increases Lightning Damage taken and chance to suffer Shock
Scorch Curse Skill. Increases additional Fire Damage taken and chance to be Ignited
Biting Cold Curse skill. Reduces Cold Resistance and increases the chance to be Frostbitten
Corruption Curse. Reduces Erosion Resistance and increases the chance to suffer from Wilt
Entangled Pain Curse. Increases additional DoT Damage taken
Blind Curse. [Blinded] and reduce additional damage dealt
Elapse Increase DoT Damage taken
Aimed Shot Fires a bullet that Penetrates 2 enemies, dealing Physical Attack Damage.
Overpower Deals Physical Attack Damage to enemies in a cone-shaped area in front of the caster.
Onslaught Punch Charges the target, dealing Physical Attack Damage to enemies in the path. At the end of the charge, throws a powerful punch to deal Physical Attack Damage to enemies in front of you.
Frost Strike Deals Spell Cold Damage to enemies in a cone-shaped area in front of the caster.
Frozen Breath Deals Spell Cold Damage to enemies nearby, additionally increasing the Duration they are Frostbitten and the Skill Area of all the caster’s skills.
Absolute Zero Deals Spell Cold Damage to enemies nearby with an additional chance to cause Frostbite. Enemies affected by crowd controls take even higher damage with a greater chance to be Frostbitten.
Ablaze Punch Deals Spell Fire Damage to enemies in a cone-shaped area in front of the caster.
Blazing Spin Deals high Fire DoT to nearby enemies per second.
Frenzy Flames Additionally increases damage dealt at the cost of taking secondary Fire Damage per second. Increases Life Restoration Speed.
Quick Electrocute Fires a Lightning bolt that travels forward, dealing Lightning Attack Damage.
Lightning Punishment Fires high speed current that Jumps 4 times, dealing Lightning Attack Damage. There’s a chance to reduce additional damage dealt by enemies on hit.
Lucky Strike Critical Strike grants a buff that increases Projectile Speed and Attack Speed. Stacks up to 4 times
Shotgun Effect When multiple effects of a skill (e.g. multiple projectiles) hit the same enemy, the damage of all strikes except the first one will diminish (will be further reduced). The falloff coefficient is 70% for most skills.
Thunderlight Bond Places a Sentry on the spot. The Sentry creates an area. Ally within the area gains Lucky Damage and deals additional Secondary Lightning Damage equal to a percentage of Hit Damage once on hit.
Arcane Circle Creates an Arcane Circle that surrounds you. Every enemy that enters the circle for the first time will grant you additional Spell Damage, and every enemy killed within the circle will allow your Spells to Penetrate through All Resistance.
Safeguard Ring Place a Sentry on the spot. The Sentry creates a Safeguard Ring. Enemies within its radius are Knocked Back periodically. Allies receive less damage in its radius and take additional less damage from enemies outside the ring.
Marked Rain of Arrows Launches a Projectile that travels forward and deals Weapon Damage. The Projectile has a chance to Mark the enemy on hit. When Projectiles hit a Marked enemy, calls down multiple waves of Rain of Arrows on the enemy, dealing Weapon Damage.
Blizzard Calls down multiple waves of Blizzard that deal Spell Cold Damage and reduce enemy’s Cold and Lightning Resistance.
Frost Touch Deals Spell Cold Damage once to the Nearby enemies and inflict negative effects to them. Records the next several times of Cold Damage taken. Explodes as the recording effect ends and deals Secondary Erosion Damage equal to a percentage of the recorded damage.
Secret Origin Unleash Increases Cast Speed while the skill lasts, and further increases Cast Speed based on the stacks of Focus Blessing owned when casting the skill. When the skill’s Duration draws to an end, Focus Blessing will be consumed to extend the Duration.
Black Hole Creates a Black Hole at the target location, dealing Erosion DoT Damage to enemies within it and knocking them back. Black Holes can Knockback reversely.
Ice Bond Places a Sentry at the target location. The Sentry continuously releases Cold Beams to enemy units, dealing Spell Cold Damage and inflicting Frostbite upon hitting them, and your character deals additional Cold Damage to Frostbitten enemies.
Scorching Pulse Deals Spell Fire Damage once to Nearby enemies and Reaps DoT Damage
Fire Burst Deals Spell Fire Damage to enemies within range. Deals additional damage to enemies at the center of the area.
Flame Jet Conjures a Fire Terra at the target location at regular intervals. Eruptions lock onto enemy units in a radius hurl a Projectile at the targets. The Projectile that falls on the ground forms a small Fire Terra on the spot.
Bull’s Rage Increases Melee Skill Attack Speed and Skill Radius while the skill lasts.
Frigid Transmission Blinks a distance to the target location, dealing damage to and inflicting 1 stack of Slow on enemy units within a certain radius at the starting point and target location. Refreshes Cooldown upon inflicting Freeze in any situation.
Ice Imbue Under the Imbue buff, your Attacks and Spells gain additional Cold Damage with a chance to Frostbite enemies. Defeating a Frozen target deals damage to enemies in a radius.
Thunder Imbue Under this Imbue, Attacks and Spells gain additional Lightning Damage with a chance to Shock enemies. Hitting a Shocked enemy will trigger a Thunder Strike and deals damage to the enemy once.
High Energy Beam Fires a beam forward, dealing Spell Physical Damage to enemies within a rectangular area. When Command is above 50, the skill’s range increases and its damage increases additionally every after the skill is cast 5 times. This skill is not affected by the beam length.
Destructive Light Cannon Fires a beam to the designated location and causes an explosion, dealing Spell Physical Damage to enemies within a certain area.
Melting Explosion Creates a huge pillar of fire with a 7.2m radius ahead, dealing Spell Fire Damage equal to 1397% of Base Damage to enemies. The damage effect of this skill is 2170%. Adds 100% of the skill’s damage to Base Ignite Damage.
Critical Strike Damage Increase Supports skills that hit enemies.
The supported skill deals additional damage on Critical Strike.
Hardened Supports Melee Skills.
The supported skill deals additional damage.
Gains hardened and further reduces the damage taken for 4s when the supported skill hits the target.
Multifaceted Guard Supports Sentry Skills. Increases the maximum number of Sentries that the supported skill can place.
The supported skill deals additional damage.
Control Spell Supports Spell Skills.
The supported skill deals additional damage.
Reduces the supported skill’s Critical Strike Rating.
Wind Projectiles Supports Projectile Skills.
Increases the supported skill’s Projectile Speed.
The supported skill deals additional damage and Ailment Damage.
Servant Damage Supports skills that summons Minions.
Minions summoned by the supported skill deal additional damage.
Attack Focus Supports Attack Skills.
You have a chance to gain 1 stack of Focus when the supported skill hits the target.
Each stack of Focus also provides: The supported skill deals additional damage.
Each stack of Focus also provides: Increases the supported skill’s Critical Strike Rating.
Grudge Supports Spell Skills.
The supported skill deals additional damage.
Upon hitting a Cursed enemy, the supported skill will prolong the duration of their Curse.
Cataclysm Supports a skill that deals DoT Damage or inflicts Ailment(s).
The supported skill inflicts Affliction on the enemy when dealing DoT Damage.
Further enhances Affliction’s effects on the supported skill.
Dark Gate Casts the skill, teleports all Minions to the character, and gains Command. Casts the skill and gains a buff that increases Command Return Speed and Minions’ Movement Speed for a period of time.
Arena Casting the skill knocks back non-Elites within 8m to 8m away, then creates an Arena around itself and inflicts 1 stack of Notoriety on Elites within it. You gain 1 additional stack of Renown while inside the Arena
Bombard 8 cannon shells land within a 4m radius, each dealing 160% Physical Damage to enemies within 1.6m.
Explosion Deals 160% Physical Damage to targets within a area of 2m. Cooldown: 0.35s
Fire Tornado Deals Fire DoT Damage to enemies in a circle, reducing their Fire Resistance by 10%. Lasts for 4s.
Ring of Lightning A lightning skill similar to frost bomb centered on the caster
Storm Shield Target’s Block Chance increased. Fires chain Lightning on Block
Punishment Punishment deals 5 times strength as Physical Damage and applies secondary damage.
Defense The sum of Armor, Evasion, and Energy Shield
Block Ratio By default, Blocking absorbs 35% damage. Increase Block Ratio to increase the damage absorption ratio.
Max Resistance By default, the Max Resistance is 75%. This limit can be increased.
Ailment Includes Trauma, Ignite, Frostbite, Shock, and Wilt
Ailment Damage Trauma, Ignite, and Wilt. Shock is excluded for now.
All Stats Strength, Dexterity, and Intelligence
Stats Required The Strength, Dexterity, and Intelligence required to use a gear or skill
Drop quantity Affects the quantity of items dropped (all types)
Drop rarity Affects rare drops (Gear only)
Drop quantity Affects the quantity of items dropped (all types)

Each Base affix increases drop quantity bonus by a certain value. Drop quantity increases with the number and danger of the Base affixes.

Drop rarity Affects rare drops (Gear only)

Each Base Affix increases the chance of rare drops by a certain value. Drop quantity increases with the number and danger of the Base Affixes.

Fusion Energy When there is 4/3/2/1 Energy, the depletion time is 1/2/4/6 s.
When there is more than 4 Energy, the depletion time is 1s.
If the skill is both a Fire Skill and a Cold Skill, 2 Fusion Energy is gained when using it.
Fire Energy +10% Fire Damage and +10% chance to Ignite for every Energy
Cold Energy +10% Cold Damage and +10% chance to Frostbite for every Energy
Fire Pulse A fire pulse spreads from the caster, dealing Fire Spell Damage increased with character level. Cooldown: 2s.
Cold Pulse A Cold pulse spreads from the caster, dealing Cold Spell Damage increased with character level. Cooldown: 2s.
