This guide is translated by AI, and I cannot guarantee the accuracy of all translated content.
Recommendation for Daily Farming
- Legendary items and non-specific MIs: SR 32-33, SR 34-35 or Crucible 180-190 (Ex has little value).
- Epic items: Normal SR 28-29, 32-33 or Challenger Crucible 150-160 (Ex is needed).
- Ashes of Awakening: Ascendant Roguelike Dungeons with 5 Frozen Asters. Change 1 or 2 into Ashes is ok. Multiplayer mode is better.
- Soul Fragments and Echoes: Ascendant Tomb of Archon Barthollem, Forlorn Cellar, Maw of Enaht, Arkovian Docks+Arkovian Coliseum and The Steps of Torment with 5 Soul Echoes. Must be 5. Do not mix in any other materials. Multiplayer mode is better. Other Roguelike Dungeons are ok, but inferior to The Steps of Torment. Note: increase DA to aviod critical hit, at least 3600+, ideally 3800+.
- AFK farming: AFK pet Ritualist Crucible 190 ex, AFK pet Conjurer Crucible 190 ex, AFK pet Cabalist Crucible 190 ex. Note: with all 4 blessings.
Farming Roguelike Dungeon in Ascendant Difficulty
Nemesis Stat Comparison
Note: Full Altar is set with 5 Ashes of Awakening and without changing Affinity. Spirit, Cunning, Shattered Realm Total Damage Modifiers, and other relevant factors are already included in the damage calculations.
Conclusions
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Enemies in Roguelike Dungeons have lower health and damage than those in SR 37. Considering the lower monster density, normal survivability pressure is probably closer to SR 35. However, enemies in Roguelike Dungeons have significantly higher OA, Critical Damage, and Sunder Intensity than those in the SR, so bosses have higher burst damage. Be especially careful to evade their dangerous skills.
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Reflect Intensity differs enormously between the main campaign world and SR. Reflective heroes can be extremely deadly.
Recommendations
- Compared with SR, you should add roughly 300 DA and keep at least 50% Reflect Resist when farming Roguelike Dungeons with full Altar. The higher the build’s burst damage, the more Reflect Resist it needs.
Base Probabilities for Ascendant Mechanics
Note: On non-Ascendant difficulties, some mechanics require sacrificing at least one material to activate. All values in the table are base values and do not include the effects of the Ascension Altar.
Affinity adjustment mainly has two effects:
- For Common items and Monster Infrequents (MIs), it forcibly changes their affix bias. For example, if Cold Affinity is selected, all Common items and MIs are forced to cold damage bias and their original bias no longer applies.
- For Rare and Legendary/Epic items, it increases the drop weight of items matching the selected Affinity by roughly 4 times.
Special Items
- Apoclypton Set is the Legendary set associated with Tempest Totems. My preliminary conclusion is that it can only drop from Tempest Totems (and requires the player to be at least level 94). On Ascendant difficulty, its drop chance is 29.4%, and it cannot be obtained from other sources. The new mini-pet, the Roc Chick, also drops from Tempest Totems, with a 0.6% drop chance on Ascendant difficulty.
- The other two mini-pets are obtained as follows: the Dire Runt drops from Garmir the Lost, Bonegrinder, and Rimehorn; the Kastorran Pup drops by breaking roadside urns (Kurn Urns and Kurn Urn Piles).
- My preliminary conclusion is that Ascendant’s Portent only drops from certain chests and only on Ascendant difficulty. Some chests in Roguelike Dungeons have a relatively higher chance to drop it (0.72% solo, 1.17% multiplayer), including boss-room chests and some trap chests (trap chest locations: Steps of Torment, Port Valbury, Bastion of Chaos). Many other chest in main campaign and dungeons can also drop it, but at much lower rates (no more than 0.15% solo and 0.27% multiplayer). For comparison, the boss-room chest in Roguelike Dungeons has a 10% chance to drop a piece of Vanquisher set.
- Shadowheart and the secret quest, see Ceno’s guide.
- Since v1.3.0.7, the SR loot table can drop the MI items from every Nemesis boss. However, the new Nemesis items have much lower drop rates than the older Nemesis items (about 1/5 weight). Kaisan’s Eye can also drop, but at low rate either.
