What follows are the changes visible in the data files for update 243.
SKILL | Description |
Buckle Artistry | Skill in creating belt buckles with symbolic meanings. Belt buckle artwork is a deeply personal expression which can give hammer warriors a morale boost in battle. However, because they are so personal, crafted belt buckles are only useful to the person who crafts them. |
Item | Attribute | Before | After | |
Astounding Snail Coat | effects | Max Armor +185 Crushing Damage Reduction +7 Vulnerability to Cold +20% Bonus Health from Combat Refresh +6 Bonus Armor from Combat Refresh +10 Bonus Power from Combat Refresh +5 | ⇉ | Max Armor +185 Crushing Damage Reduction +7 Vulnerability to Cold +10% Bonus Health from Combat Refresh +6 Bonus Armor from Combat Refresh +10 Bonus Power from Combat Refresh +5 |
Amazing Snail Boots | effects | Max Armor +82 Piercing Damage Reduction +5 Vulnerability to Cold +20% Bonus Health from Combat Refresh +3 Bonus Armor from Combat Refresh +5 Bonus Power from Combat Refresh +3 | ⇉ | Max Armor +82 Piercing Damage Reduction +5 Vulnerability to Cold +10% Bonus Health from Combat Refresh +3 Bonus Armor from Combat Refresh +5 Bonus Power from Combat Refresh +3 |
Decent Snail Greaves | effects | Max Armor +54 Slashing Damage Reduction +2 Vulnerability to Cold +10% Bonus Health from Combat Refresh +2 Bonus Armor from Combat Refresh +3 Bonus Power from Combat Refresh +2 | ⇉ | Max Armor +54 Slashing Damage Reduction +2 Vulnerability to Cold +5% Bonus Health from Combat Refresh +2 Bonus Armor from Combat Refresh +3 Bonus Power from Combat Refresh +2 |
Awesome Snail Helm | effects | Max Armor +107 Acid Damage Reduction +7 Vulnerability to Cold +15% Bonus Health from Combat Refresh +4 Bonus Armor from Combat Refresh +6 Bonus Power from Combat Refresh +3 | ⇉ | Max Armor +107 Acid Damage Reduction +7 Vulnerability to Cold +5% Bonus Health from Combat Refresh +4 Bonus Armor from Combat Refresh +6 Bonus Power from Combat Refresh +3 |
Awesome Snail Boots | effects | Max Armor +106 Piercing Damage Reduction +7 Vulnerability to Cold +20% Bonus Health from Combat Refresh +4 Bonus Armor from Combat Refresh +6 Bonus Power from Combat Refresh +3 | ⇉ | Max Armor +106 Piercing Damage Reduction +7 Vulnerability to Cold +10% Bonus Health from Combat Refresh +4 Bonus Armor from Combat Refresh +6 Bonus Power from Combat Refresh +3 |
Amazing Snail Coat | effects | Max Armor +161 Crushing Damage Reduction +6 Vulnerability to Cold +20% Bonus Health from Combat Refresh +6 Bonus Armor from Combat Refresh +9 Bonus Power from Combat Refresh +5 | ⇉ | Max Armor +161 Crushing Damage Reduction +6 Vulnerability to Cold +10% Bonus Health from Combat Refresh +6 Bonus Armor from Combat Refresh +9 Bonus Power from Combat Refresh +5 |
Great Snail Gauntlets | effects | Max Armor +71 Nature Damage Reduction +4 Vulnerability to Cold +10% Bonus Health from Combat Refresh +3 Bonus Armor from Combat Refresh +4 Bonus Power from Combat Refresh +2 | ⇉ | Max Armor +71 Nature Damage Reduction +4 Vulnerability to Cold +5% Bonus Health from Combat Refresh +3 Bonus Armor from Combat Refresh +4 Bonus Power from Combat Refresh +2 |
Lucky Belt of The Vile General | effects | If you are using both the Necromancy and Archery skills, 20% of the Common (non-magical) treasure you find will be Uncommon (green-label) treasure instead. | ⇉ | If you are using both the Necromancy and Archery skills, 20% of the non-magical equipment treasure you find will be magical equipment instead. |
Great Snail Coat | effects | Max Armor +137 Crushing Damage Reduction +5 Vulnerability to Cold +15% Bonus Health from Combat Refresh +5 Bonus Armor from Combat Refresh +8 Bonus Power from Combat Refresh +4 | ⇉ | Max Armor +137 Crushing Damage Reduction +5 Vulnerability to Cold +10% Bonus Health from Combat Refresh +5 Bonus Armor from Combat Refresh +8 Bonus Power from Combat Refresh +4 |
Lucky Belt of the Ice Mage | effects | If you are using the Ice Magic skill, 12% of the Common (non-magical) treasure you find will be Uncommon (green-label) treasure instead. | ⇉ | If you are using the Ice Magic skill, 12% of the non-magical equipment treasure you find will be magical equipment instead. |
Lucky Belt of the Batty Battler | effects | If you are using the Giant Bat skill, 12% of the Common (non-magical) treasure you find will be Uncommon (green-label) treasure instead. | ⇉ | If you are using the Giant Bat skill, 12% of the non-magical equipment treasure you find will be magical equipment instead. |
Amazing Snail Helm | effects | Max Armor +83 Acid Damage Reduction +5 Vulnerability to Cold +15% Bonus Health from Combat Refresh +3 Bonus Armor from Combat Refresh +5 Bonus Power from Combat Refresh +3 | ⇉ | Max Armor +83 Acid Damage Reduction +5 Vulnerability to Cold +5% Bonus Health from Combat Refresh +3 Bonus Armor from Combat Refresh +5 Bonus Power from Combat Refresh +3 |
Lucky Belt of The Alchemist | effects | If you are using both the Battle Chemistry and Mentalism skills, 20% of the Common (non-magical) treasure you find will be Uncommon (green-label) treasure instead. | ⇉ | If you are using both the Battle Chemistry and Mentalism skills, 20% of the non-magical equipment treasure you find will be magical equipment instead. |
Lucky Belt of Uncommon Rewards | effects | 10% of the time when you would have found Common (white label) equipment as loot, you'll find Uncommon (green-label) equipment instead. | ⇉ | 10% of the time when you would have found non-magical equipment as loot, you'll find magical equipment instead. |
Lucky Belt of The Sneak | effects | If you are using both the Unarmed and Psychology skills, 20% of the Common (non-magical) treasure you find will be Uncommon (green-label) treasure instead. | ⇉ | If you are using both the Unarmed and Psychology skills, 20% of the non-magical equipment treasure you find will be magical equipment instead. |
Lucky Belt of the Shielder | effects | If you are using the Shield skill, 12% of the Common (non-magical) treasure you find will be Uncommon (green-label) treasure instead. | ⇉ | If you are using the Shield skill, 12% of the non-magical equipment treasure you find will be magical equipment instead. |
Windstep Shoes | effects | Max Armor +36 Sprint Speed Boost +2 Bonus Health from Combat Refresh +5 Bonus Power from Combat Refresh +3 | ⇉ | Max Armor +42 Sprint Speed Boost +2 Bonus Health from Combat Refresh +5 Bonus Power from Combat Refresh +3 |
Yagreet's Staff | effects | Using Revitalize or Reconstruct resets the timer on Pep Talk so that it can be reused again immediately. Reconstruct Healing +20 Psychology Healing +10 Your First Aid Healing +10 | ⇉ | Reconstruct Healing +20 Psychology Healing +20 Regrowth Healing +20 |
Decent Cow Barding | effects | Max Armor +96 Piercing Damage Reduction +1 Vulnerability to Fire +5% Bonus Health from Combat Refresh +3 Bonus Armor from Combat Refresh +4 Bonus Power from Combat Refresh +2 | ⇉ | Max Armor +96 Piercing Damage Reduction +1 Vulnerability to Fire +10% Bonus Health from Combat Refresh +3 Bonus Armor from Combat Refresh +4 Bonus Power from Combat Refresh +2 |
Quality Snail Coat | effects | Max Armor +113 Crushing Damage Reduction +4 Vulnerability to Cold +15% Bonus Health from Combat Refresh +4 Bonus Armor from Combat Refresh +6 Bonus Power from Combat Refresh +3 | ⇉ | Max Armor +113 Crushing Damage Reduction +4 Vulnerability to Cold +10% Bonus Health from Combat Refresh +4 Bonus Armor from Combat Refresh +6 Bonus Power from Combat Refresh +3 |
Lucky Belt of The Arachnid | effects | If you are using the Spider skill, 12% of the Common (non-magical) treasure you find will be Uncommon (green-label) treasure instead. | ⇉ | If you are using the Spider skill, 12% of the non-magical equipment treasure you find will be magical equipment instead. |
Idealist's Skirts | effects | Max Armor +60 Max Power +10 Direct Psychic Damage +2 Bonus Power from Combat Refresh +5 | ⇉ | Max Armor +60 Max Power +15 Direct Psychic Damage +3 Bonus Power from Combat Refresh +5 |
Awesome Snail Greaves | effects | Max Armor +174 Slashing Damage Reduction +8 Vulnerability to Cold +10% Bonus Health from Combat Refresh +6 Bonus Armor from Combat Refresh +9 Bonus Power from Combat Refresh +5 | ⇉ | Max Armor +174 Slashing Damage Reduction +8 Vulnerability to Cold +5% Bonus Health from Combat Refresh +6 Bonus Armor from Combat Refresh +9 Bonus Power from Combat Refresh +5 |
