Quarterstaves

Default Attack 1

Equipping any weapon of this class grants this skill by default.

Item Affixes

Modifiers that can roll on a Quarterstaves, grouped by how they're obtained. Click one to see its tiers.

Standard from basic currency (Transmute, Augment, Regal, Exalt…)

Prefix 8

Tier Modifier iLvl

Suffix 15

Tier Modifier iLvl
Desecrated Abyssal modifiers from the Well of Souls (Ulaman, Amanamu, Kurgal)

Prefix 6

Tier Modifier iLvl

Suffix 6

Tier Modifier iLvl
Corrupted implicit modifiers added by Vaal Orb corruption

Corrupted 13

Tier Modifier iLvl
All Base Items 28
Wrapped Quarterstaff
Wrapped Quarterstaff
Physical Damage: 7 to 12
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.4
Requires: Level 1
Long Quarterstaff
Long Quarterstaff
Physical Damage: 9 to 18
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.4
Requires: Level 4, 9 Dex
16% increased Melee Strike Range with this weapon
Gothic Quarterstaff
Gothic Quarterstaff
Physical Damage: 16 to 26
Critical Hit Chance: 12%
Attacks per Second: 1.4
Weapon Range: 1.4
Requires: Level 11, 18 Dex, 9 Int
Crackling Quarterstaff
Crackling Quarterstaff
Physical Damage: 5 to 22
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.4
Requires: Level 16, 25 Dex, 12 Int
Adds 1 to 35 Lightning Damage
Crescent Quarterstaff
Crescent Quarterstaff
Physical Damage: 19 to 39
Critical Hit Chance: 10%
Attacks per Second: 1.5
Weapon Range: 1.4
Requires: Level 20, 30 Dex, 14 Int
Steelpoint Quarterstaff
Steelpoint Quarterstaff
Physical Damage: 28 to 51
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.4
Requires: Level 28, 41 Dex, 18 Int
Slicing Quarterstaff
Slicing Quarterstaff
Physical Damage: 29 to 60
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.4
Requires: Level 33, 47 Dex, 20 Int
Barrier Quarterstaff
Barrier Quarterstaff
Physical Damage: 35 to 58
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.4
Requires: Level 37, 52 Dex, 22 Int
+(12-18)% to Block chance
Hefty Quarterstaff
Hefty Quarterstaff
Physical Damage: 39 to 81
Critical Hit Chance: 10%
Attacks per Second: 1.3
Weapon Range: 1.4
Requires: Level 45, 63 Dex, 26 Int
(20-50)% chance to Daze on Hit
Reaching Quarterstaff
Reaching Quarterstaff
Physical Damage: 35 to 72
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.4
Requires: Level 45, 63 Dex, 26 Int
16% increased Melee Strike Range with this weapon
Barbarous Quarterstaff
Barbarous Quarterstaff
Physical Damage: 42 to 71
Critical Hit Chance: 12%
Attacks per Second: 1.4
Weapon Range: 1.4
Requires: Level 48, 67 Dex, 27 Int
Smooth Quarterstaff
Smooth Quarterstaff
Physical Damage: 59 to 79
Critical Hit Chance: 0%
Attacks per Second: 1.5
Weapon Range: 1.4
Requires: Level 49, 68 Dex, 28 Int
Arcing Quarterstaff
Arcing Quarterstaff
Physical Damage: 14 to 55