- As of v1.3.0.8, the developers have confirmed that the Wake of the Crimson Moon set (Armor of the Crimson Moon, Furs of the Crimson Moon, Claws of the Crimson Moon, and The Crimson Moon amulet) cannot be obtained through normal gameplay. These items are also absent in Grimtools.
- As of v1.3.0.8, Legendary amulet Firestorm Pendant and Legendary ring Veilweave Band cannot be obtained through normal gameplay. This has been fixed since v1.3.1.0.
- As of v1.3.0.6, MI Avinnia’s Mantle likewise could not drop in main campaign. This has been fixed since v1.3.0.7.
- According to Grimtools, Corpsebreaker’s Casque and Corpsebreaker’s Shoulderguard can only be obtained from the quest Trial of Blood. This trial can be challenged again. Both items can also be obtained from SR at low probability.
- According to Grimtools, Midwinter Memento can only be obtained from the quest Buried in Snow. It cannot be obtained from SR.
- Above 6 tips also apply to Crucible.
- New MIs added in FoA have about double chance to be double rares than old MIs, except Nemesis MIs.
- In v1.3.1.0, some new items have been added, including Obsidian Swordmaster set (dropped by side quest boss Obsidian Swordman), Igirron’s Arsenal set (obtained from Resplendent Treasure Troves) and Gut series gears (dropped by side quest boss Rinn’Valgoth and Grul’Thunn)
Shattered Realm Reward Table
- SR is still an acceptable choice for farming gears, but only gears. It is the worst choice for farming Echoes or Ashes.
- The rewards of SR 30-31 are completely garbage for only 1 Soul Echo and only 1.5 Ashes of Awakening on average. It’s no longer the best farming choice. SR 32-33 takes about 10% more time, but gives almost double Echoes and Ashes. SR 34-35 gives additional 50% more Echoes. Recommend to farm 32-33 or 34-35.
- It is worth noting that SR rewards are decent at Elite Difficulty.
- If you need some epic items, Normal Difficulty SR is the best choice.
Crucible Reward Table
- Crucible is still an acceptable choice for farming gears, but only gears. It is the second worst choice for farming Echoes or Ashes.
- As 1 Soul Fragment equals to 6 Soul Echoes, Crucible 180-200 offers 8 times more Echoes than SR 30-31. But if you kill enemies too slow and cannot reach 12.9 million score, you lose the Soul Fragment. In this case, Crucible is garbage, either.
- If you don’t care about the Soul Fragment and just want to obtain equipments more efficiently, you should stop at 10th waves (110, 160 or 190) rather than 20th waves (120, 170 or 200). Doubling the time does not bring twice the loots.
Onslaught
Things about Generating Stacks
Internal cooldown: There is an internal cooldown.
- For melee AAs/DARs, no meaningful practical impact. It can be approximated as one stack per basic attack or WPS. Avalance can sometimes generate 2 stacks if its wave hit distant enemies.
- Ranged attacks with pass through can sometimes generate multiple stacks (slow three-shot/four-shot attacks such as Marauder’s Talisman, Shadowflame and Chilling Rounds can easily gain 2 or 3 charges in one attack).
- For channeled skills, the base internal cooldown is about 0.3 seconds, or roughly 3 stacks per second. However, the internal cooldown is affected by Attack Speed, not Cast Speed. The higher the Attack Speed, the shorter the internal cooldown. Using AAR as an example:
â‘ At 100% Attack Speed and 200% Cast Speed, AAR generate one stack every 3 damage ticks.
② At 200% Attack Speed and 200% Cast Speed, AAR generate one stack every 2 damage ticks.
③ At 200% Attack Speed and 185% Cast Speed, AAR generate one stack per damage tick.
Multiple stack-generating skills: only the stack cap of the skill currently being used is checked. For example, if Onslaught has a maximum of 8 stacks and AAR has a maximum of 3, then at 5 current stacks, AAR cannot generate more stacks, while Onslaught still can.