Skill Tags: Spell, Cold, Elemental, Area
Fire Domain Upon entering the Fire Explosion, your Fire Domain deals Fire Damage to enemies persistently, reducing their Fire Resistance
Ice Domain Upon entering the Ice Explosion, your Ice Domain slows enemies within range, reducing their Cold Resistance
Lava Form While in [Lava Form], you ignite Nearby enemies, reducing their Fire Resistance. Ignite damage increases with your Fire energy bars. Enemy Fire Resistance is further reduced as the ignite Duration increases.
Crystal Form While in [Crystal Form], slow Nearby enemies, increasing their Cold Damage taken. The effects of slow and Cold Damage bonus increase with the Cold Energy bars.
Explosive Explosive units will leave 2 sparks within 3m upon death. When any unit approaches a spark, the spark explode in 0.5s, dealing the host’s 3% Max Life as Fire Damage to Nearby units caught in the explosion. Sparks deal secondary damage. Sparks last for 5 second and explode when they expire.
Spark Explosive units will leave 2 sparks within 3m upon death. When any unit approaches a spark, the spark explode in 0.5s, dealing the host’s 3% Max Life as Fire Damage to Nearby units caught in the explosion. Sparks deal secondary damage. Sparks last for 5 second and explode when they expire.
Energy Gauge You have two energy gauges, respectively for your Cold and Fire energy
Each gauge stores up to 3 bars of the corresponding energy
When you are holding Cold (Fire) energy, using a Fire (Cold) skill consumes all of your Cold (Fire) energy and will not grant Fire (Cold) energy as it does otherwise
When you haven’t used any Cold (Fire) skill recently, the stored Cold (Fire) energy diminishes
Depletion After not casting Fire or Cold Skills, Fire and Cold Energy will deplete. The higher the bars, the shorter the depletion time.
Frostfire Rampage +50% Fusion Energy effect for 5s during which Fusion Energy won’t deplete. Loses all Fusion Energy when the Duration ends. Cooldown: 11s.
Rage A special Berserker resource.
Gains 8 points of Rage when using Melee Attack Skills
Gains 2 points of Rage for every stack of Melee Attack Skill channeled.
Gains 1 points of Rage after taking damage equal to the sum of 1% of Max Life and Max Energy Shield
Rage reduces by 2 points per second if you have not gained any Rage in the last 3s
Enters Berserk at Max Rage.
Berserk Gains bonuses twice the Max Rage while Berserk is active. Berserk expires when you run out of Rage.
Berserk expires when you run out of Rage.
10 10 points of Rage will be naturally consumed per second while Berserk is active.
Burst When triggered, deals powerful area blast damage equal to 550% of Weapon Damage to enemies within 3 m. While Dual Wielding, the Base Damage is the average damage of both weapons.
Skill Tags: Attack, Melee, Physical, Triggered, Area
Cyclone Creates a persistent cyclone that periodically deals damage to enemies within its range. The damage dealt and the ticking interval of the cyclone are based on your Base Damage and Attack Speed.
Special Ammo Adds a Support Skill to the bottom left corner of the Hero Trait menu. There is a chance to reload the special ammo of the added Support Skill.
The special ammo will be successfully consumed and effects of the added Support Skill will be granted if the added Support Skill is not on the skill panel and able to support Projectile Skills.
Explosive Rounds Explosive rounds grant +2 Projectiles but reduce the Projectile base range to 5m. Multiple Projectiles may hit the same target at once. Explosive rounds no longer have the base ammo effects and deal 20% less damage.
Speed Round When firing Speed Rounds, +3% Attack Speed, Cast Speed, and Projectile Speed for 4s. The effect is stackable
Reload Projectile Skills consume ammo. When you are out of ammo, you must reload to use these skills again.
Reload Fill the magazine by reloading ammo for a certain time. Unable to use Projectile Skills during the reload.
Magic Shot While Magic Shot is active, each Projectile Skill used or triggered consumes 3 ammo. When multiple special ammo is consumed, Projectile Skills will gain corresponding effects of the Support Skills. As long as magic shot is on, reloading is instant.
Blank Firing Projectile Skills can be used without ammo. In such a case, no ammo benefits are applied.
Auto Reload When no Projectile Skills have been used recently, the character will start reloading automatically. When a fixed quantity of ammo is auto-reloaded, it will complete instantly. Auto-reloading can be interrupted.
Spacetime Illusion Spacetime Illusion can only use Spell Skills and cannot use any Channeled and Summon Skills.
Only 1 Spacetime Illusion may exist at a time. After reaching the summoning limit, click on the Trait Slot to call back the Spacetime Illusion
Overload Provides buffs for your Minions
Multistrikes deal increased damage with each strike Gains damage bonuses for this time’s attack based on the current Multistrike Count
Multistrike Count Records the current attack’s number of attacks during Multistrike when a Multistrike is triggered. The next attack’s count during Multistrike +1 for each attack made
Frost Restoration Regenerates 1.2% of Life per second
+10% Energy Shield Charge Speed.
Spacetime Turbulence Removes Life equal to the shared damage per second for 2s
Part of Skills Corrosive Throw’s diminishing ratio is 58%. Split Arrow’s diminishing ratio is 33%
Twisted Spacetime Gives buffs to allies within range
Gains great buffs while inside Twisted Spacetime
Twisted Spacetime Increases DoT Damage taken by nearby enemies
Divine Punishment Consumes Tenacity Blessing, Agility Blessing, and Focus Blessing to send down Divine Punishment and gain Explosion for a short time.
Skill Tags: Spell, Physical, Area
Cat’s Agility +25% Movement Speed
200% of the increase/decrease on Movement Speed is also applied to Attack Damage
Feline Figure Inflicts Shock on the enemies in the path and settles Shock Damage
Seething Spirit An ancient ancestral spirit that casts Non-Mobility and Non-Channeled Main Melee Attack Skills of the player when it appears
Self-Destruct Protocol Synthetic Troop Minions are immediately defeated 1s after activation.
Skill Tags: Attack, Melee, Physical, Area
Volley Fired Projectiles fly abrest
Secondary Skill The second skill on the Skill Wheel (bottom left)
Shotgun Effect Multiple Projectiles fired by a Projectile Skill can hit the same enemy. The first Projectile deals 100% damage on hit. The subsequent Projectiles deal less damage on hit.
Most skills’ follow-up on hit damage is 30%
Special Skills’ Shotgun Effect is marked in the Skill Stone’s description.
Divine Realm Spend all Tenacity Blessing, Agility Blessing, and Focus Blessing to summon a Divine Realm and gain temporary Explosion. The Divine Realm lasts for 3s.
Enter or leave the Divine Realm to switch statuses
Stalker Gains Stalker through movement
Multistrike deals 20% more damage with each strike for every stack of Stalker
Loses Stalker when Multistrike ends
Self-Destruct Self-Destruct Damage
Multistrike deals additional damage with each strike Gains additional bonuses for damage increased with each strike for this time’s attack based on the current Multistrike Count
Landslide During Magic Shot, casting or triggering Projectile Skills consumes all ammo in the magazine.
+20% additional damage dealt by this Projectile Skill if 4 Special Ammo are consumed
+40% additional damage dealt by this Projectile Skill if 5 Special Ammo are consumed
+80% additional damage dealt by this Projectile Skill if 6 Special Ammo are consumed
Spacetime Speed-up Each enemy within Twisted Spacetime restores Youga’s Spacetime Energy equal to 15% of the Affliction inflicted per second.
+2% additional Affliction effect for every 5 Spacetime Energy consumed within 10s, up to +40%
Cat Dive During Multistrike, there is a +1% chance for this attack to deal damage equal to the Max Multistrike Count for every +4% Movement Speed
+1 Maximum Multistrike Count for every stack of Stalker
Last Stand Minions won’t be defeated when they have Overload
-100% additional Life Restoration Speed for Minions when they have Overload
Minions deal additional damage based on their Missing Life when they have Overload, up to +50%.
Desperate Measure No longer reload ammo when using Mobility Skills.
-25% additional Damage.
Your Projectile Skills will consume all ammo
+35% damage for each ammo consumed (multiplies).
Rage Accumulation +50 Max Rage
Seething Spirit triggered upon taking damage comes with additional Physical Damage equal to 100% of the damage
Frozen Flame At Max Fusion Energy, Fire Damage can inflict Frostbite, and Cold Damage can inflict Ignite
At Max Fusion Energy, Fire Damage increases 4 point(s) of Frostbite Rating on hit
At Max Fusion Energy, Ignite inflicted by a Spell Skill adds 100% of the skill’s Cold Damage to the Base Ignite Damage
At Max Fusion Energy, Ignite inflicted by an Attack Skill adds 100% of the weapon’s Physical Damage to the Base Ignite Damage
Heroic Sacrifice A 20% chance to drop a Mechanical Part for Synthetic Troop Minions when defeating an enemy or hitting an Elite.
+5% Overload Effect for every Mechanical Part recently picked up.
The Self-Destruct triggered by Self-Destruct Protocol deals +1% additional Damage for every +2% Overload Effect
Frenzy Furious +0.2% Critical Strike Rating for every point of Rage you have
+0.2% Critical Strike Damage for every point of Rage you have
Frost Heart +1% Frost Restoration Duration for every 1% Cold Resistance
+2 Max Frost Restoration Stacks
Divine Realm Power -50% additional Blessing Duration
+5% additional damage for every stack of blessing consumed when the Divine Realm is active.
Doomsday Fission Casts Empower Skill and gains Fission for 4s. Cooldown: 6s.
Upon losing Fission, no bombs can be thrown until the trait is fully cooled down.
-20% Projectile Range.
Desperate Measure No longer reload ammo when using Mobility Skills.
-25% additional Damage.
Your Projectile Skills will consume all ammo
+35% damage for each ammo consumed (multiplies).
Twisted Field While inside Twisted Spacetime, additionally increases Spell Damage dealt by your Spacetime Illusion by 18% per second. The effect stops stacking after 6
The effect resets when you exit Twisted Spacetime for 0.5s.
Predicted Sacrifice If the Divine Punishment consumes all stacks of Focus Blessing, you will gain Tenacity and Agility Blessing of half of the stacks of Focus Blessing.