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.4
Requires: Level 51, 71 Dex, 29 Int
Adds 1 to 75 Lightning Damage
Anima Quarterstaff
Anima Quarterstaff
Physical Damage: 47 to 79
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.4
Requires: Level 52, 72 Dex, 29 Int
Waxing Quarterstaff
Waxing Quarterstaff
Physical Damage: 39 to 82
Critical Hit Chance: 10%
Attacks per Second: 1.5
Weapon Range: 1.4
Requires: Level 54, 75 Dex, 30 Int
Graceful Quarterstaff
Graceful Quarterstaff
Physical Damage: 47 to 87
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.4
Requires: Level 56, 77 Dex, 31 Int
Bladed Quarterstaff
Bladed Quarterstaff
Physical Damage: 45 to 94
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.4
Requires: Level 59, 81 Dex, 33 Int
Guardian Quarterstaff
Guardian Quarterstaff
Physical Damage: 52 to 86
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.4
Requires: Level 62, 85 Dex, 34 Int
+(12-18)% to Block chance
Warding Quarterstaff
Warding Quarterstaff
Physical Damage: 51 to 85
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.4
Requires: Level 65, 127 Dex, 50 Int
+(30-50) to maximum Runic Ward
Wyrm Quarterstaff
Wyrm Quarterstaff
Physical Damage: 57 to 94
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.4
Requires: Level 65, 89 Dex, 36 Int
Sinister Quarterstaff
Sinister Quarterstaff
Physical Damage: 55 to 91
Critical Hit Chance: 12%
Attacks per Second: 1.4
Weapon Range: 1.4
Requires: Level 67, 104 Dex, 41 Int
Lunar Quarterstaff
Lunar Quarterstaff
Physical Damage: 50 to 103
Critical Hit Chance: 10%
Attacks per Second: 1.5
Weapon Range: 1.4
Requires: Level 72, 115 Dex, 46 Int
Skullcrusher Quarterstaff
Skullcrusher Quarterstaff
Physical Damage: 59 to 122
Critical Hit Chance: 10%
Attacks per Second: 1.3
Weapon Range: 1.4
Requires: Level 75, 127 Dex, 50 Int
(20-50)% chance to Daze on Hit
Razor Quarterstaff
Razor Quarterstaff
Physical Damage: 65 to 108
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.4
Requires: Level 77, 127 Dex, 50 Int
Striking Quarterstaff
Striking Quarterstaff
Physical Damage: 53 to 111
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.4
Requires: Level 77, 127 Dex, 50 Int
16% increased Melee Strike Range with this weapon
Bolting Quarterstaff
Bolting Quarterstaff
Physical Damage: 24 to 97
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.4
Requires: Level 78, 127 Dex, 50 Int
Adds 1 to 100 Lightning Damage
Dreaming Quarterstaff
Dreaming Quarterstaff
Physical Damage: 99 to 133
Critical Hit Chance: 0%
Attacks per Second: 1.5
Weapon Range: 1.4
Requires: Level 78, 127 Dex, 50 Int
Aegis Quarterstaff
Aegis Quarterstaff
Physical Damage: 58 to 97
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.4
Requires: Level 79, 127 Dex, 50 Int
+(12-18)% to Block chance
Highest-Tier Bases 9