Yagreet's Staff | effects | Using Revitalize or Reconstruct resets the timer on Pep Talk so that it can be reused again immediately. Reconstruct Healing +20 Psychology Healing +10 Your First Aid Healing +10 | ⇉ | Reconstruct Healing +20 Psychology Healing +20 Regrowth Healing +20 |
Lucky Belt of the Unarmed Fighter | effects | If you are using the Unarmed skill, 12% of the Common (non-magical) treasure you find will be Uncommon (green-label) treasure instead. | ⇉ | If you are using the Unarmed skill, 12% of the non-magical equipment treasure you find will be magical equipment instead. |
Amazing Snail Greaves | effects | Max Armor +134 Slashing Damage Reduction +6 Vulnerability to Cold +10% Bonus Health from Combat Refresh +5 Bonus Armor from Combat Refresh +7 Bonus Power from Combat Refresh +4 | ⇉ | Max Armor +134 Slashing Damage Reduction +6 Vulnerability to Cold +5% Bonus Health from Combat Refresh +5 Bonus Armor from Combat Refresh +7 Bonus Power from Combat Refresh +4 |
Lucky Belt of The Skirmish Mage | effects | If you are using both the Fire Magic and Shield skills, 20% of the Common (non-magical) treasure you find will be Uncommon (green-label) treasure instead. | ⇉ | If you are using both the Fire Magic and Shield skills, 20% of the non-magical equipment treasure you find will be magical equipment instead. |
Nice Snail Greaves | effects | Max Armor +74 Slashing Damage Reduction +3 Vulnerability to Cold +10% Bonus Health from Combat Refresh +3 Bonus Armor from Combat Refresh +4 Bonus Power from Combat Refresh +2 | ⇉ | Max Armor +74 Slashing Damage Reduction +3 Vulnerability to Cold +5% Bonus Health from Combat Refresh +3 Bonus Armor from Combat Refresh +4 Bonus Power from Combat Refresh +2 |
Lucky Belt of the Mentalist | effects | If you are using the Mentalism skill, 12% of the Common (non-magical) treasure you find will be Uncommon (green-label) treasure instead. | ⇉ | If you are using the Mentalism skill, 12% of the non-magical equipment treasure you find will be magical equipment instead. |
Astounding Snail Helm | effects | Max Armor +95 Acid Damage Reduction +6 Vulnerability to Cold +15% Bonus Health from Combat Refresh +3 Bonus Armor from Combat Refresh +5 Bonus Power from Combat Refresh +3 | ⇉ | Max Armor +95 Acid Damage Reduction +6 Vulnerability to Cold +5% Bonus Health from Combat Refresh +3 Bonus Armor from Combat Refresh +5 Bonus Power from Combat Refresh +3 |
Quality Snail Boots | effects | Max Armor +58 Piercing Damage Reduction +3 Vulnerability to Cold +15% Bonus Health from Combat Refresh +2 Bonus Armor from Combat Refresh +3 Bonus Power from Combat Refresh +2 | ⇉ | Max Armor +58 Piercing Damage Reduction +3 Vulnerability to Cold +10% Bonus Health from Combat Refresh +2 Bonus Armor from Combat Refresh +3 Bonus Power from Combat Refresh +2 |
Quality Snail Helm | effects | Max Armor +59 Acid Damage Reduction +3 Vulnerability to Cold +10% Bonus Health from Combat Refresh +2 Bonus Armor from Combat Refresh +3 Bonus Power from Combat Refresh +2 | ⇉ | Max Armor +59 Acid Damage Reduction +3 Vulnerability to Cold +5% Bonus Health from Combat Refresh +2 Bonus Armor from Combat Refresh +3 Bonus Power from Combat Refresh +2 |
Lucky Belt of The Freeze Wizard | effects | If you are using both the Ice Magic and Mentalism skills, 20% of the Common (non-magical) treasure you find will be Uncommon (green-label) treasure instead. | ⇉ | If you are using both the Ice Magic and Mentalism skills, 20% of the non-magical equipment treasure you find will be magical equipment instead. |
Astounding Snail Gauntlets | effects | Max Armor +95 Nature Damage Reduction +6 Vulnerability to Cold +15% Bonus Health from Combat Refresh +3 Bonus Armor from Combat Refresh +5 Bonus Power from Combat Refresh +3 | ⇉ | Max Armor +95 Nature Damage Reduction +6 Vulnerability to Cold +5% Bonus Health from Combat Refresh +3 Bonus Armor from Combat Refresh +5 Bonus Power from Combat Refresh +3 |
Lucky Belt of The Support Archer | effects | If you are using both the Archery and Battle Chemistry skills, 20% of the Common (non-magical) treasure you find will be Uncommon (green-label) treasure instead. | ⇉ | If you are using both the Archery and Battle Chemistry skills, 20% of the non-magical equipment treasure you find will be magical equipment instead. |
Lucky Belt of the Werewolf | effects | If you are using the Werewolf skill, 12% of the Common (non-magical) treasure you find will be Uncommon (green-label) treasure instead. | ⇉ | If you are using the Werewolf skill, 12% of the non-magical equipment treasure you find will be magical equipment instead. |
Lucky Belt of The Ranger | effects | If you are using both the Archery and Animal Handling skills, 20% of the Common (non-magical) treasure you find will be Uncommon (green-label) treasure instead. | ⇉ | If you are using both the Archery and Animal Handling skills, 20% of the non-magical equipment treasure you find will be magical equipment instead. |
Astounding Snail Greaves | effects | Max Armor +154 Slashing Damage Reduction +7 Vulnerability to Cold +10% Bonus Health from Combat Refresh +5 Bonus Armor from Combat Refresh +8 Bonus Power from Combat Refresh +4 | ⇉ | Max Armor +154 Slashing Damage Reduction +7 Vulnerability to Cold +5% Bonus Health from Combat Refresh +5 Bonus Armor from Combat Refresh +8 Bonus Power from Combat Refresh +4 |
Astounding Cow Barding | effects | Max Armor +216 Piercing Damage Reduction +6 Vulnerability to Fire +15% Bonus Health from Combat Refresh +6 Bonus Armor from Combat Refresh +10 Bonus Power from Combat Refresh +5 | ⇉ | Max Armor +216 Piercing Damage Reduction +6 Vulnerability to Fire +10% Bonus Health from Combat Refresh +6 Bonus Armor from Combat Refresh +10 Bonus Power from Combat Refresh +5 |
Lucky Belt of Nice Rewards | effects | 1% of the time when you would have found Common (white label) equipment as loot, you'll find Rare (blue-label) equipment instead. | ⇉ | 2% of the time when you would have found non-magical equipment as loot, you'll find Rare (blue-label) equipment instead. |
Lucky Belt of The Feral Intendant | effects | If you are using both the Sword and Animal Handling skills, 20% of the Common (non-magical) treasure you find will be Uncommon (green-label) treasure instead. | ⇉ | If you are using both the Sword and Animal Handling skills, 20% of the non-magical equipment treasure you find will be magical equipment instead. |
Great Snail Boots | effects | Max Armor +70 Piercing Damage Reduction +4 Vulnerability to Cold +15% Bonus Health from Combat Refresh +3 Bonus Armor from Combat Refresh +4 Bonus Power from Combat Refresh +2 | ⇉ | Max Armor +70 Piercing Damage Reduction +4 Vulnerability to Cold +10% Bonus Health from Combat Refresh +3 Bonus Armor from Combat Refresh +4 Bonus Power from Combat Refresh +2 |
Lucky Belt of The Controller | effects | If you are using both the Druid and Psychology skills, 20% of the Common (non-magical) treasure you find will be Uncommon (green-label) treasure instead. | ⇉ | If you are using both the Druid and Psychology skills, 20% of the non-magical equipment treasure you find will be magical equipment instead. |
Awesome Snail Coat | effects | Max Armor +209 Crushing Damage Reduction +8 Vulnerability to Cold +20% Bonus Health from Combat Refresh +7 Bonus Armor from Combat Refresh +11 Bonus Power from Combat Refresh +6 | ⇉ | Max Armor +209 Crushing Damage Reduction +8 Vulnerability to Cold +10% Bonus Health from Combat Refresh +7 Bonus Armor from Combat Refresh +11 Bonus Power from Combat Refresh +6 |
Lucky Belt of the Hammerer | effects | If you are using the Hammer skill, 12% of the Common (non-magical) treasure you find will be Uncommon (green-label) treasure instead. | ⇉ | If you are using the Hammer skill, 12% of the non-magical equipment treasure you find will be magical equipment instead. |
Awesome Snail Gauntlets | effects | Max Armor +107 Nature Damage Reduction +7 Vulnerability to Cold +15% Bonus Health from Combat Refresh +4 Bonus Armor from Combat Refresh +6 Bonus Power from Combat Refresh +3 | ⇉ | Max Armor +107 Nature Damage Reduction +7 Vulnerability to Cold +5% Bonus Health from Combat Refresh +4 Bonus Armor from Combat Refresh +6 Bonus Power from Combat Refresh +3 |
