Infinity Cryptic Axe – Ethereal

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Variables
255-309% Enhanced Damage
-45-55% Enemy Lightning Resistance
Ethereal [Cannot Be Repaired]

The product below is an example:
Infinity

Cryptic Axe

‘BerMalBerIst’

Two-Hand Damage: 208 to 956

Durability: 65 of 65

Required Dexterity: 93

Required Strength: 155

Required Level: 63

Polearm Class – Slow Attack Speed

50% Chance to cast level 20 Chain Lightning when you Kill an Enemy

Level 12 Conviction Aura When Equipped

+35% Faster Run/Walk

+325% Enhanced Damage

-55% to Enemy Lightning Resistance

40% Chance of Crushing Blow

Prevent Monster Heal

+49 to Vitality (Based on Character Level)

30% Better Chance of Getting Magic Items

Level 21 Cyclone Armor (30/30 Charges)

Ethereal (Cannot be Repaired), Socketed (4)



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Infinity

Ber + Mal + Ber + Ist
4 Socket Polearms
Ladder Only Runeword

50% Chance To Cast Level 20 Chain Lightning When You Kill An Enemy
Level 12 Conviction Aura When Equipped
+35% Faster Run/Walk
+255-325% Enhanced Damage (varies)
-(45-55)% To Enemy Lightning Resistance (varies)
40% Chance of Crushing Blow
Prevent Monster Heal
0.5-49.5 To Vitality (Based on Character Level)
30% Better Chance of Getting Magic Items
Level 21 Cyclone Armor (30 Charges)

Infinity is an automatic inclusion for almost every single elemental caster class in the game with the exception of Cold Sorceresses. This is due to the level 12 Conviction Aura that the Runeword provides which is essential for breaking monster immunities and shredding resistances. Conviction also reduces enemy defenses by 83% which largely eliminates the need for attack rating – and one of the reasons it is used by Summoners.

Infinity is most commonly used as an Act II mercenary weapon since it can only be made in polearms and prevents the use of a shield. It is important to note that the -55% Enemy Lightning Resistances of the item only applies to the wielder so your main character does not benefit from this bonus if the item is equipped on your mercenary.

Level 12 Conviction provides -85% Enemy Cold, Fire and Lightning Resistance (not poison) which increases damage taken by a minimum of 85% if the target’s starting resistance was zero. However, where -% Resistances really shine is when the target has high base resistances. For instance, if a monster has 75% lightning resistance in Hell, that means it would normally only receive 25% of the incoming lightning damage. However, once Conviction is applied, the monster will be taking 110% damage – over 4 times more.

When breaking immunities, Conviction Aura functions at 1/5th of its normal effectiveness (-17% Enemy Resistances) which means that it can only break the immunities of monsters who have 115 or less resistance.

COLD IMMUNITIES IN HELL
Infinity is the least effective for breaking cold immunities since the large majority of Cold Immunes in hell have 120 Cold Resistance or higher. Furthermore, sorceresses are the only class which deal large amounts of cold damage and their Cold Mastery makes Infinity unnecessary. (Amazons and Paladins have relatively low damage output)

Monster Type Resistance Breaks with Infinity
Unraveller 100 Cold Yes
Tomb Viper 100 Cold Yes
Moon Clan 100 Cold Yes
Huntress 100 Cold Yes
Gloom Bat 100 Cold Yes
Flayer 100 Cold Yes
Dark Rogue 100 Cold Yes
Cave Leaper 100 Cold Yes
Salamander 110 Cold Yes
Infidel 110 Cold Yes
Ghoul Lord 110 Cold Yes
Bone Warrior 110 Cold Yes
Zombie 120 Cold No
Vile Hunter 120 Cold No
Thorned Hulk 120 Cold No
Slinger 120 Cold No
Serpent Magus 120 Cold No
Night Lord 120 Cold No
Hell Cat 120 Cold No
Claw Viper 120 Cold No
Brute 120 Cold No
Bog Creature 120 Cold No
Blood Bringer 120 Cold No
Yeti 130 Cold No
Rot Walker 130 Cold No
Pit Viper 130 Cold No
Gorebelly 130 Cold No
Gore Bearer 130 Cold No
Flesh Lancer 130 Cold No
Flesh Archer 130 Cold No
Dark Stalker 130 Cold No
Dark Lord 130 Cold No
Bramble Hulk 130 Cold No
Thrasher 140 Cold No
Spearcat 140 Cold No
Sexton 140 Cold No
Returned Cold Mage 140 Cold No
Flesh Spawner 140 Cold No
Flesh Beast 140 Cold No
Flayer 140 Cold No
Faithful 140 Cold No
Deamon Steed 140 Cold No
Crusher 140 Cold No
Blood Lord 140 Cold No
Black Rogue 140 Cold No
The Banished 150 Cold No
Stygian Hag 150 Cold No
Stygian Dog 150 Cold No
Spikefist 150 Cold No
Snow Drifter 150 Cold No
Reanimated Horde 150 Cold No
Mummy Sarcophagus 150 Cold No
Flesh Hunter 150 Cold No
Bone Cold Mage 150 Cold No
Heirophant 160 Cold No
Grotesque Worm 160 Cold No
Grotesque 160 Cold No
Baal Cold Mage 160 Cold No
Prowling Dead 170 Cold No
Horror Cold Mage 170 Cold No
Abominable 170 Cold No
Oblivion Knight 180 Cold No
Chilled Froth 190 Cold No
Frozen Abyss 210 Cold No
Gargoyle Trap 1000 Cold No