+40% additional damage if the Divine Punishment has consumed all stacks of Focus Blessing recently.
Run Away +2% additional Projectile Damage
Fission Doubles the bombs thrown.
-30% additional Projectile Damage.
Uncontrolled Anger All Damage additionally +80% while Berserk is active
Berserk consumes 10% of Max Life per second
+60% Rage Cost while Berserk is active
Split Form No longer gain Rage when taking damage
Taking damage reduces Rage instead
Each point of Rage can only compensate for damage equal to 0.5% of the sum of Max Life and Max Energy Shield
All Max Resistances are fixed at 60%
+2% additional Max Life for every 15% Resistance exceeding the Max Resistance
Frost Embrace +5 Max Frostbite Rating for enemies for each time they have been hit by Cold Pulse recently. Cooldown: 0.1s
When Cold Pulse hits an enemy recently, +1% Cold Pulse Cooldown Recovery Speed for every 6 points of Frostbite Rating the enemy has. Interval: 0.2s.
Death by Fire Removes Life equal to the damage recorded by Brand from all enemies in an area.
The initial radius of Death by Fire is 5m. After Death by Fire is triggered, all damage recorded by Brand is removed.
Full Bloom Spirit Magi grow into their ultimate form, which unlocks their Ultimate that has an initial cooldown of 8s. When a Spirit Magus uses an Enhanced Skill, for every stack of Nourishment it has, its Ultimate’s cooldown is reduced by 0.5%
Windrider A Spell Channeled Skill with a base channel interval of 0.2s and can be channeled up to 8 stack(s).
At max channeled stacks, loses all channeled stacks and grants 2 stack(s) of Nourishment to Spirit Magi within 8m
Darkness Interval The damage of the subsequent Projectiles in a Shotgun Effect +2%
Nourishment When using a skill, +15% additional damage dealt by this skill. Lasts 15s and stacks up to 12 time(s). Nourishment’s effect enjoys Empower Skill bonuses.
Purgatory If the max number of Brands within a Purgatory is not reached, a random enemy within the area will be inflicted with a Brand. A Purgatory has a range of 8m, lasts for 4s, and has a cooldown of 6s.
Brand Deals additional damage to Branded enemies
Records the damage enemies receive, then removes Life from enemies according to the recorded damage when inflicting Death by Fire
Amazing Friends -1 Max Spirit Magus Quantity
After gaining a total of 25 stack(s) of Nourishment, Spirit Magi enter Full Bloom for 9s
For every 10 Growth a Spirit Magus has, it +2% additional Full Bloom Duration
Scorching Trampling -20% Brand-recorded damage that Death by Fire removes.
For every +1% Fire Skill Level, -4% Brand-recorded damage that Death by Fire removes, up to a maximum of -40%.
Brand disappears after Death by Fire is triggered 4 time(s).
Stun Cannot act
Weaken Reduces damage dealt by 10%
Blinding Damage has a 20% chance to miss before addressed
Knockback Forced to move back by a short distance
Paralysis Additionally increases damage taken by 10%
Slow Each stack reduces Attack Speed, Cast Speed, and Movement Speed by 6%. Stacks up to 5 times
Freeze A unit will be Frozen once it has more than 100 Frostbites. Frostbites are cleared once the unit is Frozen and rendered immobile.
Thaw Recovering from the Frostbite status and returning to normal speed
Wilt An Ailment that may be triggered on hit, dealing Erosion Damage per second for 1s based on Base Wilt Damage. Can be stacked infinitely
Wilt cannot be inflicted when Base Wilt Damage is 0
Ignite An Ailment that may be triggered on hit, dealing Fire Damage per second for 4s based on Base Ignite Damage. Unable to stack
+30% additional Affliction Effect when dealing Ignite Damage
Ignite cannot be inflicted whDoTen Base Ignite Damage is 0.
Trauma An Ailment that may be triggered on hit, dealing Physical Damage per second for 4s based on Base Trauma Damage. Unable to stack
+30% additional Reaping Duration when Reaping Trauma Damage
Trauma cannot be inflicted when Base Trauma Damage is 0
Shock An Ailment that may be triggered on hit. Shocked enemies take Secondary Lightning Damage equal to Base Shock Damage when hit
The character has Base Shock Damage equal to 3% of the Lightning Damage hit
Shock Damage is not affected by bonuses
One Shock can be settled up to 12 time(s)
Shock cannot be inflicted when Base Shock Damage is 0
Taunt Forced to attack the taunting unit
Silence Cannot cast Spells and warcries
Disarm Cannot perform Attack Skils
Agility Blessing Every stack of Agility Blessing grants +6% Attack Speed, Cast Speed, and Movement Speed. Initial max stacks: 4
Surge Increases Mana Restoration Speed and deals additional Spell Damage based on the effect level
Mark Target is locked. -20% Evasion and +40% Critical Strike Damage taken
Tenacity Blessing Every stack of Tenacity Blessing grants an additional 4% damage reduction (multiplies). Initial max stacks: 4.
Barrier Gains a Shield equal to 20% of the sum of Max Life and Max Energy Shield, absorbing 50% of the damage taken. Cannot gain the shield when a Barrier is present.
Blur Gains 100 points of Blur Rating.
Once 100 points of Blur Rating is gained, 10 Blur Rating is lost per second. Blur is lost once Blur Rating drops to 0.
+0.3% Evasion and +0.3% chance to avoid damage for every point of Blur Rating you have.
Max Blur Rating is 100
Root Cannot move (including walking, sprinting, blinking, and knockback)
Elapse +4% DoT Damage dealt to the target. Stacks up to 10 times
Rejuvenation Restores 2% Max Life and Mana. Multiple (Rejuvenation) effects are calculated independently. Stacks up to 5 times
Life Regain Based on the Missing Life (including Sealed Life), restores a portion of Life on hit. This effect has a 0.5s interval.
Shield regain Based on the Missing Energy Shield, restores a portion of Energy Shield on hit. This effect may only appear once every 0.5s.
Frostbite Frostbite is an Ailment that may be triggered on Cold Damage hits. Frostbitten enemies -10% Attack, Cast and Movement Speed. If damage exceeds a certain threshold, Frostbite Rating will be accumulated on the target. The target will be Frozen once they have more than 100 points of Frostbite Rating.
Frostbite When Cold Damage inflicts Frostbite, 2 points of Frostbite Rating is accumulated if the damage inflicted is at least 0.2% of the target’s Max Life and Max Energy Shield. Every point of Frostbite Rating increases Frostbite’s effects by 1% and extends the duration the target is Frozen by an additional 1%.
Only boss enemies have a Max Frostbite Rating, which is 100 points. Other units don’t have a Max Frostbite Rating.
Every point of Frostbite Rating will cause reduced Movement Speed and increased Frozen Duration on the target. Frostbite Rating will be cleared once the Frostbite status ends.
Focus Blessing Every stack of Focus Blessing grants +4% chance to deal Double Damage. Initial max stacks: 4
Knockback direction is reversed Inverts the Knockback direction
Fighting Will Accumulates Fervor Rating when you defeat enemies or hit Elite enemies while having Fervor. +2% Critical Strike Rating for every point of Fervor Rating. The Max Fervor Rating is 100 points.
Fervor rating +2% Critical Strike Rating for every point of Fervor Rating you have. The Max Fervor Rating is 100.
Blur Rating +0.3% Evasion and +0.3% chance to avoid damage for every point of Blur Rating you have. The Max Blur Rating is 100
Crowd control effects Including Frostbite, Paralysis, Knockback, Weaken, Slow, Taunt, and Blinding.
Origin of Spirit Magus Buff effect gained after summoning a Spirit Magus.
Hardened -25% additional damage taken for 4s.
Origin of Fire Increases Attack and Spell Critical Strike Rating.
Origin of Thunder Increases Attack and Cast Speed.
Contact Target When a Parabolic Projectile lands or hits an enemy.
Wind Blade Wind Blade counts as a Steep Strike. It passes through all enemies and deals damage to them.
Command Equipping a skill that can summon Synthetic Troops will grant Command. Every point of Command will grant Synthetic Troop Minions +2% additional damage (+0% when Command is lower than 0) and a bigger Tracking Area. The lowest Command is -100 while the highest is 100. When Command is not 0, 13 points will be returned (reduced/granted) per second. For every 10 Command increased, +7 additional points returned until the total Command becomes 0.
Command Every point of Command will grant Synthetic Troop Minions +2% additional damage and a bigger Tracking Area.
The lowest Command is -100 while the highest is 100. When Command is not 0, 13 point(s) will be returned (reduced/granted) every second until it becomes 0. For every 10 Command increased, +7 additional points will be returned.
Synthetic Troop Minions’ Duration will not reduce when Command is a positive value.
Six Gods’ Blessings Tenacity Blessing, Agility Blessing, Focus Blessing, Fervor, Blur, Barrier.
The new god is balancing order and chaos Character affected by the Order and Chaos: Initially has 100 points of Order and loses 1 point of Order per 1s. Gains 1 point of Chaos for every point of Order lost.
Order The character initially has 100 points of Order and loses 1 point per 1s. Gains 1 point of Chaos for every point of Order lost.
Chaos The character initially has 100 points of Order and loses 1 point per 1s. Gains 1 point of Chaos for every point of Order lost.
The new god is devouring Six Gods’ blessings All Six Gods’ Blessings the character has, including Tenacity Blessing, Agility Blessing, Focus Blessing, Fervor, Blur, and Barrier, will be devoured every 4s
Spell Burst Automatically casts a Spell Skill a certain number of times.
When Spell Burst is fully charged, the next Spell Skill cast will activate Spell Burst, which will consume all stacks charged and automatically cast the Spell Skill the same number of times.
Skills that have a cooldown, or Summon, Sentry, and Channeled skills cannot activate Spell Burst.
Devour Nullifies Talents.