Lucky Belt of The Medic | effects | If you are using both the Psychology and Mentalism skills, 20% of the Common (non-magical) treasure you find will be Uncommon (green-label) treasure instead. | ⇉ | If you are using both the Psychology and Mentalism skills, 20% of the non-magical equipment treasure you find will be magical equipment instead. |
Nice Cow Barding | effects | Max Armor +120 Piercing Damage Reduction +2 Vulnerability to Fire +5% Bonus Health from Combat Refresh +3 Bonus Armor from Combat Refresh +5 Bonus Power from Combat Refresh +3 | ⇉ | Max Armor +120 Piercing Damage Reduction +2 Vulnerability to Fire +10% Bonus Health from Combat Refresh +3 Bonus Armor from Combat Refresh +5 Bonus Power from Combat Refresh +3 |
Lucky Belt of the Animal Handler | effects | If you are using the Animal Handling skill, 12% of the Common (non-magical) treasure you find will be Uncommon (green-label) treasure instead. | ⇉ | If you are using the Animal Handling skill, 12% of the non-magical equipment treasure you find will be magical equipment instead. |
Great Snail Helm | effects | Max Armor +71 Acid Damage Reduction +4 Vulnerability to Cold +10% Bonus Health from Combat Refresh +3 Bonus Armor from Combat Refresh +4 Bonus Power from Combat Refresh +2 | ⇉ | Max Armor +71 Acid Damage Reduction +4 Vulnerability to Cold +5% Bonus Health from Combat Refresh +3 Bonus Armor from Combat Refresh +4 Bonus Power from Combat Refresh +2 |
Lucky Belt of the Staff Fighter | effects | If you are using the Staff skill, 12% of the Common (non-magical) treasure you find will be Uncommon (green-label) treasure instead. | ⇉ | If you are using the Staff skill, 12% of the non-magical equipment treasure you find will be magical equipment instead. |
Lucky Belt of the Archer | effects | If you are using the Archery skill, 12% of the Common (non-magical) treasure you find will be Uncommon (green-label) treasure instead. | ⇉ | If you are using the Archery skill, 12% of the non-magical equipment treasure you find will be magical equipment instead. |
Lucky Belt of The Soldier | effects | If you are using both the Sword and Shield skills, 20% of the Common (non-magical) treasure you find will be Uncommon (green-label) treasure instead. | ⇉ | If you are using both the Sword and Shield skills, 20% of the non-magical equipment treasure you find will be magical equipment instead. |
Echur's Lucky Belt of the Mentalist | effects | If you are using the Mentalism skill, 12% of the Common (non-magical) treasure you find will be Uncommon (green-label) treasure instead. Mentalism Damage +1 Max Power +5 | ⇉ | If you are using the Mentalism skill, 12% of the non-magical equipment treasure you find will be magical equipment instead. Mentalism Damage +1 Max Power +5 |
Lucky Belt of The Cunning Wolf | effects | If you are using both the Werewolf and Psychology skills, 20% of the Common (non-magical) treasure you find will be Uncommon (green-label) treasure instead. | ⇉ | If you are using both the Werewolf and Psychology skills, 20% of the non-magical equipment treasure you find will be magical equipment instead. |
Lucky Belt of the Fire Mage | effects | If you are using the Fire Magic skill, 12% of the Common (non-magical) treasure you find will be Uncommon (green-label) treasure instead. | ⇉ | If you are using the Fire Magic skill, 12% of the non-magical equipment treasure you find will be magical equipment instead. |
Quality Snail Greaves | effects | Max Armor +94 Slashing Damage Reduction +4 Vulnerability to Cold +10% Bonus Health from Combat Refresh +3 Bonus Armor from Combat Refresh +5 Bonus Power from Combat Refresh +3 | ⇉ | Max Armor +94 Slashing Damage Reduction +4 Vulnerability to Cold +5% Bonus Health from Combat Refresh +3 Bonus Armor from Combat Refresh +5 Bonus Power from Combat Refresh +3 |
Lucky Belt of the Swordsman | effects | If you are using the Sword skill, 12% of the Common (non-magical) treasure you find will be Uncommon (green-label) treasure instead. | ⇉ | If you are using the Sword skill, 12% of the non-magical equipment treasure you find will be magical equipment instead. |
Lucky Belt of The Temperature Mage | effects | If you are using both the Fire Magic and Ice Magic skills, 20% of the Common (non-magical) treasure you find will be Uncommon (green-label) treasure instead. | ⇉ | If you are using both the Fire Magic and Ice Magic skills, 20% of the non-magical equipment treasure you find will be magical equipment instead. |
Lucky Belt of The Master Exploder | effects | If you are using both the Fire Magic and Battle Chemistry skills, 20% of the Common (non-magical) treasure you find will be Uncommon (green-label) treasure instead. | ⇉ | If you are using both the Fire Magic and Battle Chemistry skills, 20% of the non-magical equipment treasure you find will be magical equipment instead. |
Lucky Belt of The Defiler | effects | If you are using both the Necromancy and Fire Magic skills, 20% of the Common (non-magical) treasure you find will be Uncommon (green-label) treasure instead. | ⇉ | If you are using both the Necromancy and Fire Magic skills, 20% of the non-magical equipment treasure you find will be magical equipment instead. |
Lucky Belt of The War Wizard | effects | If you are using both the Fire Magic and Staff skills, 20% of the Common (non-magical) treasure you find will be Uncommon (green-label) treasure instead. | ⇉ | If you are using both the Fire Magic and Staff skills, 20% of the non-magical equipment treasure you find will be magical equipment instead. |
Lucky Belt of The Gladiator | effects | If you are using both the Sword and Psychology skills, 20% of the Common (non-magical) treasure you find will be Uncommon (green-label) treasure instead. | ⇉ | If you are using both the Sword and Psychology skills, 20% of the non-magical equipment treasure you find will be magical equipment instead. |
Lucky Belt of the Necromancer | effects | If you are using the Necromancy skill, 12% of the Common (non-magical) treasure you find will be Uncommon (green-label) treasure instead. | ⇉ | If you are using the Necromancy skill, 12% of the non-magical equipment treasure you find will be magical equipment instead. |
Lucky Belt of The Cruel Tormenter | effects | If you are using both the Necromancy and Mentalism skills, 20% of the Common (non-magical) treasure you find will be Uncommon (green-label) treasure instead. | ⇉ | If you are using both the Necromancy and Mentalism skills, 20% of the non-magical equipment treasure you find will be magical equipment instead. |
Lucky Belt of The Wandering Do-Gooder | effects | If you are using both the Staff and Animal Handling skills, 20% of the Common (non-magical) treasure you find will be Uncommon (green-label) treasure instead. | ⇉ | If you are using both the Staff and Animal Handling skills, 20% of the non-magical equipment treasure you find will be magical equipment instead. |
Lucky Belt of The Crypt Keeper | effects | If you are using both the Ice Magic and Necromancy skills, 20% of the Common (non-magical) treasure you find will be Uncommon (green-label) treasure instead. | ⇉ | If you are using both the Ice Magic and Necromancy skills, 20% of the non-magical equipment treasure you find will be magical equipment instead. |
Lucky Belt of the Druid | effects | If you are using the Druid skill, 12% of the Common (non-magical) treasure you find will be Uncommon (green-label) treasure instead. | ⇉ | If you are using the Druid skill, 12% of the non-magical equipment treasure you find will be magical equipment instead. |
Lucky Belt of The Winter Warden | effects | If you are using both the Ice Magic and Druid skills, 20% of the Common (non-magical) treasure you find will be Uncommon (green-label) treasure instead. | ⇉ | If you are using both the Ice Magic and Druid skills, 20% of the non-magical equipment treasure you find will be magical equipment instead. |