The endgame base of each implicit archetype — what matters once you're crafting.

Aegis Quarterstaff
Aegis Quarterstaff
Physical Damage: 58 to 97
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.4
Requires: Level 79, 127 Dex, 50 Int
+(12-18)% to Block chance
Bolting Quarterstaff
Bolting Quarterstaff
Physical Damage: 24 to 97
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.4
Requires: Level 78, 127 Dex, 50 Int
Adds 1 to 100 Lightning Damage
Dreaming Quarterstaff
Dreaming Quarterstaff
Physical Damage: 99 to 133
Critical Hit Chance: 0%
Attacks per Second: 1.5
Weapon Range: 1.4
Requires: Level 78, 127 Dex, 50 Int
Razor Quarterstaff
Razor Quarterstaff
Physical Damage: 65 to 108
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.4
Requires: Level 77, 127 Dex, 50 Int
Striking Quarterstaff
Striking Quarterstaff
Physical Damage: 53 to 111
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.4
Requires: Level 77, 127 Dex, 50 Int
16% increased Melee Strike Range with this weapon
Skullcrusher Quarterstaff
Skullcrusher Quarterstaff
Physical Damage: 59 to 122
Critical Hit Chance: 10%
Attacks per Second: 1.3
Weapon Range: 1.4
Requires: Level 75, 127 Dex, 50 Int
(20-50)% chance to Daze on Hit
Lunar Quarterstaff
Lunar Quarterstaff
Physical Damage: 50 to 103
Critical Hit Chance: 10%
Attacks per Second: 1.5
Weapon Range: 1.4
Requires: Level 72, 115 Dex, 46 Int
Sinister Quarterstaff
Sinister Quarterstaff
Physical Damage: 55 to 91
Critical Hit Chance: 12%
Attacks per Second: 1.4
Weapon Range: 1.4
Requires: Level 67, 104 Dex, 41 Int
Warding Quarterstaff
Warding Quarterstaff
Physical Damage: 51 to 85
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.4
Requires: Level 65, 127 Dex, 50 Int
+(30-50) to maximum Runic Ward