Duration: stacks last for 5 seconds, normally. All stacks are lost when the duration expires. Except for the Berserker’s native Onslaught skill, if another skill receives maximum Onslaught stacks from two different modifiers (for example, Awakened Dreadwalker gives DE maximum Onslaught stacks from both the off-hand and the set bonus), the duration can be extended to 10 seconds. Three different modifiers extend it to 15 seconds, and so on. The Berserker’s own Onslaught generally cannot have its duration extended this way. Berserker’s own Onslaught stacks last for fixed 5 seconds.
Cadence: When using Awakened Chillgore, the first two basic attacks of Cadence can generate stacks.
Stacks can still be gained even when an attack misses because of low OA.
Things about consuming stacks
- If a skill with a cooldown is reduced to 0 cooldown, it does not consume stacks.
- If a 0-cooldown skill is changed into a cooldown skill, it consumes stacks.
- Debuff skills do not consume charges, regardless of whether they deal damage. For example, Siphon Souls and Storm Box of Elgoloth do not cumsume stacks.
- War Cry and Flashbang do not consume stacks.
- Devastation consumes charges, and enhance all projectiles.
- Wendigo Totem does not consume stacks, while Rune of Hagarrad does. The reason may be that Runes have a 1-second cooldown (not sure), or it may be specially designed. By this logic, most player-scaling pets other than Runes probably do not consume stacks.
- Consumption is checked on hit. For example, if you throw Grenado and then use Horn of Gandarr while the grenade is still in flight, and Horn of Gandarr hits a distant enemy first, Horn of Gandarr consumes the stacks and Grenado receives no bonus. Runes work the same way, whichever Rune detonates first consumes the stacks.
- A miss caused by low OA still consumes stacks.
Which Damage Is Increased
- % Weapon damage: Yes
- Flat damage: Yes
- DoT: Yes
- Retaliation Damage Added to Attack (RATA): Yes
- Additional effects (e.g. reduced target’s damage/resistances): No
- Independent secondary modifiers (e.g. Volcanic Stride): No
Refresh Mechanics
Refreshing / Extending Duration
Significant adjustments were made in v1.3.1.0, as well as bugs.
- The duration cannot be extended beyond its initial value, if there are no bugs. But there are.
- When multiple refreshing modifiers are used together, their interaction is quite strange. But I cannot find enough gears for further testing. One test result is that Deadly Aim can be refreshed by only 6 seconds when dual wield Arctis and Arcanum Infinitum and reach 100% chance Zolhan’s Technique, not
6 + 6 = 12seconds. If the chance of Zolhan’s Technique is less than 100%, then, Deadly Aim can be refreshed by more than 6 seconds (see Special Note 2 for the reason). - Special note 1: all refreshing modifiers on passive skills and buff skills can refresh indefinitely. The stated caps take no effect. On the contrary, most refreshing modifiers on active skills are limited by their caps. If both passive and active skills have refreshing modifiers and you use the active skill, then, the cap on active skill works. If you use other skills, then, indefinitely.
- Special note 2: if a modifier allows Cadence to refresh duration, the first 2 hits can refresh the duration indefinitely. However, the 3rd hit is limited by its cap. There is one exception. If first 2 hits active WPS and the WPS has a cap, then the cap works.
Version History
V1.3.0.0-1.3.0.8
- The duration can be extended beyond its initial value.
- Each refresh effect rolls independently according to its own proc chance.
- The maximum total extension is the sum of the extension caps provided by all relevant modifiers.
- Special note 1: a modifier with no stated cap counts as 0 when calculating the sum of caps. Example: Discordant Gem by itself can let Cadence refresh Arcane Will indefinitely, but if it is used together with Veilkeeper, which has a 9-second refresh cap, the total cap becomes 0 + 9 = 9 seconds. (The developers have confirmed this is not a bug.)
- Special note 2: in v1.3.0.8 and earlier, the refresh-duration cap provided by an item modifier is active even if you do not have the relevant skill, or even the relevant mastery. For example, one Arctis provides Deadly Aim with a 12-second refresh cap; that 12 seconds is included in the sum of caps even if the character has neither Soldier nor Necromancer. This has been reported on the forum and may be fixed later.
- Special note 3: in v1.3.0.8 and earlier, regardless of the refresh method, the maximum total extension equals the sum of the caps from all refresh methods. For example, Sunherald’s Claymore allows Blast Shield to be refreshed by attacks for up to 9 seconds, while four Ascendant affixes on armor each allow it to be refreshed when hit for up to 4 seconds. The total cap is therefore 9 + 4 × 4 = 25 seconds, and attack-based and on-hit refreshes share this 25-second cap.