Great Snail Greaves | effects | Max Armor +114 Slashing Damage Reduction +5 Vulnerability to Cold +10% Bonus Health from Combat Refresh +4 Bonus Armor from Combat Refresh +6 Bonus Power from Combat Refresh +3 | ⇉ | Max Armor +114 Slashing Damage Reduction +5 Vulnerability to Cold +5% Bonus Health from Combat Refresh +4 Bonus Armor from Combat Refresh +6 Bonus Power from Combat Refresh +3 |
Lucky Belt of the Psychologist | effects | If you are using the Psychology skill, 12% of the Common (non-magical) treasure you find will be Uncommon (green-label) treasure instead. | ⇉ | If you are using the Psychology skill, 12% of the non-magical equipment treasure you find will be magical equipment instead. |
Lucky Belt of the Battle Chemist | effects | If you are using the Battle Chemistry skill, 12% of the Common (non-magical) treasure you find will be Uncommon (green-label) treasure instead. | ⇉ | If you are using the Battle Chemistry skill, 12% of the non-magical equipment treasure you find will be magical equipment instead. |
Lucky Belt of The Monk | effects | If you are using both the Unarmed and Mentalism skills, 20% of the Common (non-magical) treasure you find will be Uncommon (green-label) treasure instead. | ⇉ | If you are using both the Unarmed and Mentalism skills, 20% of the non-magical equipment treasure you find will be magical equipment instead. |
Lucky Belt of The Natural Healer | effects | If you are using both the Druid and Mentalism skills, 20% of the Common (non-magical) treasure you find will be Uncommon (green-label) treasure instead. | ⇉ | If you are using both the Druid and Mentalism skills, 20% of the non-magical equipment treasure you find will be magical equipment instead. |
Lucky Belt of The Woodland Warrior | effects | If you are using both the Hammer and Druid skills, 20% of the Common (non-magical) treasure you find will be Uncommon (green-label) treasure instead. | ⇉ | If you are using both the Hammer and Druid skills, 20% of the non-magical equipment treasure you find will be magical equipment instead. |
Lucky Belt of The Wraith | effects | If you are using both the Unarmed and Necromancy skills, 20% of the Common (non-magical) treasure you find will be Uncommon (green-label) treasure instead. | ⇉ | If you are using both the Unarmed and Necromancy skills, 20% of the non-magical equipment treasure you find will be magical equipment instead. |
Lucky Belt of The Pack Leader | effects | If you are using both the Werewolf and Animal Handling skills, 20% of the Common (non-magical) treasure you find will be Uncommon (green-label) treasure instead. | ⇉ | If you are using both the Werewolf and Animal Handling skills, 20% of the non-magical equipment treasure you find will be magical equipment instead. |
Lucky Belt of The Forest King | effects | If you are using the Deer skill, 12% of the Common (non-magical) treasure you find will be Uncommon (green-label) treasure instead. | ⇉ | If you are using the Deer skill, 12% of the non-magical equipment treasure you find will be magical equipment instead. |
Lucky Belt of The Forest Traveller | effects | If you are using both the Druid and Staff skills, 20% of the Common (non-magical) treasure you find will be Uncommon (green-label) treasure instead. | ⇉ | If you are using both the Druid and Staff skills, 20% of the non-magical equipment treasure you find will be magical equipment instead. |
Lucky Belt of The Porcine Warrior | effects | If you are using the Pig skill, 12% of the Common (non-magical) treasure you find will be Uncommon (green-label) treasure instead. | ⇉ | If you are using the Pig skill, 12% of the non-magical equipment treasure you find will be magical equipment instead. |
Lucky Belt of The Barbarian | effects | If you are using both the Hammer and Shield skills, 20% of the Common (non-magical) treasure you find will be Uncommon (green-label) treasure instead. | ⇉ | If you are using both the Hammer and Shield skills, 20% of the non-magical equipment treasure you find will be magical equipment instead. |
Lucky Belt of The Wise Duelist | effects | If you are using both the Sword and Mentalism skills, 20% of the Common (non-magical) treasure you find will be Uncommon (green-label) treasure instead. | ⇉ | If you are using both the Sword and Mentalism skills, 20% of the non-magical equipment treasure you find will be magical equipment instead. |
Lucky Belt of The Bovine Battler | effects | If you are using the Cow skill, 12% of the Common (non-magical) treasure you find will be Uncommon (green-label) treasure instead. | ⇉ | If you are using the Cow skill, 12% of the non-magical equipment treasure you find will be magical equipment instead. |
Lucky Belt of The Defender | effects | If you are using both the Staff and Shield skills, 20% of the Common (non-magical) treasure you find will be Uncommon (green-label) treasure instead. | ⇉ | If you are using both the Staff and Shield skills, 20% of the non-magical equipment treasure you find will be magical equipment instead. |
Lucky Belt of The Tundra Guardian | effects | If you are using both the Staff and Ice Magic skills, 20% of the Common (non-magical) treasure you find will be Uncommon (green-label) treasure instead. | ⇉ | If you are using both the Staff and Ice Magic skills, 20% of the non-magical equipment treasure you find will be magical equipment instead. |
Amazing Snail Gauntlets | effects | Max Armor +83 Nature Damage Reduction +5 Vulnerability to Cold +15% Bonus Health from Combat Refresh +3 Bonus Armor from Combat Refresh +5 Bonus Power from Combat Refresh +3 | ⇉ | Max Armor +83 Nature Damage Reduction +5 Vulnerability to Cold +5% Bonus Health from Combat Refresh +3 Bonus Armor from Combat Refresh +5 Bonus Power from Combat Refresh +3 |
Lucky Belt of The Hunter | effects | If you are using both the Archery and Sword skills, 20% of the Common (non-magical) treasure you find will be Uncommon (green-label) treasure instead. | ⇉ | If you are using both the Archery and Sword skills, 20% of the non-magical equipment treasure you find will be magical equipment instead. |
Lucky Belt of The Mindfist | effects | If you are using both the Hammer and Mentalism skills, 20% of the Common (non-magical) treasure you find will be Uncommon (green-label) treasure instead. | ⇉ | If you are using both the Hammer and Mentalism skills, 20% of the non-magical equipment treasure you find will be magical equipment instead. |
Amazing Cow Barding | effects | Max Armor +192 Piercing Damage Reduction +5 Vulnerability to Fire +15% Bonus Health from Combat Refresh +6 Bonus Armor from Combat Refresh +9 Bonus Power from Combat Refresh +5 | ⇉ | Max Armor +192 Piercing Damage Reduction +5 Vulnerability to Fire +10% Bonus Health from Combat Refresh +6 Bonus Armor from Combat Refresh +9 Bonus Power from Combat Refresh +5 |
Quality Snail Gauntlets | effects | Max Armor +59 Nature Damage Reduction +3 Vulnerability to Cold +10% Bonus Health from Combat Refresh +2 Bonus Armor from Combat Refresh +3 Bonus Power from Combat Refresh +2 | ⇉ | Max Armor +59 Nature Damage Reduction +3 Vulnerability to Cold +5% Bonus Health from Combat Refresh +2 Bonus Armor from Combat Refresh +3 Bonus Power from Combat Refresh +2 |
Astounding Snail Boots | effects | Max Armor +94 Piercing Damage Reduction +6 Vulnerability to Cold +20% Bonus Health from Combat Refresh +3 Bonus Armor from Combat Refresh +5 Bonus Power from Combat Refresh +3 | ⇉ | Max Armor +94 Piercing Damage Reduction +6 Vulnerability to Cold +10% Bonus Health from Combat Refresh +3 Bonus Armor from Combat Refresh +5 Bonus Power from Combat Refresh +3 |
Awesome Cow Barding | effects | Max Armor +240 Piercing Damage Reduction +7 Vulnerability to Fire +15% Bonus Health from Combat Refresh +7 Bonus Armor from Combat Refresh +11 Bonus Power from Combat Refresh +6 | ⇉ | Max Armor +240 Piercing Damage Reduction +7 Vulnerability to Fire +10% Bonus Health from Combat Refresh +7 Bonus Armor from Combat Refresh +11 Bonus Power from Combat Refresh +6 |
Ability | Attribute | Before | After | |
Stampede | cooldown | 1 | → | 2 |
Stampede 2 | cooldown | 1 | → | 2 |
Stampede 3 | cooldown | 1 | → | 2 |
Stampede 4 | cooldown | 1 | → | 2 |
Stampede 5 | cooldown | 1 | → | 2 |
Stampede 6 | cooldown | 1 | → | 2 |
Antler Slash | cooldown | 1 | → | 2 |
Antler Slash 2 | cooldown | 1 | → | 2 |
Antler Slash 3 | cooldown | 1 | → | 2 |