Augments

Socketables that fit this item, and what each grants here.

Rune 44

Common 14

Perfect Adept Rune
Perfect Adept Rune
All: +15 to Dexterity
Bonded
Armour: +20 to maximum Life, +20 to maximum Mana
Martial Weapon: Adds 6 to 10 Physical Damage to Attacks, Adds 1 to 16 Lightning damage to Attacks
Wand or Staff: +80 to Evasion Rating
Perfect Body Rune
Perfect Body Rune
Armour: +75 to maximum Life
Martial Weapon: Leeches 6% of Physical Damage as Life
Wand or Staff: +60 to maximum Energy Shield
Bonded
Armour: +20 to maximum Life, +20 to maximum Mana
Martial Weapon: 5% increased maximum Life
Wand or Staff: 5% increased maximum Life
Perfect Desert Rune
Perfect Desert Rune
Armour: +22% to Fire Resistance
Martial Weapon: Adds 17 to 20 Fire Damage
Wand or Staff: Gain 12% of Damage as Extra Fire Damage
Bonded
Armour: +20 to maximum Life, +20 to maximum Mana
Martial Weapon: 30% increased Ignite Magnitude
Wand or Staff: 30% increased Ignite Magnitude
Perfect Glacial Rune
Perfect Glacial Rune
Armour: +22% to Cold Resistance
Martial Weapon: Adds 16 to 20 Cold Damage
Wand or Staff: Gain 12% of Damage as Extra Cold Damage
Bonded
Armour: +20 to maximum Life, +20 to maximum Mana
Martial Weapon: 30% increased Freeze Buildup
Wand or Staff: 30% increased Freeze Buildup
Perfect Inspiration Rune
Perfect Inspiration Rune
Armour: 21% increased Mana Regeneration Rate
Martial Weapon: Gain 40 Mana per enemy killed
Wand or Staff: 35% increased Mana Regeneration Rate
Bonded
Armour: +20 to maximum Life, +20 to maximum Mana
Martial Weapon: 12% of Skill Mana Costs Converted to Life Costs
Wand or Staff: 16% increased Mana Cost Efficiency
Perfect Iron Rune
Perfect Iron Rune
Armour: 20% increased Armour, Evasion and Energy Shield
Martial Weapon: 20% increased Physical Damage
Wand or Staff: 35% increased Spell Damage
Bonded
Armour: +20 to maximum Life, +20 to maximum Mana
Martial Weapon: 20% increased effect of Fully Broken Armour
Wand or Staff: Break Armour on Critical Hit with Spells equal to 12% of Physical Damage dealt
Perfect Mind Rune
Perfect Mind Rune
Armour: +50 to maximum Mana
Martial Weapon: Leeches 5% of Physical Damage as Mana
Wand or Staff: +90 to maximum Mana
Bonded
Armour: +20 to maximum Life, +20 to maximum Mana
Martial Weapon: 5% increased maximum Mana
Wand or Staff: 5% increased maximum Mana
Perfect Rebirth Rune
Perfect Rebirth Rune
Armour: Regenerate 0.5% of maximum Life per second
Martial Weapon: Gain 45 Life per enemy killed
Wand or Staff: 12% increased Energy Shield Recharge Rate
Bonded
Armour: +20 to maximum Life, +20 to maximum Mana
Martial Weapon: Regenerate 0.4% of maximum Life per second
Wand or Staff: 8% of Damage taken Recouped as Life
Perfect Resolve Rune
Perfect Resolve Rune
All: +15 to Intelligence
Bonded
Armour: +20 to maximum Life, +20 to maximum Mana
Martial Weapon: Adds 6 to 10 Physical Damage to Attacks, Adds 5 to 8 Cold damage to Attacks
Wand or Staff: +50 to maximum Energy Shield
Perfect Robust Rune
Perfect Robust Rune
All: +15 to Strength
Bonded
Armour: +20 to maximum Life, +20 to maximum Mana
Martial Weapon: Adds 6 to 10 Physical Damage to Attacks, Adds 6 to 10 Fire damage to Attacks
Wand or Staff: +100 to Armour
Perfect Stone Rune
Perfect Stone Rune
Armour: +125 to Stun Threshold
Martial Weapon: Causes 50% increased Stun Buildup
Wand or Staff: Gain additional Stun Threshold equal to 16% of maximum Energy Shield
Bonded
Armour: +20 to maximum Life, +20 to maximum Mana
Martial Weapon: 40% increased Damage against Immobilised Enemies
Wand or Staff: 30% increased Immobilisation buildup
Perfect Storm Rune
Perfect Storm Rune
Armour: +22% to Lightning Resistance
Martial Weapon: Adds 1 to 40 Lightning Damage
Wand or Staff: Gain 12% of Damage as Extra Lightning Damage
Bonded
Armour: +20 to maximum Life, +20 to maximum Mana
Martial Weapon: 30% increased Magnitude of Shock you inflict
Wand or Staff: 30% increased Magnitude of Shock you inflict
Greater Tempered Rune
Greater Tempered Rune
Armour: 31 to 52 Physical Thorns damage
Martial Weapon: Adds 9 to 12 Physical Damage
Perfect Vision Rune
Perfect Vision Rune
Armour: 20% increased Life and Mana Recovery from Flasks
Martial Weapon: +150 to Accuracy Rating
Wand or Staff: 28% increased Critical Hit Chance for Spells
Bonded
Armour: +20 to maximum Life, +20 to maximum Mana
Martial Weapon: Attacks have +1% to Critical Hit Chance
Wand or Staff: 25% increased Critical Damage Bonus