FIRE IMMUNITIES IN HELL
Infinity is critical for all fire-damage based builds. There are more fire immune monsters in Hell than any other element and a surprisingly large are breakable. Unfortunately, a lot of the unbreakable immunes are located in key farming areas such as Chaos Sanctuary and the Throne of Destruction which makes single-element fire damage a rather bad end-game choice. The list below contains a lot of “Type 2” monsters which refer to Act V Guest monsters which are found in areas such as the Bloody Foothills and the Throne of Destruction.

Monster Type Resistance Breaks with Infinity
Desert Wing 100 Fire Yes
Blood Diver 100 Fire Yes
Blood Hawk 100 Fire Yes
Blunderbore 100 Fire Yes
Demon Imp 100 Fire Yes
Fallen 100 Fire Yes
Fallen Shaman 100 Fire Yes
Rat Man 100 Fire Yes
Shooting Rat Man 100 Fire Yes
Stygian Doll 100 Fire Yes
Shooting Stygian Doll 100 Fire Yes
Rat Man Shaman 100 Fire Yes
Flying Scimitar 100 Fire Yes
Swamp Dweller 100 Fire Yes
Blood Clan 100 Fire Yes
Guardian 100 Fire Yes
Sand Leaper 100 Fire Yes
Pain Worm 100 Fire Yes
Quill Rat 100 Fire Yes
Sabre Cat 100 Fire Yes
Sand Raider 100 Fire Yes
Burning Dead 100 Fire Yes
Returned Fire Mage 100 Fire Yes
Hell Buzzard 100 Fire Yes
Zakarumite 100 Fire Yes
Ghoul 100 Fire Yes
Slayer 105 Fire Yes
Demon Rascal 105 Fire Yes
Carver 105 Fire Yes
Flayer 105 Fire Yes
Shooting Flayer 105 Fire Yes
Fetish Shaman 105 Fire Yes
Tomb Creeper 105 Fire Yes
Bone Fire Mage 105 Fire Yes
Hell Slinger 105 Fire Yes
Berserker Slayer 105 Fire Yes
Fire Boar 110 Fire Yes
Hell Spawn 110 Fire Yes
Moon Lord 110 Fire Yes
Vile Archer 110 Fire Yes
Vile Lancer 110 Fire Yes
Demon Imp 110 Fire Yes
Demon Gremlin 110 Fire Yes
Carver 110 Fire Yes
Stygian Doll Type 2 110 Fire Yes
Shooting Stygian Doll Type 2 110 Fire Yes
Flayer Shaman 110 Fire Yes
Arach 110 Fire Yes
Hell Clan 110 Fire Yes
Balrog 110 Fire Yes
Doom Knight 110 Fire Yes
Invader 110 Fire Yes
Siege Beast 110 Fire Yes
Burning Dead Fire Mage 110 Fire Yes
Vile Witch 110 Fire Yes
Consumed Fire Boar 110 Fire Yes
Drowned Carcass 110 Fire Yes
Hell Spawn 115 Fire Yes
Salamander 115 Fire Yes
Vile Archer 115 Fire Yes
Demon Trickster 115 Fire Yes
Dark One 115 Fire Yes
Soul Killer 115 Fire Yes
Shooting Soul Killer 115 Fire Yes
Soul Killer Shaman 115 Fire Yes
Flame Spider 115 Fire Yes
Horror Fire Mage 115 Fire Yes
Frenzied Hell Spawn 115 Fire Yes
Greater Hell Spawn 120 Fire No
Death Lord 120 Fire No
Fire Council Member 120 Fire No
Demon Sprite 120 Fire No
Devilkin 120 Fire No
Devilkin Shaman 120 Fire No
Warped One 120 Fire No
Flayer Shaman Type 2 120 Fire No
Stygian Doll Shaman 120 Fire No
Arach Type 2 120 Fire No
Spider Magus 120 Fire No
Blood Clan 120 Fire No
Pit Lord 120 Fire No
Minion of Destruction 120 Fire No
Marauder 120 Fire No
Assailant 120 Fire No
Crush Beast 120 Fire No
Blood Witch 120 Fire No
Succubus 120 Fire No
Insane Greater Hell Spawn 120 Fire No
Dark One 125 Fire No
Stygian Doll Shaman 125 Fire No
Sand Raider 125 Fire No
Returned Fire Mage Type 2 125 Fire No
Soul Killer Shaman Type 2 130 Fire No
Venom Lord 130 Fire No
Doom Knight 130 Fire No
Assailant Type 2 130 Fire No
Burning Dead Fire Mage Type 2 130 Fire No
Moon Lord 140 Fire No
Balrog Type 2 140 Fire No
Doom Knight Type 2 140 Fire No
Pit Lord Type 2 145 Fire No