Antler Slash 4 | cooldown | 1 | → | 2 |
Antler Slash 5 | cooldown | 1 | → | 2 |
Antler Slash 6 | cooldown | 1 | → | 2 |
Rip | cooldown | 1 | → | 2 |
Rip 2 | cooldown | 1 | → | 2 |
Rip 3 | cooldown | 1 | → | 2 |
Rip 4 | cooldown | 1 | → | 2 |
Rip 5 | cooldown | 1 | → | 2 |
Rip 6 | cooldown | 1 | → | 2 |
Pig Bite | cooldown | 1 | → | 2 |
Pig Bite 2 | cooldown | 1 | → | 2 |
Pig Bite 3 | cooldown | 1 | → | 2 |
Pig Bite 4 | cooldown | 1 | → | 2 |
Pig Bite 5 | cooldown | 1 | → | 2 |
Pig Bite 6 | cooldown | 1 | → | 2 |
Grappling Web | damage | 10 | → | 13 |
Grappling Web | cooldown | 30 | → | 20 |
Grappling Web | damage_type | Crushing | → | Poison |
Grappling Web | description | Fling web at a distant enemy and reel them to you. | → | Fling poisonous web at a distant enemy and reel them to you. |
Grappling Web | icon | 3253 | → | 3254 |
Grappling Web 2 | damage | 28 | → | 37 |
Grappling Web 2 | cooldown | 30 | → | 20 |
Grappling Web 2 | damage_type | Crushing | → | Poison |
Grappling Web 2 | description | Fling web at a distant enemy and reel them to you. | → | Fling poisonous web at a distant enemy and reel them to you. |
Grappling Web 2 | icon | 3253 | → | 3254 |
Premeditated Doom | name | Scuttling Gait | → | Premeditated Doom |
Premeditated Doom | icon | 3404 | → | 3555 |
Premeditated Doom | cooldown | 90 | → | 40 |
Premeditated Doom | internal_name | SpiderDash1 | → | PremeditatedDoom1 |
Premeditated Doom | power_cost | 9 | → | 23 |
Premeditated Doom | description | Increase your run speed moderately for 10 seconds. | → | Carefully prepare your next attack so that it deals tremendous damage. |
Premeditated Doom 2 | description | Increase your run speed moderately for 20 seconds. | → | Carefully prepare your next attack so that it deals tremendous damage. |
Premeditated Doom 2 | level | 48 | → | 34 |
Premeditated Doom 2 | name | Scuttling Gait 2 | → | Premeditated Doom 2 |
Premeditated Doom 2 | cooldown | 90 | → | 40 |
Premeditated Doom 2 | internal_name | SpiderDash2 | → | PremeditatedDoom2 |
Premeditated Doom 2 | power_cost | 13 | → | 28 |
Premeditated Doom 2 | icon | 3404 | → | 3555 |
Spider Bite | cooldown | 1 | → | 2 |
Spider Bite 2 | cooldown | 1 | → | 2 |
Spider Bite 3 | cooldown | 1 | → | 2 |
Spider Bite 4 | cooldown | 1 | → | 2 |
Spider Bite 5 | cooldown | 1 | → | 2 |
Spider Bite 6 | cooldown | 1 | → | 2 |
Web Trap | power_cost | 11 | → | 18 |
Web Trap | icon | 3255 | → | 3557 |
Mod skill | Attribute | Before | After | |
None | tiers | 1: Antler Slash has a 25% chance to heal you for 1 health 2: Antler Slash has a 25% chance to heal you for 2 health 3: Antler Slash has a 25% chance to heal you for 3 health 4: Antler Slash has a 25% chance to heal you for 4 health 5: Antler Slash has a 25% chance to heal you for 5 health 6: Antler Slash has a 25% chance to heal you for 6 health 7: Antler Slash has a 25% chance to heal you for 7 health 8: Antler Slash has a 25% chance to heal you for 8 health 9: Antler Slash has a 25% chance to heal you for 9 health 10: Antler Slash has a 25% chance to heal you for 10 health 11: Antler Slash has a 25% chance to heal you for 11 health 12: Antler Slash has a 25% chance to heal you for 12 health | → | 1: Antler Slash heals you for 1 health 2: Antler Slash heals you for 2 health 3: Antler Slash heals you for 3 health 4: Antler Slash heals you for 4 health 5: Antler Slash heals you for 5 health 6: Antler Slash heals you for 6 health 7: Antler Slash heals you for 7 health 8: Antler Slash heals you for 8 health 9: Antler Slash heals you for 9 health 10: Antler Slash heals you for 10 health 11: Antler Slash heals you for 11 health 12: Antler Slash heals you for 12 health |
None | tiers | 1: Antler Slash has a 25% chance to restore 1 power to you 2: Antler Slash has a 25% chance to restore 2 power to you 3: Antler Slash has a 25% chance to restore 3 power to you 4: Antler Slash has a 25% chance to restore 4 power to you 5: Antler Slash has a 25% chance to restore 5 power to you 6: Antler Slash has a 25% chance to restore 6 power to you | → | 1: Antler Slash restores 1 power to you 2: Antler Slash restores 2 power to you 3: Antler Slash restores 3 power to you 4: Antler Slash restores 4 power to you 5: Antler Slash restores 5 power to you 6: Antler Slash restores 6 power to you |
None | tiers | 1: Gripjaw has a 60% chance to deal +65% damage 2: Gripjaw has a 60% chance to deal +70% damage 3: Gripjaw has a 60% chance to deal +75% damage 4: Gripjaw has a 60% chance to deal +80% damage 5: Gripjaw has a 60% chance to deal +85% damage 6: Gripjaw has a 60% chance to deal +90% damage 7: Gripjaw has a 60% chance to deal +95% damage 8: Gripjaw has a 60% chance to deal +100% damage 9: Gripjaw has a 60% chance to deal +105% damage 10: Gripjaw has a 60% chance to deal +110% damage 11: Gripjaw has a 60% chance to deal +115% damage 12: Gripjaw has a 60% chance to deal +120% damage | → | 1: Gripjaw has a 75% chance to deal +65% damage 2: Gripjaw has a 75% chance to deal +70% damage 3: Gripjaw has a 75% chance to deal +75% damage 4: Gripjaw has a 75% chance to deal +80% damage 5: Gripjaw has a 75% chance to deal +85% damage 6: Gripjaw has a 75% chance to deal +90% damage 7: Gripjaw has a 75% chance to deal +95% damage 8: Gripjaw has a 75% chance to deal +100% damage 9: Gripjaw has a 75% chance to deal +105% damage 10: Gripjaw has a 75% chance to deal +110% damage 11: Gripjaw has a 75% chance to deal +115% damage 12: Gripjaw has a 75% chance to deal +120% damage |
None | tiers | 1: Infinite Legs has a 33% chance to restore 1 Power 2: Infinite Legs has a 33% chance to restore 2 Power 3: Infinite Legs has a 33% chance to restore 3 Power 4: Infinite Legs has a 33% chance to restore 4 Power 5: Infinite Legs has a 33% chance to restore 5 Power 6: Infinite Legs has a 33% chance to restore 6 Power 7: Infinite Legs has a 33% chance to restore 7 Power 8: Infinite Legs has a 33% chance to restore 8 Power 9: Infinite Legs has a 33% chance to restore 9 Power 10: Infinite Legs has a 33% chance to restore 10 Power 11: Infinite Legs has a 33% chance to restore 11 Power 12: Infinite Legs has a 33% chance to restore 12 Power | → | 1: Infinite Legs restores 1 Health 2: Infinite Legs restores 2 Health 3: Infinite Legs restores 3 Health 4: Infinite Legs restores 4 Health 5: Infinite Legs restores 5 Health 6: Infinite Legs restores 6 Health 7: Infinite Legs restores 7 Health 8: Infinite Legs restores 8 Health 9: Infinite Legs restores 9 Health 10: Infinite Legs restores 10 Health 11: Infinite Legs restores 11 Health 12: Infinite Legs restores 12 Health |
None | tiers | 1: Terrifying Bite deals +25 direct health damage 2: Terrifying Bite deals +50 direct health damage 3: Terrifying Bite deals +75 direct health damage 4: Terrifying Bite deals +100 direct health damage 5: Terrifying Bite deals +125 direct health damage 6: Terrifying Bite deals +150 direct health damage 7: Terrifying Bite deals +175 direct health damage 8: Terrifying Bite deals +200 direct health damage 9: Terrifying Bite deals +225 direct health damage 10: Terrifying Bite deals +250 direct health damage 11: Terrifying Bite deals +275 direct health damage 12: Terrifying Bite deals +300 direct health damage | → | 1: Terrifying Bite deals +20 direct health damage 2: Terrifying Bite deals +40 direct health damage 3: Terrifying Bite deals +60 direct health damage 4: Terrifying Bite deals +80 direct health damage 5: Terrifying Bite deals +100 direct health damage 6: Terrifying Bite deals +120 direct health damage 7: Terrifying Bite deals +140 direct health damage 8: Terrifying Bite deals +160 direct health damage 9: Terrifying Bite deals +180 direct health damage 10: Terrifying Bite deals +200 direct health damage 11: Terrifying Bite deals +220 direct health damage 12: Terrifying Bite deals +240 direct health damage |
None | tiers | 1: Spit Acid deals +7 armor damage 2: Spit Acid deals +14 armor damage 3: Spit Acid deals +21 armor damage 4: Spit Acid deals +28 armor damage 5: Spit Acid deals +35 armor damage 6: Spit Acid deals +42 armor damage 7: Spit Acid deals +49 armor damage 8: Spit Acid deals +56 armor damage 9: Spit Acid deals +63 armor damage 10: Spit Acid deals +70 armor damage 11: Spit Acid deals +77 armor damage 12: Spit Acid deals +84 armor damage | → | 1: Spit Acid deals +10 armor damage 2: Spit Acid deals +20 armor damage 3: Spit Acid deals +30 armor damage 4: Spit Acid deals +40 armor damage 5: Spit Acid deals +50 armor damage 6: Spit Acid deals +60 armor damage 7: Spit Acid deals +70 armor damage 8: Spit Acid deals +80 armor damage 9: Spit Acid deals +90 armor damage 10: Spit Acid deals +100 armor damage 11: Spit Acid deals +110 armor damage 12: Spit Acid deals +120 armor damage |