Ancient 22

Ancient Rune of Control
Ancient Rune of Control
Quarterstaff: 50% increased Immobilisation buildup
Bonded
Quarterstaff: 30% increased Damage against Immobilised Enemies
Astrid's Creativity
Astrid's Creativity
All: Can have 1 additional Crafted Modifier
Farrul's Rune of the Hunt
Farrul's Rune of the Hunt
Martial Weapon: 50% increased Attack Damage against Rare or Unique Enemies
Bonded
Martial Weapon: +1 to Level of all Attack Skills
Fenumus' Rune of Agony
Fenumus' Rune of Agony
Martial Weapon: Gain 13% of Damage as Extra Chaos Damage
Wand or Staff: Gain 13% of Damage as Extra Chaos Damage
Bonded
Martial Weapon: Gain 8% of Damage as Extra Physical Damage
Wand or Staff: Gain 8% of Damage as Extra Physical Damage
Greater Rune of Alacrity
Greater Rune of Alacrity
Armour: Debuffs on you expire 8% faster
Martial Weapon: 8% increased Skill Speed
Bonded
Armour: 15% increased Elemental Ailment Threshold
Martial Weapon: 15% increased Reservation Efficiency of Herald Skills
Greater Rune of Leadership
Greater Rune of Leadership
Armour: Minions take 10% of Physical Damage as Lightning Damage
Martial Weapon: Minions gain 10% of their Physical Damage as Extra Lightning Damage
Bonded
Armour: Minions have +10% to all Elemental Resistances
Martial Weapon: Minions deal 20% increased Damage
Greater Rune of Nobility
Greater Rune of Nobility
Armour: 10% reduced effect of Shock on you
Martial Weapon: Attacks with this Weapon have 10% chance to inflict Exposure
Bonded
Armour: 10% reduced Shock duration on you
Martial Weapon: 20% increased Exposure Effect
Greater Rune of Tithing
Greater Rune of Tithing
Armour: 1 to 100 Lightning Thorns damage
Martial Weapon: Meta Skills gain 10% increased Energy
Bonded
Armour: 15% increased Thorns damage
Martial Weapon: Invocated Spells have 25% chance to consume half as much Energy
Lady Hestra's Rune of Winter
Lady Hestra's Rune of Winter
Martial Weapon: Adds 19 to 28 Cold Damage against Chilled Enemies
Bonded
Martial Weapon: +2% to Maximum Cold Resistance
Masterwork Rune
Masterwork Rune
All: Upgrades a socketed Rune
Rune of Acrobatics
Rune of Acrobatics
Boots: +0.3 metres to Dodge Roll distance
Martial Or Caster Weapon: Flasks gain 0.2 charges per Second
Bonded
Boots: 30% increased Armour if you haven't Dodge Rolled Recently
Martial Or Caster Weapon: Charms gain 0.25 charges per Second
Rune of Confrontation
Rune of Confrontation
Quarterstaff or Spear: Gain 4 Rage on Melee Hit, -10 to Maximum Rage
Rune of Culmination
Rune of Culmination
Gloves: 50% chance to build an additional Combo on Hit
One Hand Mace or Quarterstaff: Rolls only the minimum or maximum Damage value for Physical Damage
Bonded
Gloves: 5% increased Attack Speed
One Hand Mace or Quarterstaff: 20% increased Bleeding Duration
Rune of Vitality
Rune of Vitality
Martial Or Caster Weapon: +80 to maximum Life
Shield or Buckler: Recover 15 Life when you Block
Bonded
Martial Or Caster Weapon: 15% increased amount of Life Leeched
Shield or Buckler: 5% increased maximum Life
Saqawal's Rune of the Sky
Saqawal's Rune of the Sky
Martial Weapon: Gain 5% of Damage as Extra Damage of all Elements
Wand or Staff: Gain 5% of Damage as Extra Damage of all Elements
Bonded
Martial Weapon: 8% chance to gain an additional random Charge when you gain a Charge
Wand or Staff: 12% chance when collecting an Elemental Infusion to gain an additional Elemental Infusion of the same type
Serle's Triumph
Serle's Triumph
All: +1 Suffix Modifier allowed
Thane Leld's Rune of Spring
Thane Leld's Rune of Spring
Martial Weapon: Adds 1 to 60 Lightning Damage against Shocked Enemies
Bonded
Martial Weapon: +2% to Maximum Lightning Resistance
Thane Myrk's Rune of Summer
Thane Myrk's Rune of Summer
Martial Weapon: Adds 23 to 34 Fire Damage to Attacks against Ignited Enemies
Bonded
Martial Weapon: +2% to Maximum Fire Resistance
Thrud's Might
Thrud's Might
Martial Or Caster Weapon: Can roll Destruction modifiers
Bonded
Martial Or Caster Weapon: +5% to all Elemental Resistances
Warding Rune of Annihilation
Warding Rune of Annihilation
Martial Weapon: Attacks spend 5% of your maximum Runic Ward if possible to gain that much added Physical damage
Bonded
Martial Weapon: 10% reduced Runic Ward Cost Efficiency
Warding Rune of Armature
Warding Rune of Armature
Martial Weapon: Gain maximum Runic Ward equal to 15% of this Weapon's maximum damage
Bonded
Martial Weapon: 5% increased Attack Speed while missing Runic Ward
Warding Rune of Disintegration
Warding Rune of Disintegration
Martial Weapon: Attacks Break Armour equal to 15% of maximum Runic Ward
Bonded
Martial Weapon: Break 10% increased Armour