Refreshing Cooldowns
- If the refreshed skill has multiple cooldown charges, only the cooldown of the currently recharging charge is reduced. Once it reaches 0, any excess cooldown reduction from that refresh does not carry over to the next charge. However, if several different refresh effects trigger simultaneously, or refreshes trigger repeatedly in succession, subsequent refreshes can apply to the next charge.
- Aeon’s Hourglass works the same way: it only reduces the cooldown of the currently recharging charge, and any excess after reaching 0 does not carry over to the next charge.
Attack-/Crit-Based Refresh Checks
- The refresh check occurs on hit.
- Independent secondary effects can trigger a refresh.
- For projectiles with passthrough, every hit can trigger a refresh check.
- If the relevant modifier is attached to an active skill, that active skill must be used to trigger the refresh. If the modifier is attached to a passive skill, any attack by playself can trigger it. The exact scope of “any” is not entirely clear, but all attacks from pets and player-scaling pets cannot trigger refresh, including devotion skills bound to pets.
- When multiple enemies are hit at the same instant, each enemy can independently roll the proc chance, but each refresh modifier can trigger at most once.
- For skills with multiple projectiles hitting enemies at the same instant, each projectile can independently roll the proc chance, but each refresh modifier can trigger at most once.
- Special note about Vire’s Might/Volcanic Stride: the damage timing of each individual flames differs slightly, so separate flames are not regarded as hitting enemies “at the same instant”. Each flame can therefore trigger refreshing once per second.
New Weapon Pool Skills
(Frame-rate reference: 30 frames = 1 second. Most skills are designed at 19 frames. The fastest WPS attacks take 18 frames. The slowest melee, i.e. two-handed Upheaval, takes 25 frames. Inquisitor’s Chilling Rounds and Storm Spread also take 25 frames.)
Mastery WPS
Berserker - Bloodfangs
A very normal/standard WPS, with no special mechanics. One-handed and two-handed Bolldfangs attack twice, dual-wielding attacks four times (each hand twice). None of these use the shield. All melee versions take 22 frames. All ranged versions take 23 frames.
Berserker - Avalanche
- One-handed melee: 1 single-target hit with white damage + 1 AoE wave with full damage.
- Two-handed melee: 1 single-target hit with white damage + 1 AoE wave with full damage.
- Dual-wield melee: 2 single-target hits with white damage + 2 AoE wave with full damage.
- One-handed ranged: unusual. 1 bullet with white damage (main hand) + 2 AoE waves with full damage (off-hand/shield).
- Two-handed ranged: 1 bullet with white damage + 1 AoE waves with full damage.
- Dual-wield ranged: unusual. 2 AoE wave with full damage. Only very close enemy will take 1 or 2 extra bullets with white damage.
Two-handed ranged takes 23 frames. All other versions take 22 frames.
Note 1: “white damage” means DAR damage, “full damage” means DAR x WPS damage.
Note 2: “+X targets” modifier only affects “single-target hit(s) with DAR damage” part. Number of waves remains unchanged.
Nightblade - Belgothian Shears
- Normal dual-wield: 2 hits, 19 frames.
- Two-handed melee: 1 hit, 21 frames.
- One-handed ranged: 1 bullet, 23 frames.
- Two-handed ranged: 2 bullets, 25.5 frames.
- Dual-wield ranged: 2 bullets, 23 frames.
Nightblade - Whirling Death
- Normal dual-wield: 2 hits, 21 frames.
- Two-handed melee: 1 hit, 23 frames.
Shaman - Upheaval
- Normal two-handed melee: 1 single-target hit with white damage + 1 AoE wave with full damage, 25 frames.
- Normal two-handed ragned: 1 bullet with white damage. When the bullet hits enemies, it creates an AoE wave with full damage. 21 frames.
- One-handed melee: 1 single-target hit with white damage + 1 AoE wave with full damage, 22 frames.
- One-handed ranged: 1 bullet with white damage. When the bullet hits enemies, it creates an AoE wave with full damage. 22 frames.