None | tiers | 1: Smash deals +1 armor damage 2: Smash deals +2 armor damage 3: Smash deals +3 armor damage 4: Smash deals +4 armor damage 5: Smash deals +5 armor damage 6: Smash deals +6 armor damage 7: Smash deals +7 armor damage 8: Smash deals +8 armor damage 9: Smash deals +9 armor damage 10: Smash deals +10 armor damage 11: Smash deals +11 armor damage 12: Smash deals +12 armor damage | → | 1: Smash deals +3 armor damage 2: Smash deals +4 armor damage 3: Smash deals +5 armor damage 4: Smash deals +6 armor damage 5: Smash deals +7 armor damage 6: Smash deals +8 armor damage 7: Smash deals +9 armor damage 8: Smash deals +10 armor damage 9: Smash deals +11 armor damage 10: Smash deals +12 armor damage 11: Smash deals +13 armor damage 12: Smash deals +14 armor damage |
None | tiers | 1: Incubated Spiders deal +1 direct damage with each attack 2: Incubated Spiders deal +2 direct damage with each attack 3: Incubated Spiders deal +3 direct damage with each attack 4: Incubated Spiders deal +4 direct damage with each attack 5: Incubated Spiders deal +5 direct damage with each attack 6: Incubated Spiders deal +6 direct damage with each attack 7: Incubated Spiders deal +7 direct damage with each attack 8: Incubated Spiders deal +8 direct damage with each attack 9: Incubated Spiders deal +9 direct damage with each attack 10: Incubated Spiders deal +10 direct damage with each attack 11: Incubated Spiders deal +11 direct damage with each attack 12: Incubated Spiders deal +12 direct damage with each attack | → | 1: Incubated Spiders deal +2 direct damage with each attack 2: Incubated Spiders deal +3 direct damage with each attack 3: Incubated Spiders deal +5 direct damage with each attack 4: Incubated Spiders deal +6 direct damage with each attack 5: Incubated Spiders deal +7 direct damage with each attack 6: Incubated Spiders deal +9 direct damage with each attack 7: Incubated Spiders deal +10 direct damage with each attack 8: Incubated Spiders deal +11 direct damage with each attack 9: Incubated Spiders deal +12 direct damage with each attack 10: Incubated Spiders deal +13 direct damage with each attack 11: Incubated Spiders deal +14 direct damage with each attack 12: Incubated Spiders deal +16 direct damage with each attack |
None | tiers | 1: Giant Bat Base Damage +10% 2: Giant Bat Base Damage +15% 3: Giant Bat Base Damage +20% 4: Giant Bat Base Damage +25% Rip deals +-100% damage 5: Giant Bat Base Damage +30% 6: Giant Bat Base Damage +35% | → | 1: Giant Bat Base Damage +10% 2: Giant Bat Base Damage +15% 3: Giant Bat Base Damage +20% 4: Giant Bat Base Damage +25% 5: Giant Bat Base Damage +30% 6: Giant Bat Base Damage +35% |
None | tiers | 1: Pig Bite has a 25% chance to restore 1 Health 2: Pig Bite has a 25% chance to restore 2 Health 3: Pig Bite has a 25% chance to restore 3 Health 4: Pig Bite has a 25% chance to restore 4 Health 5: Pig Bite has a 25% chance to restore 5 Health 6: Pig Bite has a 25% chance to restore 6 Health 7: Pig Bite has a 25% chance to restore 7 Health 8: Pig Bite has a 25% chance to restore 8 Health 9: Pig Bite has a 25% chance to restore 9 Health 10: Pig Bite has a 25% chance to restore 10 Health 11: Pig Bite has a 25% chance to restore 11 Health 12: Pig Bite has a 25% chance to restore 12 Health | → | 1: Pig Bite restores 1 Health 2: Pig Bite restores 2 Health 3: Pig Bite restores 3 Health 4: Pig Bite restores 4 Health 5: Pig Bite restores 5 Health 6: Pig Bite restores 6 Health 7: Pig Bite restores 7 Health 8: Pig Bite restores 8 Health 9: Pig Bite restores 9 Health 10: Pig Bite restores 10 Health 11: Pig Bite restores 11 Health 12: Pig Bite restores 12 Health |
None | tiers | 1: Incubated Spiders have +6 health 2: Incubated Spiders have +12 health 3: Incubated Spiders have +18 health 4: Incubated Spiders have +24 health 5: Incubated Spiders have +30 health 6: Incubated Spiders have +36 health 7: Incubated Spiders have +42 health 8: Incubated Spiders have +48 health 9: Incubated Spiders have +54 health 10: Incubated Spiders have +60 health 11: Incubated Spiders have +66 health 12: Incubated Spiders have +72 health | → | 1: Incubated Spiders have +10 health 2: Incubated Spiders have +20 health 3: Incubated Spiders have +30 health 4: Incubated Spiders have +40 health 5: Incubated Spiders have +50 health 6: Incubated Spiders have +60 health 7: Incubated Spiders have +70 health 8: Incubated Spiders have +80 health 9: Incubated Spiders have +90 health 10: Incubated Spiders have +100 health 11: Incubated Spiders have +110 health 12: Incubated Spiders have +120 health |
None | tiers | 1: Antler Slash has a 50% chance to restore 1 armor 2: Antler Slash has a 50% chance to restore 2 armor 3: Antler Slash has a 50% chance to restore 3 armor 4: Antler Slash has a 50% chance to restore 4 armor 5: Antler Slash has a 50% chance to restore 5 armor 6: Antler Slash has a 50% chance to restore 6 armor 7: Antler Slash has a 50% chance to restore 7 armor 8: Antler Slash has a 50% chance to restore 8 armor 9: Antler Slash has a 50% chance to restore 9 armor 10: Antler Slash has a 50% chance to restore 10 armor 11: Antler Slash has a 50% chance to restore 11 armor 12: Antler Slash has a 50% chance to restore 12 armor | → | 1: Antler Slash has a 50% chance to restore 2 armor 2: Antler Slash has a 50% chance to restore 4 armor 3: Antler Slash has a 50% chance to restore 7 armor 4: Antler Slash has a 50% chance to restore 9 armor 5: Antler Slash has a 50% chance to restore 12 armor 6: Antler Slash has a 50% chance to restore 14 armor 7: Antler Slash has a 50% chance to restore 17 armor 8: Antler Slash has a 50% chance to restore 19 armor 9: Antler Slash has a 50% chance to restore 22 armor 10: Antler Slash has a 50% chance to restore 25 armor 11: Antler Slash has a 50% chance to restore 28 armor 12: Antler Slash has a 50% chance to restore 32 armor |
None | tiers | 1: Infinite Legs deals +3 damage 2: Infinite Legs deals +5 damage 3: Infinite Legs deals +7 damage 4: Infinite Legs deals +10 damage 5: Infinite Legs deals +13 damage 6: Infinite Legs deals +15 damage 7: Infinite Legs deals +17 damage 8: Infinite Legs deals +20 damage 9: Infinite Legs deals +23 damage 10: Infinite Legs deals +25 damage 11: Infinite Legs deals +27 damage 12: Infinite Legs deals +30 damage | → | 1: Infinite Legs deals +2 damage 2: Infinite Legs deals +4 damage 3: Infinite Legs deals +6 damage 4: Infinite Legs deals +8 damage 5: Infinite Legs deals +10 damage 6: Infinite Legs deals +12 damage 7: Infinite Legs deals +14 damage 8: Infinite Legs deals +16 damage 9: Infinite Legs deals +18 damage 10: Infinite Legs deals +20 damage 11: Infinite Legs deals +22 damage 12: Infinite Legs deals +24 damage |
None | tiers | 1: Cow's Stampede has a 50% chance to deal +10% damage 2: Cow's Stampede has a 50% chance to deal +12% damage 3: Cow's Stampede has a 50% chance to deal +14% damage 4: Cow's Stampede has a 50% chance to deal +16% damage 5: Cow's Stampede has a 50% chance to deal +18% damage 6: Cow's Stampede has a 50% chance to deal +20% damage 7: Cow's Stampede has a 50% chance to deal +22% damage 8: Cow's Stampede has a 50% chance to deal +24% damage 9: Cow's Stampede has a 50% chance to deal +26% damage 10: Cow's Stampede has a 50% chance to deal +28% damage 11: Cow's Stampede has a 50% chance to deal +30% damage 12: Cow's Stampede has a 50% chance to deal +32% damage | → | 1: Cow's Stampede has a 50% chance to deal +2 damage 2: Cow's Stampede has a 50% chance to deal +4 damage 3: Cow's Stampede has a 50% chance to deal +6 damage 4: Cow's Stampede has a 50% chance to deal +9 damage 5: Cow's Stampede has a 50% chance to deal +12 damage 6: Cow's Stampede has a 50% chance to deal +16 damage 7: Cow's Stampede has a 50% chance to deal +20 damage 8: Cow's Stampede has a 50% chance to deal +24 damage 9: Cow's Stampede has a 50% chance to deal +28 damage 10: Cow's Stampede has a 50% chance to deal +32 damage 11: Cow's Stampede has a 50% chance to deal +36 damage 12: Cow's Stampede has a 50% chance to deal +40 damage |