Kalguuran 8

Aldur's Legacy
Aldur's Legacy
All: When socketed into a Unique Kalguuran or Ezomyte item, destroys the item to create a Rune imbued with that item's power
Betrayal of Aldur
Betrayal of Aldur
Martial Or Caster Weapon: Transforms all Fire, Cold and Lightning modifiers on the item into equivalent Chaos modifiers
Bonded
Martial Or Caster Weapon: 25% increased Chaos Damage
Breath of Aldur
Breath of Aldur
Martial Or Caster Weapon: When socketed, transforms all Fire and Lightning modifiers to equivalent Cold modifiers
Bonded
Martial Or Caster Weapon: 25% increased Cold Damage
Ire of Aldur
Ire of Aldur
Martial Or Caster Weapon: Transforms all Fire and Cold modifiers on the item into equivalent Lightning modifiers
Bonded
Martial Or Caster Weapon: 25% increased Lightning Damage
Legacy of Duality
Legacy of Duality
Quarterstaff: Gain 250 Guard for 0.5 seconds per Combo expended when using Skills
Bonded
Quarterstaff: Gain Finality for 0.2 seconds per Combo expended when using Skills
Legacy of The Blood Thorn
Legacy of The Blood Thorn
Quarterstaff: Causes Bleeding on Hit, Adds 4 to 8 Physical Damage
Bonded
Quarterstaff: 10% increased Magnitude of Bleeding you inflict
Legacy of The Sentry
Legacy of The Sentry
Quarterstaff: 100% increased Flammability Magnitude, Adds 23 to 34 Fire damage to Attacks
Bonded
Quarterstaff: +2% to Maximum Fire Resistance
Passion of Aldur
Passion of Aldur
Martial Or Caster Weapon: Transforms all Cold and Lightning modifiers on the item into equivalent Fire modifiers
Bonded
Martial Or Caster Weapon: 25% increased Fire Damage
Soul Core 19
Citaqualotl's Soul Core of Foulness
Citaqualotl's Soul Core of Foulness
Martial Weapon: Adds 19 to 29 Chaos damage
Guatelitzi's Soul Core of Endurance
Guatelitzi's Soul Core of Endurance
Martial Weapon: 50% chance when you gain an Endurance Charge to gain an additional Endurance Charge
Wand or Staff: 50% chance when you gain an Endurance Charge to gain an additional Endurance Charge
Opiloti's Soul Core of Assault
Opiloti's Soul Core of Assault
Martial Weapon: 50% chance when you gain a Frenzy Charge to gain an additional Frenzy Charge
Wand or Staff: 50% chance when you gain a Frenzy Charge to gain an additional Frenzy Charge
Soul Core of Atmohua
Soul Core of Atmohua
Armour: Convert 20% of Requirements to Strength
Martial Weapon: Convert 20% of Requirements to Strength
Soul Core of Azcapa
Soul Core of Azcapa
Gloves: 10% increased Quantity of Gold Dropped by Slain Enemies
Martial Weapon: +15 to Spirit
Soul Core of Cholotl
Soul Core of Cholotl
Armour: Convert 20% of Requirements to Dexterity
Martial Weapon: Convert 20% of Requirements to Dexterity
Soul Core of Citaqualotl
Soul Core of Citaqualotl
Armour: +5% to all Elemental Resistances
Martial Weapon: 30% increased Elemental Damage with Attacks
Soul Core of Jiquani
Soul Core of Jiquani
Body Armour: 3% increased maximum Life
Martial Weapon: Recover 2% of maximum Life on Kill
Soul Core of Opiloti
Soul Core of Opiloti
Helmet: 20% increased Charm Charges gained
Martial Weapon: 15% chance to cause Bleeding on Hit
Soul Core of Puhuarte
Soul Core of Puhuarte
Gloves: +1% to Maximum Fire Resistance
Martial Weapon: 30% increased Flammability Magnitude
Soul Core of Quipolatl
Soul Core of Quipolatl