Note 1: “white damage” means DAR damage, “full damage” means DAR x WPS damage.
Note 2: “+X targets” modifier only affects “single-target hit(s) with DAR damage” part. Number of waves remains unchanged.
Note 3: if the bullet has “pass through enemies” modifier, each hit can create a wave.
Shaman - Feral Hunger
- Normal two-handed melee: 1 hit, 21 frames.
- Normal two-handed ragned: 1 bullet, 21 frames.
- One-handed melee: 2 hits (weapon + shield), 19 frames.
- One-handed ranged: 1 bullet, 21 frames.
Oathkeeper - Shattering Smash
- Normal one-handed melee: 1 single-target hit with white damage (shield) + 1 AoE wave with full damage (shield), 22 frames.
- Two-handed melee: 1 single-target hit with white damage + 1 AoE wave with full damage, 22 frames.
Note 1: “white damage” means DAR damage, “full damage” means DAR x WPS damage.
Note 2: “+X targets” modifier only affects “single-target hit(s) with 100% WD” part. Number of waves remains unchanged.
Item-Granted WPS (v1.3.1.0 fixed)
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Veilripper: one-handed is 2 hits, 22 frames. Dual-wield is 4 hits (each weapon twice), 22 frames.
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Notched Bone of a Thousand Deaths: one-handed is 1 hit, 19 frames. Dual-wield is 2 hits, 18 frames.
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Scion of Ruinous Crags: 2 hits (main hand + shield), 23 frames.
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Soulthief: one-handed is 1 hit, 23 frames. Dual-wield is 2 hits, 23 frames. Only the Awakened version can double-hit while dual-wielding. The Epic version cannot.
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Rimethorn Shield: one-handed melee is 1 single-target hit with wihte damage (shield) + 1 AoE wave with full damage (shield), 22 frames. One-handed ranged fires 1 bullet with white damage (main hand), when the bullet hits enemies, it creates an AoE wave with full damage (main hand), 26 frames.
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Ironlord Demolisher: 1 single-target hit with wihte damage + 1 AoE wave with full damage, 25 frames.
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Sigil of the Infinites: two-handed melee is 2 hits, 22 frames. Two-handed ranged fires 2 bullets, 23 frames.
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Brand of the Crimson Company: one-handed melee is 2 hits (weapon + shield), 23 frames. One-handed ranged fires 1 bullet, 23 frames.
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Huge Wood: 1 hit, 18 frames.
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Awakened Slithbane: 1 hit, 21 frames.
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Awakened Wrathbringer: 1 bullet with white damage + 1 AoE waves with full damage.
Note: “white damage” means DAR damage, “full damage” means DAR x WPS damage.
Wereforms
Wereraven
- Basic attack: 19 frames. When modifiers give % weapon damage (Soulflayer or Ascended affix), 70% chance to use main-hand weapon damage, 30% chance to use off-hand weapon damage.
- Frostburst deals 30% less damage at close range/point-blank range. It can hit large enemies multiple times.
- The conversion on Claw of Ch’thon is both global conversion and skill-specific conversion (for the Wereraven’s two skills).
Werewolf
- The basic attack is a double hit: 1 main-hand hit + 1 off-hand hit, taking 27 frames total. With a two-handed weapon or caster off-hand, the off-hand hit only uses global flat damage.
- Rip and Tear is essentially Vire’s Might. It is a single hit, but shield base damage is included.
- The conversion on Blight of Ch’thon is global conversion only, not skill-specific conversion.
General Notes on Wereforms
- Wereforms use an independent animation set. Skill attack animations and hit calculations are not affected by weapon type (one-handed, two-handed, or dual-wield). Each skill is hard-coded to attack with the main hand or off hand and calculates damage from the weapon in that hand. See this topic for details.
- Wereforms do not use ranged attacks. Even with a ranged weapon equipped, skills such as Primal Strike and Amarasta’s Blade Burst operate in melee mode while transformed.