None | tiers | 1: Spider Bite has a 0% chance to restore 1 health 2: Spider Bite has a 0% chance to restore 2 health 3: Spider Bite has a 0% chance to restore 3 health 4: Spider Bite has a 0% chance to restore 4 health 5: Spider Bite has a 0% chance to restore 5 health 6: Spider Bite has a 0% chance to restore 6 health 7: Spider Bite has a 0% chance to restore 7 health 8: Spider Bite has a 0% chance to restore 8 health 9: Spider Bite has a 0% chance to restore 9 health 10: Spider Bite has a 0% chance to restore 10 health 11: Spider Bite has a 0% chance to restore 11 health 12: Spider Bite has a 0% chance to restore 12 health | → | 1: Spider Bite restores 1 health to you 2: Spider Bite restores 2 health to you 3: Spider Bite restores 3 health to you 4: Spider Bite restores 4 health to you 5: Spider Bite restores 5 health to you 6: Spider Bite restores 6 health to you 7: Spider Bite restores 7 health to you 8: Spider Bite restores 8 health to you 9: Spider Bite restores 9 health to you 10: Spider Bite restores 10 health to you 11: Spider Bite restores 11 health to you 12: Spider Bite restores 12 health to you |
None | tiers | 1: Basic Shot attacks heal you for 2 health 2: Basic Shot attacks heal you for 4 health 3: Basic Shot attacks heal you for 6 health 4: Basic Shot attacks heal you for 8 health 5: Basic Shot attacks heal you for 10 health 6: Basic Shot attacks heal you for 12 health | → | 1: Basic Shot heals you for 2 health 2: Basic Shot heals you for 4 health 3: Basic Shot heals you for 6 health 4: Basic Shot heals you for 8 health 5: Basic Shot heals you for 10 health 6: Basic Shot heals you for 12 health |
None | tiers | 1: Scuttling Gait restores 18 armor 2: Scuttling Gait restores 36 armor 3: Scuttling Gait restores 54 armor 4: Scuttling Gait restores 72 armor 5: Scuttling Gait restores 90 armor 6: Scuttling Gait restores 108 armor 7: Scuttling Gait restores 126 armor 8: Scuttling Gait restores 144 armor 9: Scuttling Gait restores 162 armor 10: Scuttling Gait restores 180 armor 11: Scuttling Gait restores 198 armor 12: Scuttling Gait restores 216 armor | → | 1: Premeditated Doom restores 25 armor 2: Premeditated Doom restores 50 armor 3: Premeditated Doom restores 75 armor 4: Premeditated Doom restores 100 armor 5: Premeditated Doom restores 125 armor 6: Premeditated Doom restores 150 armor 7: Premeditated Doom restores 175 armor 8: Premeditated Doom restores 200 armor 9: Premeditated Doom restores 225 armor 10: Premeditated Doom restores 250 armor 11: Premeditated Doom restores 275 armor 12: Premeditated Doom restores 300 armor |
None | suffix | of Tough Gaits | → | of Premeditated Healing |
None | tiers | 1: Scuttling Gait heals you for 13 health 2: Scuttling Gait heals you for 26 health 3: Scuttling Gait heals you for 39 health 4: Scuttling Gait heals you for 52 health 5: Scuttling Gait heals you for 65 health 6: Scuttling Gait heals you for 78 health 7: Scuttling Gait heals you for 91 health 8: Scuttling Gait heals you for 104 health 9: Scuttling Gait heals you for 117 health 10: Scuttling Gait heals you for 130 health 11: Scuttling Gait heals you for 143 health 12: Scuttling Gait heals you for 156 health | → | 1: Premeditated Doom heals you for 20 health 2: Premeditated Doom heals you for 40 health 3: Premeditated Doom heals you for 60 health 4: Premeditated Doom heals you for 80 health 5: Premeditated Doom heals you for 100 health 6: Premeditated Doom heals you for 120 health 7: Premeditated Doom heals you for 140 health 8: Premeditated Doom heals you for 160 health 9: Premeditated Doom heals you for 180 health 10: Premeditated Doom heals you for 200 health 11: Premeditated Doom heals you for 220 health 12: Premeditated Doom heals you for 240 health |
None | suffix | of Healthy Gaits | → | of Premeditated Healing |
None | tiers | 1: Cow's Front Kick deals +4 damage 2: Cow's Front Kick deals +7 damage 3: Cow's Front Kick deals +12 damage 4: Cow's Front Kick deals +18 damage 5: Cow's Front Kick deals +23 damage 6: Cow's Front Kick deals +27 damage | → | 1: Cow's Front Kick deals +5 damage 2: Cow's Front Kick deals +10 damage 3: Cow's Front Kick deals +15 damage 4: Cow's Front Kick deals +20 damage 5: Cow's Front Kick deals +25 damage 6: Cow's Front Kick deals +30 damage |
None | tiers | 1: Smash deals +1 damage 2: Smash deals +3 damage 3: Smash deals +5 damage 4: Smash deals +7 damage 5: Smash deals +9 damage 6: Smash deals +11 damage 7: Smash deals +13 damage 8: Smash deals +15 damage 9: Smash deals +17 damage 10: Smash deals +19 damage 11: Smash deals +21 damage 12: Smash deals +23 damage | → | 1: Smash deals +1 damage 2: Smash deals +2 damage 3: Smash deals +3 damage 4: Smash deals +4 damage 5: Smash deals +5 damage 6: Smash deals +6 damage 7: Smash deals +7 damage 8: Smash deals +8 damage 9: Smash deals +9 damage 10: Smash deals +10 damage 11: Smash deals +11 damage 12: Smash deals +12 damage |
None | tiers | 1: Infinite Legs restores 1 Armor 2: Infinite Legs restores 2 Armor 3: Infinite Legs restores 3 Armor 4: Infinite Legs restores 4 Armor 5: Infinite Legs restores 5 Armor 6: Infinite Legs restores 6 Armor 7: Infinite Legs restores 7 Armor 8: Infinite Legs restores 8 Armor 9: Infinite Legs restores 9 Armor 10: Infinite Legs restores 10 Armor 11: Infinite Legs restores 11 Armor 12: Infinite Legs restores 12 Armor | → | 1: Infinite Legs restores 2 Armor 2: Infinite Legs restores 3 Armor 3: Infinite Legs restores 4 Armor 4: Infinite Legs restores 5 Armor 5: Infinite Legs restores 6 Armor 6: Infinite Legs restores 7 Armor 7: Infinite Legs restores 9 Armor 8: Infinite Legs restores 10 Armor 9: Infinite Legs restores 11 Armor 10: Infinite Legs restores 12 Armor 11: Infinite Legs restores 13 Armor 12: Infinite Legs restores 14 Armor |
None | tiers | 1: Combo: Basic Shot+Any Ranged Attack+Any Ranged Attack+Basic Shot: final step hits all enemies and deals +3 damage. Basic Shot deals +1 damage and begins a combo that can hit all enemies within 30 meters 2: Combo: Basic Shot+Any Ranged Attack+Any Ranged Attack+Basic Shot: final step hits all enemies and deals +6 damage. Basic Shot deals +2 damage and begins a combo that can hit all enemies within 30 meters 3: Combo: Basic Shot+Any Ranged Attack+Any Ranged Attack+Basic Shot: final step hits all enemies and deals +9 damage. Basic Shot deals +3 damage and begins a combo that can hit all enemies within 30 meters 4: Combo: Basic Shot+Any Ranged Attack+Any Ranged Attack+Basic Shot: final step hits all enemies and deals +12 damage. Basic Shot deals +4 damage and begins a combo that can hit all enemies within 30 meters 5: Combo: Basic Shot+Any Ranged Attack+Any Ranged Attack+Basic Shot: final step hits all enemies and deals +15 damage. Basic Shot deals +5 damage and begins a combo that can hit all enemies within 30 meters 6: Combo: Basic Shot+Any Ranged Attack+Any Ranged Attack+Basic Shot: final step hits all enemies and deals +18 damage. Basic Shot deals +6 damage and begins a combo that can hit all enemies within 30 meters 7: Combo: Basic Shot+Any Ranged Attack+Any Ranged Attack+Basic Shot: final step hits all enemies and deals +21 damage. Basic Shot deals +7 damage and begins a combo that can hit all enemies within 30 meters 8: Combo: Basic Shot+Any Ranged Attack+Any Ranged Attack+Basic Shot: final step hits all enemies and deals +24 damage. Basic Shot deals +8 damage and begins a combo that can hit all enemies within 30 meters 9: Combo: Basic Shot+Any Ranged Attack+Any Ranged Attack+Basic Shot: final step hits all enemies and deals +27 damage. Basic Shot deals +9 damage and begins a combo that can hit all enemies within 30 meters 10: Combo: Basic Shot+Any Ranged Attack+Any Ranged Attack+Basic Shot: final step hits all enemies and deals +30 damage. Basic Shot deals +10 damage and begins a combo that can hit all enemies within 30 meters 11: Combo: Basic Shot+Any Ranged Attack+Any Ranged Attack+Basic Shot: final step hits all enemies and deals +33 damage. Basic Shot deals +11 damage and begins a combo that can hit all enemies within 30 meters 12: Combo: Basic Shot+Any Ranged Attack+Any Ranged Attack+Basic Shot: final step hits all enemies and deals +36 damage. Basic Shot deals +12 damage and begins a combo that can hit all enemies within 30 meters | → | 1: Combo: Basic Shot+Any Ranged Attack+Any Ranged Attack+Basic Shot: final step hits all enemies and deals +3 damage. 