Skill mods

Skill mods on items increase your skill in the usual way you’d expect, so an item with a Tracking mod will increase your tracking range and a Dual Wield mod will help Dual Wield to fail less. Certain skill mods, however, have added special bonuses to them.

The following skill mods have an additional bonus while equipped other than their normal increases. This applies regardless of whether you have the skill or not. All of the bonuses below are per point.

  • Abjuration: 0.5% increase to rune effects (physical and magical) on your character
  • Alteration: 0.2% increase to Heal spells and Lifetap damage
  • Channeling: 1% chance to continue casting through a stun/bash
  • Conjuration: 0.2% increase to Pet damage and Damage over Time spells
  • Divination: -0.1% resist chance
  • Double Attack: 1% chance for an extra melee swing with the primary hand
  • Dual Wield: 1% haste
  • Evocation: 0.2% increase to Direct Damage and Bane Damage spells

For players, their attacking skill is the average of their Offense skill and the appropriate weapon skill (or bash, kick, backstab etc). If your effective skill is lower than the mob’s defense skill, you will have a greatly reduced chance to hit. If your effective skill is higher than the enemies defense skill, you gain a small boost to accuracy.

Baseline hit chance for players is 60%. Going from 250 effective skill → 275 effective skill vs a level 60 or higher enemy (250 defense skill) would increase your base hit chance to 66.2%~

Hit chance is capped at 95%

Some classes (for example, rangers w/ Runic: Quiver) may find that they can reach the hit chance cap vs debuffed enemies without being fully capped (275) on their effective weapon skill.