LIGHTNING IMMUNITIES IN HELL
Infinity is essential for all lightning-based characters (Lightning Sorceress, Javazon, Holy Shock Characters, Trap Assassins). The list below illustrates why lightning is the best element for endgame content. There are only seven monster types that are have unbreakable immunities and none of them spawn in important farming zones. This means that lightning based characters will only ever need to deal with the occasional lightning enchanted or magic resistant unique monster.

Monster Type Resistance Breaks with Infinity
Cloud Stalker 100 Lightning Yes
Dune Beast 100 Lightning Yes
Rock Dweller 100 Lightning Yes
Night Lord 100 Lightning Yes
Mauler 100 Lightning Yes
Tomb Viper 100 Lightning Yes
Dark Ranger 100 Lightning Yes
Dark Spearwoman 100 Lightning Yes
Vile Lancer 100 Lightning Yes
Dark Lancer 100 Lightning Yes
Black Lancer 100 Lightning Yes
Lightning Council Member 100 Lightning Yes
Death Mauler 100 Lightning Yes
Death Brawler 100 Lightning Yes
Fetish 100 Lightning Yes
Shooting Fetish 100 Lightning Yes
Doom Caster 100 Lightning Yes
Stranger 100 Lightning Yes
Storm Caster 100 Lightning Yes
Flying Scimitar 100 Lightning Yes
Hollow One 100 Lightning Yes
Tree Lurker 100 Lightning Yes
Cliff Lurker 100 Lightning Yes
Lightning Spire 100 Lightning Yes
Abyss Knight 100 Lightning Yes
Torment Worm 100 Lightning Yes
Skeleton 100 Lightning Yes
Night Tiger 100 Lightning Yes
Dung Soldier 100 Lightning Yes
Scarab 100 Lightning Yes
Steel Scarab 100 Lightning Yes
Returned Lightning Mage 100 Lightning Yes
Night Slinger 100 Lightning Yes
Razor Spine 100 Lightning Yes
Stygian Hag 100 Lightning Yes
Misshapen 100 Lightning Yes
Disfigured 100 Lightning Yes
Tainted 100 Lightning Yes
Afflicted 100 Lightning Yes
Damned 100 Lightning Yes
Undead Scavenger 100 Lightning Yes
Winged Nightmare 100 Lightning Yes
Gloam 100 Lightning Yes
Burning Soul 100 Lightning Yes
Black Soul 100 Lightning Yes
Cantor 100 Lightning Yes
Zealot 100 Lightning Yes
Hungry Dead 100 Lightning Yes
Jungle Hunter 105 Lightning Yes
Doom Ape 105 Lightning Yes
Death Beetle 105 Lightning Yes
Bone Lightning Mage 105 Lightning Yes
Tainted 105 Lightning Yes
Temple Guardian 110 Lightning Yes
Fiend 110 Lightning Yes
Dark Archer 110 Lightning Yes
Dark Lancer 110 Lightning Yes
Soul Killer 110 Lightning Yes
Scarab 110 Lightning Yes
Burning Dead Lightning Mage 110 Lightning Yes
Misshapen Type 2 110 Lightning Yes
Black Archer 115 Lightning Yes
Black Lancer 115 Lightning Yes
Steel Scarab Type 2 115 Lightning Yes
Horror Lightning Mage 115 Lightning Yes
Disfigured Type 2 115 Lightning Yes
Dark Familiar 120 Lightning No
Bone Scarab 120 Lightning No
Horror 120 Lightning No
Returned Lightning Mage
120 Lightning No
Damned Type 2 120 Lightning No
Horror Lightning Mage Type 2 130 Lightning No
Pit Lord 145 Lightning No

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