2: Combo: Basic Shot+Any Ranged Attack+Any Ranged Attack+Basic Shot: final step hits all enemies and deals +6 damage. 3: Combo: Basic Shot+Any Ranged Attack+Any Ranged Attack+Basic Shot: final step hits all enemies and deals +9 damage. 4: Combo: Basic Shot+Any Ranged Attack+Any Ranged Attack+Basic Shot: final step hits all enemies and deals +12 damage. 5: Combo: Basic Shot+Any Ranged Attack+Any Ranged Attack+Basic Shot: final step hits all enemies and deals +15 damage. 6: Combo: Basic Shot+Any Ranged Attack+Any Ranged Attack+Basic Shot: final step hits all enemies and deals +18 damage. 7: Combo: Basic Shot+Any Ranged Attack+Any Ranged Attack+Basic Shot: final step hits all enemies and deals +21 damage. 8: Combo: Basic Shot+Any Ranged Attack+Any Ranged Attack+Basic Shot: final step hits all enemies and deals +24 damage. 9: Combo: Basic Shot+Any Ranged Attack+Any Ranged Attack+Basic Shot: final step hits all enemies and deals +27 damage. 10: Combo: Basic Shot+Any Ranged Attack+Any Ranged Attack+Basic Shot: final step hits all enemies and deals +30 damage. 11: Combo: Basic Shot+Any Ranged Attack+Any Ranged Attack+Basic Shot: final step hits all enemies and deals +33 damage. 12: Combo: Basic Shot+Any Ranged Attack+Any Ranged Attack+Basic Shot: final step hits all enemies and deals +36 damage. |
None | tiers | 1: Terrifying Bite boosts sprint speed by 1 for 10 seconds 2: Terrifying Bite boosts sprint speed by 2 for 10 seconds 3: Terrifying Bite boosts sprint speed by 3 for 10 seconds 4: Terrifying Bite boosts sprint speed by 4 for 10 seconds 5: Terrifying Bite boosts sprint speed by 5 for 10 seconds 6: Terrifying Bite boosts sprint speed by 6 for 10 seconds | → | 1: Terrifying Bite boosts sprint speed +1 for 10 seconds 2: Terrifying Bite boosts sprint speed +2 for 10 seconds 3: Terrifying Bite boosts sprint speed +3 for 10 seconds 4: Terrifying Bite boosts sprint speed +4 for 10 seconds 5: Terrifying Bite boosts sprint speed +5 for 10 seconds 6: Terrifying Bite boosts sprint speed +6 for 10 seconds |
None | tiers | 1: Incubated Spiders have +5 armor 2: Incubated Spiders have +10 armor 3: Incubated Spiders have +15 armor 4: Incubated Spiders have +20 armor 5: Incubated Spiders have +25 armor 6: Incubated Spiders have +30 armor 7: Incubated Spiders have +35 armor 8: Incubated Spiders have +40 armor 9: Incubated Spiders have +45 armor 10: Incubated Spiders have +50 armor 11: Incubated Spiders have +55 armor 12: Incubated Spiders have +60 armor | → | 1: Incubated Spiders have +12 armor 2: Incubated Spiders have +24 armor 3: Incubated Spiders have +36 armor 4: Incubated Spiders have +48 armor 5: Incubated Spiders have +60 armor 6: Incubated Spiders have +72 armor 7: Incubated Spiders have +84 armor 8: Incubated Spiders have +96 armor 9: Incubated Spiders have +108 armor 10: Incubated Spiders have +120 armor 11: Incubated Spiders have +132 armor 12: Incubated Spiders have +144 armor |
None | tiers | 1: Pig Bite lowers enemy aggression toward you as if you'd done -10 damage to it 2: Pig Bite lowers enemy aggression toward you as if you'd done -20 damage to it 3: Pig Bite lowers enemy aggression toward you as if you'd done -30 damage to it 4: Pig Bite lowers enemy aggression toward you as if you'd done -40 damage to it 5: Pig Bite lowers enemy aggression toward you as if you'd done -50 damage to it 6: Pig Bite lowers enemy aggression toward you as if you'd done -60 damage to it 7: Pig Bite lowers enemy aggression toward you as if you'd done -70 damage to it 8: Pig Bite lowers enemy aggression toward you as if you'd done -80 damage to it 9: Pig Bite lowers enemy aggression toward you as if you'd done -90 damage to it 10: Pig Bite lowers enemy aggression toward you as if you'd done -100 damage to it 11: Pig Bite lowers enemy aggression toward you as if you'd done -110 damage to it 12: Pig Bite lowers enemy aggression toward you as if you'd done -120 damage to it | → | 1: Pig Bite lowers enemy aggression toward you as if you'd done -15 damage to it 2: Pig Bite lowers enemy aggression toward you as if you'd done -30 damage to it 3: Pig Bite lowers enemy aggression toward you as if you'd done -45 damage to it 4: Pig Bite lowers enemy aggression toward you as if you'd done -60 damage to it 5: Pig Bite lowers enemy aggression toward you as if you'd done -75 damage to it 6: Pig Bite lowers enemy aggression toward you as if you'd done -90 damage to it 7: Pig Bite lowers enemy aggression toward you as if you'd done -105 damage to it 8: Pig Bite lowers enemy aggression toward you as if you'd done -120 damage to it 9: Pig Bite lowers enemy aggression toward you as if you'd done -135 damage to it 10: Pig Bite lowers enemy aggression toward you as if you'd done -150 damage to it 11: Pig Bite lowers enemy aggression toward you as if you'd done -165 damage to it 12: Pig Bite lowers enemy aggression toward you as if you'd done -180 damage to it |
None | tiers | 1: Spider Bite has a 50% chance to deal +2 damage 2: Spider Bite has a 50% chance to deal +4 damage 3: Spider Bite has a 50% chance to deal +6 damage 4: Spider Bite has a 50% chance to deal +8 damage 5: Spider Bite has a 50% chance to deal +10 damage 6: Spider Bite has a 50% chance to deal +13 damage 7: Spider Bite has a 50% chance to deal +16 damage 8: Spider Bite has a 50% chance to deal +18 damage 9: Spider Bite has a 50% chance to deal +21 damage 10: Spider Bite has a 50% chance to deal +24 damage 11: Spider Bite has a 50% chance to deal +27 damage 12: Spider Bite has a 50% chance to deal +30 damage | → | 1: Spider Bite has a 50% chance to deal +16 damage 2: Spider Bite has a 50% chance to deal +20 damage 3: Spider Bite has a 50% chance to deal +24 damage 4: Spider Bite has a 50% chance to deal +28 damage 5: Spider Bite has a 50% chance to deal +32 damage 6: Spider Bite has a 50% chance to deal +36 damage 7: Spider Bite has a 50% chance to deal +40 damage 8: Spider Bite has a 50% chance to deal +44 damage 9: Spider Bite has a 50% chance to deal +48 damage 10: Spider Bite has a 50% chance to deal +52 damage 11: Spider Bite has a 50% chance to deal +56 damage 12: Spider Bite has a 50% chance to deal +60 damage |
None | tiers | 1: Sword Slash and Thrusting Blade have a 10% chance to deal +30 damage 2: Sword Slash and Thrusting Blade have a 12% chance to deal +30 damage 3: Sword Slash and Thrusting Blade have a 14% chance to deal +30 damage 4: Sword Slash and Thrusting Blade have a 16% chance to deal +30 damage 5: Sword Slash and Thrusting Blade have a 18% chance to deal +30 damage 6: Sword Slash and Thrusting Blade have a 20% chance to deal +30 damage 7: Sword Slash and Thrusting Blade have a 22% chance to deal +30 damage 8: Sword Slash and Thrusting Blade have a 24% chance to deal +30 damage 9: Sword Slash and Thrusting Blade have a 26% chance to deal +30 damage 10: Sword Slash and Thrusting Blade have a 28% chance to deal +30 damage 11: Sword Slash and Thrusting Blade have a 30% chance to deal +30 damage 12: Sword Slash and Thrusting Blade have a 33% chance to deal +30 damage | → | 1: Sword Slash and Thrusting Blade have a 50% chance to deal +3 damage 2: Sword Slash and Thrusting Blade have a 50% chance to deal +6 damage 3: Sword Slash and Thrusting Blade have a 50% chance to deal +9 damage 4: Sword Slash and Thrusting Blade have a 50% chance to deal +12 damage 5: Sword Slash and Thrusting Blade have a 50% chance to deal +15 damage 6: Sword Slash and Thrusting Blade have a 50% chance to deal +18 damage 7: Sword Slash and Thrusting Blade have a 50% chance to deal +21 damage 8: Sword Slash and Thrusting Blade have a 50% chance to deal +24 damage 9: Sword Slash and Thrusting Blade have a 50% chance to deal +27 damage 10: Sword Slash and Thrusting Blade have a 50% chance to deal +30 damage 11: Sword Slash and Thrusting Blade have a 50% chance to deal +33 damage 12: Sword Slash and Thrusting Blade have a 50% chance to deal +36 damage |