Replicate Additionally gains a copied Talent. When copying a devoured Talent, the duplicate Talent will become take effect normally. You can only copy the original Talents on the Divinity Slate and cannot copy Talents obtained via other replication effects.
Growth Spirit Magi grow into the next Stage for every 100 Growth. They start at Stage 1 and can grow until they reach Stage 5. For every 5 Growth they have, Spirit Magi +1% Physique, +5% additional Skill Area, and a bonus every stage:
At Stage 2, +30% chance for them to use Enhanced Skill chance.
At Stage 3, their Enhanced Skills become stronger.
At Stage 4, their Empower Skills become stronger.
At Stage 5, they +25% additional damage, +10% additional Skill Area, and gain increased Movement Speed and Tracking Area.
The max Growth is 1000.
Notoriety +2000 Critical Strike Rating, +100% Critical Strike Damage, and 20% Attack and Cast Speed for each stack of Notoriety. The Critical Strike Rating and Critical Strike Damage bonus granted by the skill is doubled against Low-Life enemies.
Renown For each stack of Renown +25 Attack Critical Strike Rating and 40% Critical Strike Damage. +50% Renown Effect when at Low Life. Stacks up to 3 times.
Icebound Immunity to Frostbite. 20% of Physical Damage taken will be converted to Cold Damage; 20% of Lightning Damage taken will be converted to Cold Damage.
Icebound 2 Immunity to Frostbite. 40% of Physical Damage taken will be converted to Cold Damage; 40% of Lightning Damage taken will be converted to Cold Damage.
Icebound 3 Immunity to Frostbite. 60% of Physical Damage taken will be converted to Cold Damage; 60% of Lightning Damage taken will be converted to Cold Damage.
Fire Strike Adds 20% of Physical Damage as Fire Damage to Attacks. Damage Penetrates 10% Fire Resistance.
Fire Strike 2 Adds 30% of Physical Damage as Fire Damage to Attacks. Damage Penetrates 15% Fire Resistance.
Fire Strike 3 Adds 40% of Physical Damage as Fire Damage to Attacks. Damage Penetrates 20% Fire Resistance.
Superconductivity Cannot deal Fire Damage. Lightning Damage against Shocked enemies triggers Lucky
Poison Lord 2 60% chance to cause Wilt. Wilt Damage increases by 20%.
Poison Lord 2 60% chance to cause Wilt. Wilt Damage increases by 30%.
Poison Lord 2 60% chance to cause Wilt. Wilt Damage increases by 40%.
Genius of Chaos Adds 20% Non-Erosion Damage as Erosion Damage
Genius of Chaos 2 Adds 30% Non-Erosion Damage as Erosion Damage
Genius of Chaos 3 Adds 40% Non-Erosion Damage as Erosion Damage
Thawing strike When Frostbite is caused by monsters, inflicts 1 stack of [Slow]. Each stack of [Slow] caused by monsters reduces your Cold Resistance by 6%.
Aember Blast Aember energy gathered on the ground. Causes damage when it takes shape.
Devouring Black Hole A force of the Black Hole gathered on the ground. Absorbs surrounding units and deals DoT Damage.
Frenzy As damage and speed increase, the damage taken goes up.
Restrained Reduces half Damage and Speed but grants double Defense.
Giantism Enlarges the physique and increases the Skill Area
Malice Incarnation Malice Incarnations are a special group of monsters in the Cube Season. There will be special marks for them on the map. Defeating Normal Malice Incarnations has a chance to grant Desire Crystals. Defeating Elite Malice Incarnations will grant Desire Beads.
Desire Crystal Desire Crystals are a special drop in the Cube Season. They could be granted by defeating Normal Malice Incarnations. You can use them to activate the Cube of Rapacity.
Desire Bead Desire Beads are a special drop in the Cube Season. They could be granted by defeating Elite Malice Incarnations or will be given by the disintegration of the Cube. You can use them to exchange for items via Avarice Bounty.
Deacon The Deacons of Malice are special Elite in the Cube Season, including the Malice Flagellant and the Malice Martyr. Malice Flagellant will reduce the damage taken by allies nearby and slow them down, whereas Malice Martyr will do the opposite.
Malice Judge The Malice Judge is a special Elite in the Cube Season. The character could show up after you obtain the Special Decree of the Avarice Code. Defeat the Malice Judge to obtain precious rewards.
Special Event Get 1 of the following rewards:
2 R rewards.
3 R rewards.
4 R rewards.
1 SR reward.
Surging Greed Additionally increases Rapacity.
Ambush of Desire The Malice Incarnation will come.
Greed Extermination Destroys the Cube of Rapacity and takes away all the rewards.
Desire Incarnation Desire Incarnations are a special group of Elites in the season of Cube of Rapacity. There will be special marks for them on the map. Desire Incarnations consist of Malice Confessor, Malice Watcher, Malice Executor, Malice Law Performer, Malice Oathbreaker, and Malice Liar. Defeating them will grant more Desire Beads or Desire Crystals.
Malice Law Performer The Malice Law Performer is a special Elite in the Cube Season, and it drops lots of Desire Beads after it is killed
Infinite City of Aeterna The City of Aeterna will have a tier once it reaches Lv.84 and higher, and the tier increases every time you clear the City of Aeterna at the current highest tier, increasing both the difficulty and amount of rewards.
Random 4 Covers a relatively small area, but covered reward rooms provide double rewards.
Soul Candle Fusion Combines 2 Soul Candles into 1. The new Soul Candle will retain some traits of the original Soul Candles and may also undergo some unpredictable changes.
Unusual The unusual City of Aeterna experiences unique changes, including reward rooms with relatively high rarity, increased numbers of reward rooms, or all reward rooms having the same type of reward.
These changes only appear after the Character reaches Lv.59.
Aeterna Tiles Aeterna Tiles can be placed after the City of Aeterna is built to optimize the structure of the City of Aeterna
Tear of Aeterna Currency used when fusing Soul Candles
Warcry Affix Includes:
– Warcry Cast Speed
– Warcry Range
Shadow Strike Affix Includes:
– Shadow Strike Skill Damage
– Shadow Damage
Slash Strike Affix Includes:
– Slash Strike Skill Damage
– Chance to gain Steep Strike attempts
Demolisher Affix Includes:
– Demolisher Skill Damage
– Demolisher Charge Restoration Speed.
Horizontal Affix Includes:
– Horizontal Projectile Damage
– Number of Jumps
Parabolic Affix Includes:
– Parabolic Projectile Damage
– Parabolic Projectile Attack and Cast Speed
Vertical Affix Includes:
– Vertical Skill Damage
– Vertical Skill Area
Barrage Affix Includes:
– Barrage Skill Damage
– Barrage Skill Area
Physical Affix Includes:
– Physical Damage
– Attack and Spell have a chance to ignore Armor
Lightning Affix Includes:
– Lightning Damage
– Lightning Penetration
Cold Affix Includes:
– Cold Damage
– Cold Penetration
Fire Affix Includes:
– Fire Damage
– Fire Penetration
Erosion Affix Includes:
– Erosion Damage
– Erosion Penetration
Channel Affix Includes:
– Channeled Skill Attack and Cast Speed
– Max Channeled Stacks
DoT Affix Includes:
– DoT Damage
– Skill Duration
Curse Affix Includes:
– Curse Effect
– Curse Skill Area
Aura Affix Includes:
– Aura Effect
– Aura Skill Sealed Mana
Trigger Affix Includes:
– Triggered Skill Damage
– Triggered Skill Cooldown Recovery Speed
Imbue Affix Includes:
– Imbue Skill Damage
– Imbue’s Buff Effect
Chain Affix Includes:
– Chain Skill Damage
– Number of Chain Skill Jumps
Sentry Affix Includes:
– Sentry Damage
– Deployable Sentries Each Time
Summon Affix Includes:
– Minion Damage
– Minion Attack and Cast Speed
Terra Affix Includes:
– Terra Skill Damage
– Terra Charge Restoration Speed
Beam Affix Includes:
– Beam Skill Damage
– Additional Beam Skill Refractions
Aeterna Season Rewards Includes Soul Candle, exclusive Legendary gear, and Queen’s Wick
Giantism Enlarge Physique by 15%; +40% Skill Area; -5% additional Physical Damage taken
Master Sniper +100% additional Projectile Damage; +30% Projectile Speed; Projectiles Penetrate all targets. Lasts for 1s
Spell Overload For the next 8s, each Spell Skill cast grants +1% Cast Speed and increases Mana Cost by 5%
Arcane Focus The Skill Area of Area Spells alternates between receiving a 60% increase and a 30% decrease every 4s
Conductivity Each stack provides 10% Critical Strike Rating, 10% Critical Strike Damage, +5% chance to inflict Shock. Limited to 1 stack per second and lasts for 8s
Frost Advent Each Attack hit reduces enemy Attack Speed and Movement Speed by 3% and increases your Attack Speed and Movement Speed by 3%. Stacks up to 30% and lasts for 8s
Forbearance Each point of Forbearance provides 1 Life Regeneration per second, 0.1% Life Regeneration per second, and 1% Armor. Each point of Forbearance lasts for 8s.
Murderous Intent Each point of Murderous Intent grants 0.5% Attack Speed, 0.5% Movement Speed, and 1% Skill Area. Each point of Murderous Intent lasts for 8s.
Confusion Each point of Chaos grants 0.5% Life Regain, 1% Critical Strike Damage, and Erosion Damage equal to 1% of Physical Damage. Each point of Chaos lasts for 12s.
Void Orb Each Void Orb adds 100 – 200 Physical Damage to Spells and +10% Armor. Deal 50-100 Physical Damage to yourself for 5s when using skills
Combo Lightning Reduces enemy Lightning Resistance by 10% on hit for 8s, dealing minor damage. Projectile may chain up to 3 times
Emperor’s Wrath Immune to Curses; +30% Attack and Spell Block; -50% additional Skill Cost
Pain +10% additional Erosion Damage taken, -8% Movement Speed
Thrill Barrier +20% additional Elemental Damage, and Reflects 100% Elemental Damage while the Barrier lasts
Hardened Barrier +20% additional Physical Damage, and Reflects 100% Physical Damage while the Barrier lasts
Dragon’s Heart +50% additional Skill Cost, Main Skills gain +30% chance to deal Double Damage
Corroded Gear Consumes 2% of Life to restore 8% of Max Life when you are hit. Interval: 1s.