- For skills that attack with the off hand, dual-wield and shield setups calculate off-hand weapon damage normally
weapon damage = off-hand weapon/shield base damage + global flat damage. With a two-handed weapon or caster off-hand, the off-hand attack only receives global flat damage weapondamage = global flat damage only. The same rule applies to off-hand hits from skills that randomly choose main/off hand and to the off-hand portion of double-hit skills. - Some skill frames/speeds are different from human form. For example, Bone Harvest (with Harvester of Death) and Aegis of Menhir are faster, while the Werewolf’s Primal Strike (one-handed or dual-wield) is much slower.
- In wereform, the Berserker’s Leap can double-hit with all weapon types (1-hand, 2-hand and dual-wield, no matter melee or ranged). However, with a two-handed weapon or caster off-hand, the off-hand hit only uses global flat damage. Medal-augment leap skills do not gain this behavior, they always hit only once.
- After transforming, most Total Damage Modified effects, damage conversion, and damage bonuses are global. The Wereraven’s Claw of Ch’thon is an exception.
Berserker - Leap
- The Berserker’s Leap differs slightly from standard medal-augment leap skills: melee dual-wield can double-hit in human form.
- In Werewolf and Wereraven form, Berserker Leap can double-hit regardless of melee/ranged weapon type and regardless of one-handed, two-handed, or dual-wield setup (this applies only to the Berserker’s Leap). Its animation is also slightly faster than in human form. With a two-handed weapon or caster off-hand, the second hit only uses global flat damage.
Pets
- Scorv’s Glyphs can transform Briarthorn and Hellhound into Wendigos. Ignoring Total Damage Modified and considering only model/animation changes, this increases Briarthorn damage by roughly 30%. Counting Total Damage Modified in, the total increase is about 70%. For Hellhound, however, the model and animation changes provide almost no damage increase.
- Gryphon Eye can transform Guardians of Empyrion into wolves. Their Attack Speed appears to become slightly slower.
- If any two of the following are equipped simultaneously - Harbinger’s Dominator Blade (forces to summon Skeleton Mage), Wight Frost Channeller (forces to summon Skeleton Crossbowman), and Spiritmonger’s Gavel (forces to summon Skeleton Knight) - the summoned Skeleton type is determined by the off-hand item.
- When Reap Spirit is converted into play-scakling pets by Aeon’s Eye, its basic attack is set to 0% Weapon Damage, but both of its skills retain their original Weapon Damage. Shadow Strike uses the player’s main-hand Weapon Damage, while its AoE attack uses the player’s off-hand Weapon Damage (with a two-handed weapon or caster off-hand, only global flat damage applies). Aeon’s Eye’s damage-conversion modifier applies both to direct attacks and to spirits’ attacks. Aeon’s Eye is currently the only item that can modify the spirits’ damage.
- When Raven is converted into a pseudo-pet by Eldrun’s Ruminations set, both its basic attack and its Lightning Strike skill retain their original % Weapon Damage. Raven always uses the player’s main-hand Weapon Damage. All Raven-related modifiers apply normally to the player-scaling Raven.
- Primordial Stone’s Wind Devil conversion applies only to the aura / Howling Wind and does not affect the last node, Maelstrom (Zantai have confirmed this). Awakened Inscribed Bracers has a blank modifier for Wind Devil. This modifier has no stats and causes no actual change, but it makes the item appear when searching Wind Devil modifiers on Grimtools.
- Several Cold-focused Demolitionist set amulets can turn Thermite Mine blue even though no corresponding modifier is listed. These include Harra’s Ward, Rimetongue Pendant, Dreamwalker’s Ward. This is intentionally designed and causing these item appear when searching Thermite Mine modifiers on Grimtools.
Miscellaneous
- Dual-wield ranged Primal Strike (enabled through Ascendant affixes on Common items) is a double hit: main hand + off hand.
- Rimeblessed Spear modifies Shadow Strike to +2 target maximum. It means
0 + 2 = 2. The result is 2 target maximum, not 3. And Nightfall triggers only once. - Contagion immunity mechanic has been removed. Previously, when a Contagion-type debuff expired on an enemy, that enemy would briefly become immune to being infected again through the debuff’s spreading effect. This immunity only applied to the spreading effect; casting the skill directly on the enemy would still work. This mechanic has now been removed, allowing enemies to be infected repeatedly and continuously. This is a huge buff to Contagion-type RR skills, including Solael’s Witchfire, Rumor and some item granted skill