Boots: 15% reduced Slowing Potency of Debuffs on You
Martial Weapon: 5% increased Attack Speed
Soul Core of Tacati
Soul Core of Tacati
Armour: +11% to Chaos Resistance
Martial Weapon: 15% chance to Poison on Hit with this weapon
Soul Core of Ticaba
Soul Core of Ticaba
Body Armour: Hits against you have 20% reduced Critical Damage Bonus
Martial Weapon: +5% to Critical Damage Bonus
Shield or Buckler: Hits against you have 20% reduced Critical Damage Bonus
Soul Core of Topotante
Soul Core of Topotante
Boots: 25% increased Elemental Ailment Threshold
Martial Weapon: Attacks with this Weapon Penetrate 15% Elemental Resistances
Soul Core of Tzamoto
Soul Core of Tzamoto
Helmet: +1% to Maximum Cold Resistance
Martial Weapon: 30% increased Freeze Buildup
Soul Core of Xopec
Soul Core of Xopec
Boots: +1% to Maximum Lightning Resistance
Martial Weapon: 30% increased chance to Shock
Soul Core of Zalatl
Soul Core of Zalatl
Helmet: 3% increased maximum Mana
Martial Weapon: Recover 2% of maximum Mana on Kill
Soul Core of Zantipi
Soul Core of Zantipi
Armour: Convert 20% of Requirements to Intelligence
Martial Weapon: Convert 20% of Requirements to Intelligence
Xopec's Soul Core of Power
Xopec's Soul Core of Power
Martial Weapon: 50% chance when you gain a Power Charge to gain an additional Power Charge
Wand or Staff: 50% chance when you gain a Power Charge to gain an additional Power Charge
Idol 4
Idol of the Martyr
Idol of the Martyr
Martial Weapon Wand or Staff: Meta Skills gain 40% increased Energy, 25% reduced Spirit
Sceptre: Aura Skills have 25% increased Magnitudes, 40% reduced Presence Area of Effect
Bonded
Martial Weapon Wand or Staff: Invocated skills have 25% increased Maximum Energy, Meta Skills have 25% reduced Reservation Efficiency
Sceptre: Allies in your Presence Regenerate 3% of your Maximum Life per second, 25% reduced Life Regeneration rate
Idol of the Pharisee
Idol of the Pharisee
Martial Weapon Wand or Staff: Gain 2% of Damage as Extra Physical Damage per ten percent missing Mana, 30% reduced maximum Mana
Sceptre: Minions deal 60% increased Damage with Command Skills, 30% reduced Mana Cost Efficiency of Command Skills
Bonded
Martial Weapon Wand or Staff: 12% increased Skill Speed while on Low Mana, 30% reduced Mana Cost Efficiency
Sceptre: Temporary Minion Skills have +2 to Limit of Minions summoned, 25% reduced Reservation Efficiency of Minion Skills
Idol of the Sycophant
Idol of the Sycophant
Martial Weapon Wand or Staff: Gain 20% of Damage as Extra Damage of a random Element, -20% to all Elemental Resistances
Sceptre: Companions in your Presence Gain 20% of Damage as Extra Damage of a random Element, Companions in your Presence have -20% to all Elemental Resistances
Bonded
Martial Weapon Wand or Staff: Gain 20% of Damage as Extra Chaos Damage, -20% to Chaos Resistance
Sceptre: Allies in your Presence Gain 20% of Damage as Extra Chaos Damage, Companions in your Presence have -20% to Chaos Resistance
Idol of Thruldana
Idol of Thruldana
Martial Weapon: Targets can be affected by +1 of your Poisons at the same time, 25% reduced Poison Duration
Sceptre: Allies in your Presence deal 13 to 27 added Attack Chaos Damage
Bonded
Martial Weapon: Gain 13% of Physical Damage as extra Chaos Damage
Sceptre: 15% increased Withered Magnitude