Corroded Mana Consumes 2% of Mana to restore 8% of Max Mana when you are hit
Corroded Energy Shield -20% Energy Shield Charge Speed to restore 8% Max Energy Shield when you are hit. Interval: 0.2s.
Corroded Heart Unlucky Critical Strike, -30% nearby enemy Elemental and Erosion Resistance
Lord of the Void Converts 100% of Physical Damage to Erosion Damage. -20% additional Erosion Damage taken for 5s
Throne +8% additional Channeled Skill Damage per stack. -5% additional damage taken, up to 10 stacks. Lasts for 4s
Eternal Morale +5% damage, +1% Attack and Cast Speed for every stack of Eternal Morale. Lasts for 30s
Eternal Nightmare +5% Critical Strike Rating, +1% Critical Strike Damage for every stack of Eternal Nightmare. Lasts for 30s
Eternal Shadow +5% Skill Area and +1% Movement Speed for every stack of Eternal Shadow. Lasts for 30s
Eternal Guard +5% Defense, +1% chance to avoid Ailments for every stack of Eternal Guard. Lasts for 30s
Eternal Simulacra +5% Skill Duration, +1% Skill Cooldown Recovery Speed for every stack of Eternal Simulacra. Lasts for 30s
Eternal Reign +1% Max Resistance and +10% additional damage for every stack of Eternal Reign. Lasts for 30s
Mass Enhancement Effect +15% additional Attack Damage, +10% Skill Area. Stacks up to 3 times and lasts for 15s
Impassioned -0.3% additional Skill Cost, -0.3% additional Life Regain Interval, +5% damage. Stacks up to 100 times. Each stack lasts for 5s
Meditate Multistrike deals 10% more damage with each strike. -5% additional damage taken. Stacks up to 5 times and lasts for 10s
Intimidated Takes +12% additional damage and deals -12% for 4s when at Low Life
You went against the will of the Gods Fervor gains an additional base effect: -3% Critical Strike Rating for every point of Fervor Rating.
-99% Blur effect. You are under the effect of Weaken while Blur is active.
Loses 6% of Life and Energy Shield while a Barrier is active.
Tenacity Blessing gains an additional base effect: Additionally takes 5% damage for each stack.
Focus Blessing gains an additional base effect: -6% Double Damage Chance for each stack.
Agility Blessing gains an additional base effect: -15% Attack and Cast Speed for each stack.
Asynchronous Transfer Cast Speed bonus and 75% of additional bonus are also applied to Attack Sentries’ Cast Frequency
Attack Speed bonus and 75% of additional bonus are also applied to Spell Sentries’ Cast Frequency
Solemn +10% Skill Area for each stack, up to 5 stack(s)
Hatred of the Last Dragon Ordrak’s hatred for the God of Might is imbued in this Shield. When dealing damage to an enemy target that has Tenacity Blessing, there is a 20% chance to trigger Ordrak’s attack. Interval: 0.2s. Enemies hit are dyed gold.
Mini Tough Guy All Spirit Magi +100 initial Growth, -50% Physique, and gain immunity to damage while Reconjuring. Lasts 5s.
Banquet -30% additional Regain Interval, +30% Armor Penetration, but your Armor is fixed at 0. Lasts 2s.
Corroded Corroded gear cannot be corroded or crafted again
High Level Normal Gear Crafting with high-item-level gear, an affix can be granted with a higher affix level. Crafting with normal gear can save you the costs of obtaining your desired affixes. Normal gear with high item levels can be purchased from Trade House or obtained from the exchange with the Fate Cards dropped by Netherrealm Watchers after you defeat them.
Ultimate Each piece of gear can only possess 1 Ultimate Pre-fix and 1 Ultimate Suffix
Sleepless Each piece of gear can only possess 1 sleepless affix
Short-term Inheritance After clearing this stage, the card affixes will work on all stages in this plane
The inheritance effect vanishes after taking effect a few times or when this round ends
– Activating a stage is counted as one time
– The count is displayed after the colon
Memory Cards can take effect multiple times in this stage
– Activating a stage is counted as one time
– The remaining count is displayed after the colon
Takes effect after clearance The card affixes will only take effect after this stage is cleared
Mirror Image This is a Mirror Image.
Dark Surge Undercurrent Randomly draws 1 Dark Surge Chaos Card(s) after clearing this stage.
Effect cannot be inherited
Mystery Treasure Randomly draws 1 [Straightforward] after clearing this stage.
Effect cannot be inherited
Oracle of War Randomly draws 1 [Conquest – Hypocrisy] after clearing this stage.
Effect cannot be inherited
Oracle of Might Randomly draws 1 [Might – Hypocrisy] after clearing this stage.
Effect cannot be inherited
Oracle of Hunting Randomly draws 1 [Hunting – Hypocrisy] after clearing this stage.
Effect cannot be inherited
Oracle of Machines Randomly draws 1 [Machine – Hypocrisy] after clearing this stage.
Effect cannot be inherited
Progress After this stage is cleared, Progress +1. The affixes on the card will only take effect when Max Progress is reached
Choice Complete this stage to randomly draw three Trait Cards and choose to obtain a new card or upgrade an existing one.
Offset Degree +0.3% Monster Damage and -1% Monster Damage taken for every point of Offset Degree
God of War Follower Disciples are Magic monsters and will be affected by the affixes dropped
Dwarven Automaton Dwarven Automatons are Rare monsters and will be affected by the affixes dropped
Drone Drones are Normal monsters and will be affected by the affixes dropped
Basic Rare Gear Rare Gear with 3~5 Affixes
Super Rare Gear Rare Gear with 6 Affixes
Replicate Legendary Boss 1 additional Legendary Boss(es) will be generated for every 100% Replicate chance
Rank 5+ Beacon Rank 5+ Beacons can be used to unlock Netherrealm stages in Deep Space mode at Timemark 8 (the stage has an additional drop quantity bonus)
God of War Exclusive Legendary Gear Includes Dragon Armor, Furious Heart, Ghost Slaughter, and Crimson King.
God of Might Exclusive Legendary Gear Includes Last Words of Chaos, Polygonal Enclosure, Forlorn Crystal, Imperial Might, and Divine Ember.
Goddess of Hunting Exclusive Legendary Gear Includes Skin of Malice, Shadow of Thunderlight’s Footsteps, Thunder Jawbone, Eternity, and Starlit Body.
God of Machines Exclusive Legendary Gear Includes Necklace of Firebird, Decayed Mind, Mistaken Authority, and Surging Inspiration.
Whisper of Wealth Whisper of Wealth typically increases the additional drop quantity of Void Sea Treasures
Whisper of Armament Whisper of Armament typically increases the base drop quantity of Void Sea Treasures
Whisper of Wonder Whisper of Wonder typically increases the Rarity of Void Sea Treasure drops
Pirate A specific type of monster that players will encounter when playing the exclusive content of the Blacksail Season
Seal Whisper Complete the exclusive gameplay of the Blacksail Season to get Seal Whispers. Collect a certain amount of Seal Whispers to unseal the Void Sea Terminal and challenge the season boss. Different combinations of Seal Whispers grant different bonuses that affect the rewards from the season boss
Drop rarity Affects the rarity of gear, Hero Relics, and Hero Memories dropped from Void Sea Treasures
Cold Blessing +300% additional Life, +80% additional damage. +50% Cold Resistance, gains an Energy Shield of 75% Max Life, and +90% Movement, Attack, Cast, and Cooldown Recovery Speed. Upon receiving damage, there is a 60% chance to cast Ring Ice Spikes once. (Cooldown: 1s). Upon receiving lethal damage, get Frozen for 5s. (Cooldown: 10s.) When Frozen, additionally -80% damage taken and restores 10% Max Life and Energy Shield every second.
Fire Blessing +600% additional Life, +80% additional damage, +50% Fire Resistance, and +90% Movement, Attack, Cast, and Cooldown Recovery Speed. Throws 6 Lava Balls (dealing DoT Fire Damage on hit) at the target every 6s. Restores 15% Max Life on hit. Upon hitting a target that receives DoT Damage, restores 30% Max Life in 3s.
Lightning Blessing +400% additional Life, +80% additional damage, +50% Lightning Resistance, gains 50% Damage Avoidance Chance, and +120% Movement, Attack, Cast, and Cooldown Recovery Speed. There is a 35% chance to additionally -75% Hit Damage taken within 10s and triggers a Hexa Lightning Strike against the target on hit. (Cooldown: 4s.)
Erosion Blessing +650% additional Life, +60% Erosion Resistance, converts 75% damage taken into Erosion Damage, +120% Movement, Attack, Cast, and Cooldown Recovery Speed. Adds 80% Elemental Damage as Erosion Damage on hit. Triggers Erosion Terra at the target spot upon dealing damage. (Cooldown: 6s. Deals DoT Damage. Expands gradually within 5s.)
Physical Blessing +500% additional Life, +60% additional damage, +70% additional Armor, and +90% Movement, Attack, Cast, and Cooldown Recovery Speed. Fires 1 additional projectiles on hit. (Cooldown: 0.2s. Deals Physical Damage.) Upon receiving damage, +30% Armor and Elemental and Erosion Resistance for 10s. Stacks up to 5 times.
Queen’s Disciple -70% additional damage taken, +30% additional damage dealt, and +300% additional Life. Inflicts an Aura on monsters within 13m nearby: the monsters affected by the Aura have -50% additional damage taken, restore 10% Max Life on hit. (Cooldown: 0.5s), and deal Physical Damage once 3s after being defeated.
