Axe

Axe

Axes can have up to three different modifiers in addition to the damage they automatically deal. Each one of these modifiers is drawn from a different pool of modifiers, which are "prefixes", "suffixes" and "additional". If you are attempting to obtain upgrade components for your axe to get the specific mods you want, all "prefix" modifiers will appear exclusively on axe hafts and all "suffix" modifiers will appear exclusively on axe grips; there is no way to add a modifier from the "additional" pool to your axe, it must spawn with one of those modifiers when it drops to have one.

Prefix Modifiers (Axe Hafts)

Modifier Name 	Modifier Effect Barbed 	Lengthens bleeding duration on foe by 33%. Crippling 	Lengthens crippled duration on foe by 33%. Cruel 	Lengthens deep wound duration on foe by 33%. Heavy 	Lengthens weakness duration on foe by 33%. Poisoner's 	Lengthens poison duration on foe by 33%. Ebon 	Converts damage to earth damage. Fiery 	Converts damage to fire damage. Icy 	Converts damage to cold damage. Shocking 	Converts damage to lightning damage. Furious 	Double Adrenaline on hit (Chance: 2-10%) Sundering 	Armor penetration +10% (Chance: 5-10%) Vampiric 	Life stealing: 1-3 life per hit, Health regeneration: -1 Zealous 	Energy gain on hit: 1, Energy Regeneration: -1

Suffix Modifiers (Axe Grips)

Modifier Name 	Modifier Effect Of Defense 	Armor +4-5 Of Shelter 	Armor +4-7 (vs. physical attacks) Of Warding 	Armor +4-7 (vs. elemental attacks) Of Charrslaying 	Damage +10-20% (vs. Charr) Of Deathbane 	Damage +10-20% (vs. Undead) Of Dwarfslaying 	Damage +10-20% (vs. Dwarves) Of Giantslaying 	Damage +10-20% (vs. Giants) Of Pruning 	Damage +10-20% (vs. Plants) Of Skeletonslaying 	Damage +10-20% (vs. Skeletons) Of Tenguslaying 	Damage +10-20% (vs. Tengu) Of Trollslaying 	Damage +10-20% (vs. Trolls) Of Enchanting 	Enchantments last 10-20% longer. Of Fortitude 	Health +20-30. Of Axe Mastery 	+1 Axe Mastery (10-20% chance while using skills).

Additional Modifiers

Modifier Name 	Modifier Effect N/A 	Damage +10-15%, Armor -10 while attacking / -1 Health regeneration / -1 Energy regeneration / Energy -5. N/A 	Damage +10-15% while: enchanted / health is above 50% / in a stance. N/A 	Damage +10-15% vs. hexed foes. N/A 	Damage +10-20% while: health is below 50% / hexed.