Tal Rasha's Grasp
Set Gloves
- Set
- Level 70
Properties
513–590 Armor
Primary Attributes
- Critical Hit Chance Increased by 8–10%
Random Affixes
- +626–750 Strength
- +626–750 Dexterity
- +626–750 Intelligence
Ancient & primal values
Ancient
- +825–1,000 Strength
Primal
- +1,000 Strength
Fixed properties of the ancient form; primal items roll the top value of the ancient range. Game files, version 2.8.0.
All possible random properties (14 primary, 13 secondary)
Besides its fixed properties, this item rolls 2 primary and 2 secondary properties at random from these lists.
Primary
- Critical Hit Chance Increased by 8–10%
- Critical Hit Damage Increased by 26–50%
- Reduces cooldown of all skills by 5–8%.
- Reduces all resource costs by 5–8%.
- Attack Speed Increased by 5–7%
- Regenerates 6,448–7,678 Life per Second ancient 8,445–10,000
- Chance to Deal 10–20% Area Damage on Hit.
- +91–100 Resistance to All Elements ancient +110–130
- +626–750 Strength ancient +825–1,000
- +626–750 Dexterity ancient +825–1,000
- +626–750 Intelligence ancient +825–1,000
- +626–750 Vitality ancient +825–1,000
- +373–397 Armor ancient +436–516
- +7,737–9,214 Life per Hit ancient +10,135–11,975
Secondary
- +32–35% Extra Gold from Monsters
- Monster kills grant +140–200 experience. ancient +220–260
- Increases Gold and Health Pickup by 1–2 Yards.
- +141–160 Physical Resistance ancient +176–210
- +141–160 Fire Resistance ancient +176–210
- +141–160 Cold Resistance ancient +176–210
- +141–160 Lightning Resistance ancient +176–210
- +141–160 Poison Resistance ancient +176–210
- +141–160 Arcane Resistance ancient +176–210
- +2,401–2,880 Thorns Damage ancient +2,881–3,500
- Level Requirement Reduced by 2–30 ancient 30–40
- 1–5.1% Chance to Stun on Hit
- Ignores Durability Loss
Pool of the item type from the game files, version 2.8.0. Skill damage bonuses only carry weight for their class. All properties of this slot
Tal Rasha inducted recruits into the Horadrim with these gloves.
Tal Rasha's Elements
View set- 2 PiecesDamaging enemies with Arcane, Cold, Fire or Lightning will grant immunity to that element and cause a Meteor of the same damage type to fall from the sky. This only occurs if the Wizard has Meteor on their action bar, and the same meteor cannot happen twice in a row.
- 4 PiecesArcane, Cold, Fire, and Lightning attacks each increase all of your resistances by 100% for 8 seconds. Attacking with Meteor reduces the cooldown of Teleport by 1 second.
- 6 PiecesAttacks increase your damage by 1,000% for 8 seconds. Arcane, Cold, Fire, and Lightning attacks each add one stack. At 4 stacks, each different elemental attack extends the duration by 2 seconds, up to a maximum of 8 seconds.