Disciple of Order -35% additional damage taken, adds 20% of all damage as Erosion Damage, +600% additional Life. Inflicts an Aura on monsters within 13m nearby: the monsters affected by the Aura restore 50% Max Life every second and explode 2s after being defeated, dealing Erosion Damage.
Dark Surge Disciple Gains 80% Injury Buffer. Captures 10% Elemental Resistance from the player on each hit. (Lasts 5s.) +300% additional Life. Inflicts an Aura on monsters within 13m nearby: the monsters affected by the Aura deal +80% additional damage and generate an Erosion Terra upon being defeated. Lasts 3s.
Void Sea Disciple -50% additional DoT Damage taken, adds 10s Acid Mist Corrosion on hit (DoT Erosion Damage), and +300% additional Life. Inflicts an Aura on monsters within 13m nearby: the monsters affected by the Aura gain +90% additional Movement, Attack, and Cast Speed and explode 2s after being defeated, dealing random Fire/Lightning/Cold/Erosion Damage.
Elimination Attacks eliminate enemies under 18% Life on hit
Burnout +30% additional Fire Damage
When causing Severe Injuries to enemies, give them +25% Fire Resistance for 1s
Tenacity +100% chance to gain 1 stack(s) of Tenacity Blessing on hit
Max Tenacity Blessing Stacks +1
Great Strength -15% Attack Speed
+30% additional Attack Damage
+30% additional Ailment Damage dealt by attacks
Fueling Damage ignores enemy Fire Resistance
Blazing Fire +20% additional Fire DoT Damage
Inflicts 10 Affliction when dealing Fire Damage. Cooldown: 0.1s
Judgment +100% chance for attacks to inflict Paralysis on hit
+25% additional Critical Strike Damage against Paralyzed enemies
Resolve Owns 1 additional stacks of Tenacity Blessing
+4% Armor for every 1 stack(s) of Tenacity Blessing
Joined Force Off-Hand Weapons do not participate in attacks while Dual Wielding
Adds 65% of the damage of the Off-Hand Weapon to the Main-Hand Weapon instead
Well Matched Blocks Lucky when Dual Wielding
+100% Multistrike chance for the next Main Skill used after blocking
Ember Armor +25% Armor Effective Rate for Non-Physical Damage
Formless +100% additional Warcry Skill Effect
-30% Warcry Skill Effect Duration
Momentum +40% additional Attack Damage for the next Main Skill every 0.5s. Refreshes this interval on defeat.
Arcane Converts 100% Mana Cost to Life Cost
+20% additional Max Life
Sacrifice Changes the effect of every 1 stack(s) of Tenacity Blessing to: +7% additional Damage, +8% Skill Area
No Lose Ends +300 Attack Critical Strike Rating at Full Life
+35% additional Attack Damage at Low Life
Life Path Life Regain doubles
Life Regain is only effective when Life is lower than 50%
Survival Will +100% additional Life Regeneration Speed at Low Life
Restores 1% Life per second for 2s after taking a hit. Stacks up to 15 times
Wildfire +100% additional Fire Damage against Low Life enemies
Minions deal +100% additional Fire Damage against Low Life enemies
Sweep +15% chance for Area Skills to deal Double Damage
+10% Skill Area for every 1 enemy/enemies recently killed, up to 100%
Rock Max Tenacity Blessing Stacks +2
+15% Fire Damage for every 1 stack(s) of Tenacity Blessing
True Flame Enemies that die of Fire Damage will explode, dealing Fire DoT Damage per second equal to 85% of the overflown Damage for 2s to nearby enemies
Focused Strike Area Skills deal up to 40% additional Area Damage to enemies at the center
Minions’ Area Skills deal up to 40% additional damage to enemies at the center
Starfire +1 Max Ignite.
+20% Ignite Duration
Perception +20% Attack and Cast Speed
+1% Attack and Cast Speed for every 15 Dexterity
Paralyzed -2% target’s Lightning Resistance for 2s on Lightning Damage hit. Stacks up to 16 times
Flicker +100% additional Cooldown Recovery Speed for Mobility Skills
+25% additional Attack and Cast Speed for Mobility Skills
Rushed +20% Movement Speed
+35% additional damage if you have recently moved more than 5m
Impermanence -40% additional min damage
+40% additional max damage
Flash of Brilliance Spell Damage will not further reduce Evasion by default
+15% additional Evasion
Gale 50% of the Projectile Speed bonus is also applied to the additional damage bonus
Mind Flow +5% additional damage every 0.5s, stacking up to 8 times and resetting after you take a hit
Euphoria Max Agility Blessing Stacks +1
+3% additional Evasion for every 1 stack(s) of Agility Blessing
Three Birds with One Stone +2 Projectile Quantity
+2 Parabolic Projectile Splits
Master Escapist Gains 1 stacks of Deflection every 0.5s.
Gains 1 stacks of Deflection on Evasion
Close Range Fire Projectiles deal up to +35% additional damage to enemies in proximity, and this damage reduces with the distance traveled by the Projectiles
Conductive Gains 5% of Lightning Damage hit as Base Shock Damage
Minions gain 5% of the Lightning Damage hit as Base Shock Damage
Static +35% additional Attack Speed to the first non-channeled attack made after stopping. If this attack is a Multistrike, the buff extends until the Multistrike ends
+35% Minion Attack and Cast Speed while the player is standing still
Transition When casting a Lightning Skill, +50% chance for the skill to deal +75% Critical Strike Damage
When casting a Lightning Skill, +25% chance for the skill to deal +150% Critical Strike Damage
When casting a Lightning Skill, +10% chance for the skill to deal +250% Critical Strike Damage
Queer Angle Damage dealt by Minions and you against Shocked enemies triggers Lucky
Quick Advancement Multistrike deals 55% increased damage with each strike
Minions’ Multistrike deal 55% increased damage with each strike
Waiting Attack Consumes all Agility Blessing when the Main Skill is used. +10% additional damage for this skill for every stack of Agility Blessing consumed. The effect can not stack.
Cultivation +3% Life and Mana Restoration Speed, up to 45%, for each skill used recently
+4% Cast Speed for each skill used recently. Stacks up to 15 times.
Stability Restores 4% of Life when Regaining Life
Restores 4% of Energy Shield while Regaining Energy Shield
Calm -50% additional damage taken at Low Life and Low Energy Shield
+25% additional damage taken at Full Life
Acquaintance The Main Spell Skill +25% chance to be triggered an additional time when being cast
Rebirth Converts 50% of Life Regain and Energy Shield Regain to Restoration Over Time
-35% additional Regain Interval
Nowhere to Be Found Max Agility Blessing Stacks +2
Removes negative effects and DoT Damage on self upon gaining Agility Blessing
Beacon +3 Max Spell Burst
Chilly +20% additional Spell Damage taken by enemies Nearby
Enemies Nearby can’t regenerate Life over time
Winter -5% enemy Cold Resistance every 0.2s, stacking up to 8 times. The effect resets after the enemy moves 2m
Insight +30% additional Spell Damage
+25% additional Skill Cost
Burning Touch Immune to Frostbite
+20% additional Cold and Fire Damage
Preparation Gains 1 stack(s) of Focus Blessing for every 10% Mana consumed.
+25% Mana Regeneration Speed for every 1 stack(s) of Focus Blessing.
Bunch Max Focus Blessing Stacks +1
+3% additional Spell Damage for every 1 stack(s) of Focus Blessing
Inner Side Doubled Energy Shield regain
Shell +30% additional Max Energy Shield
Your Max Life is set to 100
Play Safe 100% of the increase/decrease on Cast Speed also applies to the Spell Burst Charge Speed.
-50% additional damage for skills that are not cast by Spell Burst.
Barrier of Radiance Energy Shield Charge started recently cannot be interrupted by damage
+50% Energy Shield Charge Speed
Mind Blade Adds 100% of the Main-Hand Weapon’s damage to Spells
Adds 15% of the Main-Hand Weapon’s Critical Strike Rating to Spell Skills’ Base Critical Strike Rating
Frostbitten When dealing damage to an enemy, for every 5 Frostbite Rating they have, +1% Cold Penetration
When Minions deal damage, +1% Cold Penetration for every 5 Frostbite Rating the enemy has
Mana 20% of damage is taken from Mana instead of Life
+8% additional Max Mana
Full Load Consumes 15% of the current Mana on skill use. This effect does not apply to Spell Burst.
+35% additional damage for the next skill when Mana reaches the max.
Extreme Coldness +30% additional damage to enemies with Max Frostbite Rating
Minions +30% additional damage to enemies with Max Frostbite Rating
Frozen Lotus When defeating an enemy, deal Cold Spell Damage based on the Max Mana to its Nearby enemies. The damage increases with character level.
Mind Focus Changes the base effect of Focus Blessing to: Adds Cold Damage equal to 2% of Max Mana to Attacks and Spells
Focus Max Channeled Stacks +2
+3% additional damage for Channeled Skills for every 1 channeled stack(s)
Adaptation Converts 25% of Physical Damage taken to random Elemental Damage
+4% Max Elemental Resistance
Translucent +20% additional Lightning Damage if you have dealt Fire Damage recently
+20% additional Cold Damage if you have dealt Lightning Damage recently
+20% additional Fire Damage if you have dealt Cold Damage recently
Quick Ritual Min Channeled Stacks +1
+15% additional Cast Speed for Channeled Skills
+15% additional Attack Speed for Channeled Skills
Peculiar Vibe +30% chance to cause Elemental Ailment
+25% additional damage dealt to enemies under Elemental Ailment
Penetrating +4% Elemental Penetration for every 1 stack(s) of Focus Blessing
Cohesion +100% additional Critical Strike Rating for the next Main Skill used every 1s
Brutality +35% additional Physical Damage
Cannot deal Elemental Damage
Determined Upon taking fatal damage, you keep 1 Life and become immune to DoT Damage for 1s. Cooldown: 8s
Automatic Upgrade +45% Spell Block Chance if you have Blocked an Attack recently
+45% Attack Block Chance if you have Blocked a Spell recently
Instant Smash Critical Strikes ignore Armor
+100% additional Trauma Damage dealt by Critical Strikes
Endless Fervor Have Fervor
+30% Fervor Effect
Blunt +8% Armor DMG Mitigation Penetration
+8% Armor DMG Mitigation Penetration for Minions
+20% chance for Physical Damage to inflict Paralysis on hit
Continuum +250 Spell Critical Strike Rating for 4s on attack Critical Strike
Ambition Gains 10 Fervor Rating when hitting an Elite
Gains Fervor when there are enemies nearby.
