Name Description Tier Item
Thrust Ward I +2% Thrust Damage Absorption. I
Physical Ward I 1% Physical Damage Absorption. I
Wilderness Ward I 0.75% Physical and 0.25% Elemental Damage Absorption. I
Elemental Ward I 1% Elemental Damage Absorption. I
Spectral Ward I 0.75% Elemental and 0.25% Physical Damage Absorption. I
Empty Gem Socket An empty socket for a gem.
Taunting I Taunts are active. You generate +100% more threat.
Taunting II Taunts are active. You generate +200% more threat.
Taunting III Taunts are active. You generate +250% more threat.
Taunting IV Taunts are active. You generate +300% more threat.
Calming I You generate 4% less threat.
Calming II You generate 6% less threat.
Calming III You generate 8% less threat.
Calming IV You generate 10% less threat.
Lucky I You have +0.25% chance at rare items from chests and monsters.
Lucky II You have +0.35% chance at rare items from chests and monsters.
Lucky III You have +0.45% chance at rare items from chests and monsters.
Lucky IV You have +0.5% chance at rare items from chests and monsters.
Leeching Taunt You generate +250% more threat, and gain +30% of your damage as Health.
Leeching Calm You generate 8% less threat, and gain +30% of your damage as Health.
Energized Taunt You generate +250% more threat, and gain +800% of your damage as Stamina.
Energized Calm You generate 8% less threat, and gain +800% of your damage as Stamina.
Siphoning Taunt You generate +250% more threat, and gain +1.5% of your damage as Mana.
Siphoning Calm You generate 8% less threat, and gain +1.5% of your damage as Mana.
Ignited Taunt You generate +250% more threat, and hits inflict Burn, dealing 8% Fire damage per second for 2s.
Ignited Calm You generate undefined% less threat, and your Fire attacks do an additional 2% damage.
Frozen Taunt You generate +250% more threat, and hits inflict Frostburn, dealing 8% Ice damage per second for 2s.
Frozen Calm You generate undefined% less threat, and your Ice attacks do an additional 2% damage.
Abyssal Taunt You generate +250% more threat, and hits inflict Corrosion, dealing 8% Fire damage per second for 2s.
Abyssal Calm You generate undefined% less threat, and your Void attacks do an additional 2% damage.
Electrified Taunt You generate +250% more threat, and hits inflict Surge, dealing 8% Lightning damage per second for 2s.
Electrified Calm You generate undefined% less threat, and your Lightning attacks do an additional 2% damage.
Arboreal Taunt You generate +250% more threat, and hits inflict Poison, dealing 8% Nature damage per second for 2s.
Arboreal Calm You generate undefined% less threat, and your Nature attacks do an additional 2% damage.
Empowered Taunt You generate +250% more threat, and hits inflict Hex, dealing 8% Arcane damage per second for 2s.
Empowered Calm You generate undefined% less threat, and your Arcane attacks do an additional 2% damage.
Punishing Taunt You generate +250% more threat, and your Melee attacks do an additional 2% damage.
Punishing Calm You generate 8% less threat, and your Melee attacks do an additional 2% damage.
Sighted Taunt You generate +250% more threat, and your Ranged attacks do an additional 2% damage.
Sighted Calm You generate 8% less threat, and your Ranged attacks do an additional 2% damage.
Leeching Arboreal 40% of damage is converted to Nature (scales off base weapon stat or FOC, whichever is higher), and gain +50% of your damage as Health.
Leeching Nature Ward +5% Nature Damage Absorption, and gain +50% of your damage as Health.
Energized Arboreal 40% of damage is converted to Nature (scales off base weapon stat or FOC, whichever is higher), and gain +800% of your damage as Stamina.
Energized Nature Ward +5% Nature Damage Absorption, and gain +800% of your damage as Stamina.
Siphoning Arboreal 40% of damage is converted to Nature (scales off base weapon stat or FOC, whichever is higher), and gain +1.5% of your damage as Mana.
Siphoning Nature Ward +5% Nature Damage Absorption, and gain +1.5% of your damage as Mana.
Ignited Arboreal 40% of damage is converted to Nature (scales off base weapon stat or FOC, whichever is higher), and hits inflict Burn, dealing 8% Fire damage per second for 2s.
Ignited Nature Ward +5% Nature Damage Absorption, and your Fire attacks do an additional 2% damage.
Frozen Arboreal 40% of damage is converted to Nature (scales off base weapon stat or FOC, whichever is higher), and hits inflict Frostburn, dealing 8% Ice damage per second for 2s.
Frozen Nature Ward +5% Nature Damage Absorption, and your Ice attacks do an additional 2% damage.