Open Wounds +40% Trauma Duration when inflicting Trauma on Traumatized enemies.
+125% Critical Strike Damage against Traumatized enemies.
+125% Minions’ Critical Strike Damage against Traumatized enemies
Hair-trigger +2% additional damage for this skill upon trigger for every 3 Fervor Rating.
-20% additional Cooldown Recovery Speed of the skill triggered.
Versatile Recently, each time an attack skill is used, gain an additional +12% Spell Damage, stacking up to 3 layers
After using a spell skill, the next attack skill is guaranteed to critically strike, with a cooldown of 0.6 seconds.
Sprinkle Melee skills have a 20% chance to grant +80% Skill Area
+18% additional Melee Damage
Defensiveness Blocking has a 0.03s cooldown
+25% Block Ratio
Centralize Gains additional 25% of current Fervor Rating on hit. Cooldown: 0.3s.
Consumes half of the current Fervor Rating when hit. -1.5% additional damage for every 1 Fervor Rating consumed.
Tradeoff +25% Attack Speed when Dexterity is no less than Strength
+25% Attack Damage when Strength is no less than Dexterity
Full Defense +100% additional Defense gained from Shields
Immune to DoT Damage when holding a Shield
Falling Leaves -30% additional Weapon Damage.
+60% additional Attack Damage.
Fluke Critical Strikes have the Lucky effect while having at least 50 Fervor Rating
Gravity +20% additional Melee Damage
Melee Skills can Knockback reversely
Shooting Arrows +20% additional Projectile Damage
+50% additional Knockback distance
Keep It Up Fervor Rating gains an additional base effect: +2 Critical Strike Rating for every point of Fervor Rating
Impending +6% additional damage taken for enemies within 10m every 0.25s. Stacks up to 5 times
Rapid Shots Projectile Damage increases with the distance traveled, dealing up to +35% additional damage to distant enemies
Plague DoT Damage has a 40% chance to spread to targets nearby
+25% DoT Damage Duration
Mixture Converts 99% of Physical and Elemental Damage to Erosion Damage
+99% chance to Paralyze the target when dealing damage to enemies
Windwalk +25% additional DoT Damage taken by the target during the 2s after DoT Damage is dealt. Effect cannot stack.
Subtle Impact Blur gains an additional effect: +25% additional DoT Damage taken by nearby enemies
Forbidden Power +35% additional Erosion Damage
Cannot regenerate Life
Poisoned Relief +25% Injury Buffer
-15% additional damage taken at Low Life
Dirt +10% additional Erosion Damage
+10% additional damage dealt to Life
Ward Adds 25% of Sealed Mana as Energy Shield
Stealth Stab -20% additional damage taken while Blur is active
+20% additional damage for 3s after Blur ends
Beyond Cure -1% Erosion Resistance for enemies for every stack of Wilt you’ve inflicted
You can only inflict up to 50 stacks of Wilt
Twisted Belief +3 Erosion Skill Level
-2 Elemental Skill Level
Life Conversion Adds 20% of Sealed Mana as Life
-15% additional Sealed Mana
Affliction +10 Affliction inflicted per second
+75% Affliction effect
Holiness Immune to Curse.
-20% additional damage dealt by Cursed enemies.
Daze Blur gains an additional effect: +100% control effects and +15% additional Ailment Damage
More With Less +40% additional DoT Damage
-20% additional DoT Damage Duration
Verbal Abuse You can cast 1 additional Curses
+15% Curse effect
Reap Purification Additionally settles 80% of the remaining total damage when Reaping
Removes all of the target’s DoT Damage when Reaping
Prelude Using a Non-Main Skill will make the next Main Skill deal +30% additional damage. The effect can not stack
Vile Duration of Ailments caused by Critical Strike is doubled.
+1% additional Ailment Damage per 3% Critical Strike Damage.
Indifference +35% additional Cooldown Recovery Speed.
-10% additional Attack and Cast Speed
-20% additional Minion Attack and Cast Speed
Off The Beaten Track +3 Support Skill Level
Support Skill’s Mana Multiplier is set to 105%
Dirty Tricks Guaranteed to inflict all types of Ailments on hit.
+6% additional damage dealt to enemies for every Ailment they have (multiplies)
Stab In The Back While Blur is active, lose Blur after using a Main Skill, and the skill deals +45% additional damage
Orders +20% additional Minion Damage
+100% additional Summon Skill Cast Speed
Sentry Max Sentry Quantity +1
+100% additional Cast Speed for Sentry Skills
Shrink Back +50% chance to gain a Barrier when taking damage
Mighty Guard +2 level(s) for skills that summons Minions.
Gains 4 Command per second.
Spirit Magi +40 initial Growth
Overly Modified +30% additional Sentry Damage, -50% non-Sentry Active Skill damage
Isomorphic Arms Main-Hand Weapon is applied to Minions
Boss +1 Max Summonable Synthetic Troop Minions
+12% chance to deal Double Damage
Heat Up +30% additional Sentry Damage if you have used a Sentry Skill recently.
-30% additional Sentry Start Time.
Broken Shell Barrier Absorption Rate is set to 99%
Barrier can only take one hit
+150% Barrier Shield
Burning Aggression Gains 20 point(s) of Command every 2s when there is a Boss within 10m.
Minions’ attacks have a 20% chance to ignore Armor.
Co-resonance Attack Speed bonus and 100% of additional bonus are also applied to Attack Sentries’ Cast Frequency
Cast Speed bonus and 100% of additional bonus are also applied to Spell Sentries’ Cast Frequency
+25% chance for Sentries to deal Double Damage
Kinetic Conversion -20% additional damage taken while moving
100% chance to gain a Barrier for every 5m of movement
Reflection +25% additional Aura Effect
Resistance +3% Max Elemental Resistance
Damage Penetrates 15% Elemental Resistance
Curtain +35% Barrier Shield.
Restores 40% of Missing Life and Energy Shield when losing Barrier.
Knowledgeable +55% Empower Skill Effect
+10 Defensive Skill Effect
Poison Immunity +5% Max Erosion Resistance
Converts 25% of Physical Damage and Elemental Damage taken to Erosion Damage
Panacea +50% Restoration Effect for Restoration Skills
Restoration Skills’ Restoration Effects won’t be removed
Source Spirit Magus Skills -50% Sealed Mana
+25% Origin of Spirit Magus Effect
Spirit Magi +50% Empower Skill Effect
Contingency +1% additional Life Regeneration Speed for every 2% of Life lost
+1% Mana Regeneration Speed for every 2% of Mana lost
Empower Adds 25% of Max Life to Barrier Shield.
Adds 25% of Max Energy Shield to Barrier Shield
Battle Trumpet -15% additional Minion Attack and Cast Speed
Spirit Magi +50% chance to use an Enhanced Skill
Active Superflux Overflown Mana Regeneration applies to Life
Regenerates 3% Mana per second
Talons of Abyss For every 20 Growth a Spirit Magus has, it +1% additional damage
For every 40 Growth a Spirit Magus has, it +1% additional Cooldown Recovery Speed
Seething Spirit Seething Spirit casts the Melee Main Attack Skill that the player carries
Peaceful Realm Gains 1 Order every 3s
+25% Order effect
Chaotic Realm Loses 1 Order on defeat.
Loses half of the current Order upon encountering the first Boss.
+25% Chaos effect
Silent Realm Has 50 fixed Order
+25% Order effect
+25% Chaos effect
Dying Dragon +100% Skill Area and +60% additional damage for the next several Main Attack Skills after the Tenacity Blessing is devoured. Grants the buff to +1 Main Attack Skill for every 1 stack(s) of Tenacity Blessing devoured.
The new god is devouring Six Gods’ blessings.
Falling Stars +120% additional Attack Speed for the next several Main Attack Skills and +120% additional Cast Speed for the next several Main Spell Skills after the Agility Blessing is devoured. Grants the buff to +1 Main Attack Skill or Main Spell Skill for every 1 stack(s) of Agility Blessing devoured
The new god is devouring Six Gods’ blessings
Broken Dream +100% chance to deal double damage for the next several Main Attack Skills after the Focus Blessing is devoured. Grants the buff to +1 Main Attack Skills for every 1 stack(s) of Focus Blessing devoured.
The new god is devouring Six Gods’ blessings.
End of War +4% Critical Strike Damage for every 1 points of Fervor Rating devoured after Fervor is devoured. The increased damage will diminish to 0 during the next 4s.
The new god is devouring Six Gods’ blessings.
Revealed Truth +1% control effect for every 1 point(s) of Blur Rating devoured after Blur is devoured. The increased effect will diminish to 0 during the next 4s
The new god is devouring Six Gods’ blessings
Ruined City Restores 1.5 Life and Energy Shield for every 1 Barrier Rating during the 4s after Barrier is devoured.
The new god is devouring Six Gods’ blessings.
Life Corrosion Consumes 2% of Life to restore 8% of Max Life when you are hit. Interval: 0.2s.
Corrosion Shield -20% Energy Shield Charge Speed to restore 8% Max Energy Shield when you are hit. Interval: 1s.
Nova Explosion Collect 12 to exchange for a Precious Legendary gear from the Spacetime Wanderer

Torchlight Infinite Flame Elementium

Tips

id tips
1 Torchlight is an organization that has been actively fighting against aemberons around the world.
2 Torchlight is convinced that the Spark is the only hope to eliminate Aember and save the world.
3 As the basic operating units of Torchlight, a Hunter Squad usually consists of a Hunter and a Crow.
4 Hunters are the core combatants of Torchlight. Most Hunters are chosen from the Infected.
5 Adept at using Ember Tech, Crows are responsible for recon and other support missions.
6 The Church considers those Aember-Infected disqualified to be humans.
7 Under the influence of Aember, the Infected may lose their minds, and at the same time gain special powers.
8 The least sane among the Agitoes are Aemberons who know nothing but slaughter, and those who are almost as sane as humans are revered as the Chosen.
9 As an energy-rich resource, Ember has largely contributed to the development of technology.
10 Aember, also called Mutated Ember by some scholars, usually appears in the form of gigantic spikes.
11 Once there’s a sprout, Aember will spread uncontrollably and wreak havoc wherever they reach.
12 Born from Aember, Aemberons are mindless monsters with only instinct to slaughter and destroy. They are merely capable of imitating a few words from those they devour.
13 After the First Flame was shattered, Aember began to spread.
14 The First Flame was shattered into several fragments known as the Sparks.
15 Legend has it that the First Flame can be restored to purge the world of Aember by gathering all Sparks.
16 The Epoch of Might ended with the Ragnarok.
17 Arminius the Great died just a thousand days after usurping the throne, but the statue of this final emperor in the history of the human empire still stands in the Holy Capital.
18 Goblins are keen to collect human throw-aways, especially the old toys.
19 The Hermann Empire prospered for 800 years with Ember Tech, until a calamity destroyed the Spark.
20 In Leptis, Ratlins are infamous bandits who would gladly jeopardize their own parents for money.
21 Active in every corner of the continent, Ratlins are scums who pursue wealth and power by any means necessary.
22 Deep within the desert live the people of Ichi who behave like cats. They are an ancient race who shoulder the Curse of Eternal Night.
23 The Ancient Ichi once made an artificial sun from pure gold, and it brought radiant and seemingly endless daytime to them.
24 Shadowborn are born within the natural hotbed formed from the volcano cave and the dragon’s remains. They lack intelligence and are solely driven by their instinct to chase the sun.
25 St. Duran Church locates at the center of Imperial Plaza, next to the Royal Garden and the Lost City.
26 Although the leader of St. Duran Church is Archbishop Derrick, the day-to-day operation has been delegated to Vicar Bishop Keegan.
27 The Knights of Derain is the private army of the Church who answer directly to the Bishops.
28 A Spark is enshrined in the relic halls of the heavily guarded St. Duran Church Headquarters.
29 Thanks to the Spark, the Church created a sanctum for its followers on the Aember land.
30 The Church reveres the power of nature and preaches the evil of Ember. They consider the Disqualified as a symbol of unholiness.
31 Refugees rejected by the Church settled in the ruins of the outer city, calling themselves the Forsaken.
32 The Forsaken built the Lost City upon the ruins and armed themselves with Ember Tech.
33 The Lost City and the Church are separated by a rampart known as the Wailing Wall.
34 The Lost City is a place of violence and crimes where new gangs emerge and disappear every day.
35 The Clockwork Core can open spacetime rifts to other mirror worlds.
36 Every Crow carries Flame Elementium to control their mutated Hunters.
37 The Infected will gradually lose themselves under the Aember’s corrosion until they turn into monsters that are called Agitoes.
38 A Hunter and their Crow partners are connected by a unique Pact that portrays their mutual choice and recognition.
39 Because of the Pact between Hunters and Crows, their emotions and feelings are bound together.
40 The nature of the Hunter-Crow Pact is a soul link created with Spark Fragments.
41 Once a pact is formed, a Crow may use Spark Fragments to convey their personal will to help their Hunter partner resist Aemberization.
42 Once the Pact is sealed, the Hunter and the Crow will accompany each other for the rest of their lives.
43 In the First Flame of the world, Six Gods were born.
44 No one has ever seen the gods, but their footprints are found everywhere.
45 According to legend, every waypoint you see today used to be a rivet nailed into the ground by gods during the Epoch of Might.
46 Under the influence of the First Flame, dragons used to be unusually powerful creatures that reigned and enslaved others.
47 For offending the dragons, dwarves were banished to the underground, so they would never be illuminated by the First Flame.
48 The First Flame was originally located in Sol’Quinn until dwarves stole it and won the battle of Ragnarok.
49 The Epoch of Hunting was a dark age when the world was shrouded in darkness like today.
50 During the Epoch of War, kingdoms and heroes rose, and the civilizations developed rapidly.
51 The conflicts during the Epoch of War last for thousands of years until a devastating flood put an end to everything.
52 The flood was still raging on the ground, yet Utopia was created in the sky.
53 During the Epoch of Knowledge, a failed creation that had nothing to offer was created-humans.
54 After Utopia was ruined in the hands of humans, the floating island fell as the Tower of Celestials collapsed.
55 The Epoch of Knowledge was erased from history when all research results were burned by human hands.
56 Humans rose to power in the Epoch of Deception.
57 The emergence of Ember Tech opened the curtain of the Epoch of Machines
58 At the beginning of the universe, there was no one. No spacetime, nor rise or fall.
59 Time was the only point where mirror worlds and planes crossed.
60 The Creator split his will into countless First Flames, then placed them in different worlds.
61 Behemoths carried the First Flames into each mirror world and brought the breath of life to the withered lands.
62 Millions of years passed, and even the Behemoths fell. Their remains became Ember, yet the First Flames burned still.
63 The First Flame was the legacy of the Creator and the seed that bred the new gods.
64 The Clockwork Core opened the gates to different spacetimes, yet it invited ambitions and conflicts.
65 Ember Tech brought human civilization to a new era.
66 Behemoths and the First Flame formed the original new world.
67 Mankind worships the First Flame because it expelled the darkness of obscurity and brought the light of civilization.
68 Later generations built High Towers to enshrine the First Flame, so that it could expel the barbarism further away.
69 Ember is a common mineral resource that can be purified to obtain Ember Crystals that contain tremendous energy.
70 Aember is the product of the decayed Ember. It represents the undoing of everything.
71 Aember is strongly aggressive. It parasitizes and assimilates almost everything.
72 The king of the desert transported a massive amount of gold to the central continent in exchange for their emperor’s promised Ember Machine to build Desert Lamps that light up the Eternal Night.
73 The thriving beliefs in this world are the traces left by the advents of gods.
74 Albert the dwarf travels the continent with his shovel. His adventure notes are not known for being detailed, but for quick updates and abundant contents.
75 The Six Gods/Goddesses: God of Might, Goddess of Hunting, Goddess of Knowledge, God of War, Goddess of Deception, and God of Machines.
76 In the boundless desert, Ancient Ichi once stood tall and strong. Its brilliance used to be as bright and hot as the sun.
77 Before the Eternal Night, Lakhouma was still a land of prosperity.
78 According to legend among tomb raiders, there is an ancient city of gold hidden in the desert.
79 Albert always goes on ahead, and his brave companion, Hannpy, usually meets us on the road.
1001 Pay attention to skill tags and build your characters around them.
1002 Auras provide steady enhancements at the cost of sealing a portion Mana or Life.
1003 Trinkets such as rings, necklaces, and belts provide balanced offensive and defensive stats.
1004 You can use Spell Skills while wielding any weapon, but some of them are better suited for using Spell Skills.
1005 Equipping two One-Handed Melee or Ranged weapons is known as Dual Wielding, which grants additional buffs.
1006 Balance your offensive and defensive stats to find the playstyle that suits you best.
1007 Resistances are essential for survival. Keep dying from normal Firebolts? Stack Fire Resistance!
1008 Before you can pick a Talent, you must have all of its prerequisites.
1009 You’ll gain two particularly powerful abilities from each Talent Panel.
1010 For your third Talent Panel, you may pick abilities from another deity. Be creative while discovering your own unique build.
1011 After Lv.80, the Elixir of Oblivion allows you to reassign your Talent Points at any time.
1012 Hero Traits are particularly powerful. Make sure to put them to good use.
1013 Match your Hero Traits with additional skills and items to create synergy.
1014 If you have too many pieces of gear, you may recycle them in your Inventory or at a Trader.
1015 Approach an item that dropped and click the name frame in the upper-right corner to pick it up and put it into the Inventory.
1016 There are countless ways of combining different skills. Each may give you an unexpected surprise.
1017 The recommended talents suit your current hero well most of the time.
1018 Remember, you need to activate an Aura Skill after it’s equipped.
1019 Attack Skills are usually better paired with weapons with a higher DPS value.
1020 All Attack Skills require specific weapon types. It’s essential to select a suitable weapon.
1021 Resistances reduce the corresponding type of damage you take and are essential for your survival. It’s best to maximize them.
1022 Warcries are way more impactful than you thought.
1023 Don’t forget to use your Compound Potions when you are in danger.
1024 The minimap in the upper-left corner is very helpful while exploring.
1025 Each Ailment has its own characteristics. Remember to use them when you can.
1026 Before Lv.80, you may reselect your Talents at any time.
1027 Gear with a higher item level can be used to craft higher-level affixes, and gear with these affixes usually has unique drop frames.
1028 Gear with less than 6 affixes can be Enchanted to become stronger.
1029 Your character gains 1 Energy per level, which allows you to equip more skills.
1030 Brand Divinity Slates to obtain more strength from the same God.
1031 Corrosion is both risky and rewarding. It’s your choice to make.
1032 Player can have at most 6 Synthetic Troop Minions and 2 Spirit Magus Minions.
1033 Elites refer to rare monsters and bosses. These opponents are worth fighting.
1034 The item filter can filter and display the most valuable items you currently own to help you explore Leptis better.
1035 Filter rules can be selected in the settings. Remember to select suitable filter rules.
1036 The “·” in front of the gear’s name in the drop frame indicates the superiority of its base type. The more “·” there are, the better the base type of the gear.
1037 Gear pre-fixes and suffixes are divided into 9 tiers. The higher the tier, the greater the attribute bonuses granted by the affix.

Guides & Tips