Cooldown: 0 seconds
Lucky Hit Chance: [24.1667%
Activate three times to attach chains to each of your weapons and perform an attack:
First, your Two-Handed Bludgeoning weapon slams into the ground, dealing *100% damage and Stunning enemies for 2 seconds.
Next, your Two-Handed Slashing weapon swipes in front of you, dealing *100% damage and inflicting [5*0]*100% Bleeding damage over 5 seconds.
Finally, your Dual Wield weapons swing around you, dealing *100% damage per hit.
Iron Maelstrom's damage is increased by x60% of your Damage to Injured and Healthy bonuses, up to x200%.

Current Bonus: [0 * 100|1%x|].
Rank Up:
Bludgeoning Damage *100%
Slashing Damage *100%
Slashing Bleeding Damage [5*0]*100%
Dual Wield Damage *100%
Cooldown 0 seconds
At Rank 5:
Iron Maelstrom's damage is increased by x60% of your Damage to Injured and Healthy bonuses, up to x200%

  • Prime Iron Maelstrom: Iron Maelstrom gains +30% increased Critical Strike Chance and deals x50% increased Critical Strike Damage.
  • Supreme Iron Maelstrom: Swapping weapons reduces Iron Maelstrom's Cooldown by 1 second.
Affix /2
Unique Amulet
800 Item Power

  • +30% Resistance to All Elements

  • +[11.52 – 15.72]% Strength
  • +Y to Slaying Strike
  • +[[2.19 – 3]*100|1%|] Ultimate Damage
  • [13.5 – 22.5]% Steel Grasp Cooldown Reduction
  • Casting Steel Grasp reduces Iron Maelstrom's Cooldown by [[20 – 40]/3|1|] seconds.

    Enemies damaged by Iron Maelstrom deal [20 – 40]% less damage for 6 seconds.(Barbarian Only)
  • After the warmaster Raekor freed her people, the Oxen tribe continued to wear their collars and chains to honor those who died in thralldom under the Samauren Empire.
    Barbarian
    Barbarian, Offensive, Codex of Power
  • Steel Grasp and Iron Maelstrom launch up to 10 metal shards that deal [2960] Physical damage.(Barbarian Only)
  • Allowed Item Types: Gloves, Offhand, 1H Weapon, 2H Weapon [+100%], Ring, Amulet [+50%]
    Info /41
    name desc
    SF_03
    SF_1((Floor((sLevel)/5))? 1 : 0 == 0)? (0.75 * [1/1.1/1.2/1.3/1.4]) : (0.75 * [1/1.1/1.2/1.3/1.4]*(1+( min(SF_22, (((1+ Multiplicative_Damage_Bonus_To_High_Health)*(1+Damage_Bonus_To_High_Health))+((1+Multiplicative_Damage_Bonus_To_Low_Health)*(1+Damage_Bonus_To_Low_Health)) - 2)*(SF_19)))))
    SF_245 * ([1/0.95/0.9/0.86/0.82])
    SF_30.4
    SF_43
    SF_5((Floor((sLevel)/5))? 1 : 0 == 0)? (0.2 * [1/1.1/1.2/1.3/1.4]) : (0.2 * [1/1.1/1.2/1.3/1.4]*(1+( min(SF_22, (((1+ Multiplicative_Damage_Bonus_To_High_Health)*(1+Damage_Bonus_To_High_Health))+((1+Multiplicative_Damage_Bonus_To_Low_Health)*(1+Damage_Bonus_To_Low_Health)) - 2)*(SF_19)))))
    SF_6((Floor((sLevel)/5))? 1 : 0 == 0)? (1.2 * [1/1.1/1.2/1.3/1.4]) : (1.2 * [1/1.1/1.2/1.3/1.4]*(1+( min(SF_22, (((1+ Multiplicative_Damage_Bonus_To_High_Health)*(1+Damage_Bonus_To_High_Health))+((1+Multiplicative_Damage_Bonus_To_Low_Health)*(1+Damage_Bonus_To_Low_Health)) - 2)*(SF_19)))))
    SF_75
    SF_8((Floor((sLevel)/5))? 1 : 0 == 0)? (0.425 * [1/1.1/1.2/1.3/1.4]) : (0.425 * [1/1.1/1.2/1.3/1.4]*(1+( min(SF_22, (((1+ Multiplicative_Damage_Bonus_To_High_Health)*(1+Damage_Bonus_To_High_Health))+((1+Multiplicative_Damage_Bonus_To_Low_Health)*(1+Damage_Bonus_To_Low_Health)) - 2)*(SF_19)))))
    SF_92
    SF_10.3
    SF_11.5
    SF_121
    SF_13((Floor((sLevel)/5))? 1 : 0 == 0)? (0.75 * [1/1.1/1.2/1.3/1.4]) : (0.75 * [1/1.1/1.2/1.3/1.4]*(1+( min(SF_22, (((1+ Multiplicative_Damage_Bonus_To_High_Health)*(1+Damage_Bonus_To_High_Health))+((1+Multiplicative_Damage_Bonus_To_Low_Health)*(1+Damage_Bonus_To_Low_Health)) - 2)*(SF_19))))) * 100
    SF_14(30+40+2.5)/3
    SF_1530
    SF_1640
    SF_172.5
    SF_18Chance_To_Hit_Twice_Per_Power#Barbarian_IronMaelstrom
    SF_190.6
    SF_20min(2, (((1+ Multiplicative_Damage_Bonus_To_High_Health)*(1+Damage_Bonus_To_High_Health))+((1+Multiplicative_Damage_Bonus_To_Low_Health)*(1+Damage_Bonus_To_Low_Health)) - 2)*(0.6))
    SF_21(Floor((sLevel)/5))? 1 : 0
    SF_222
    nameIron Maelstrom
    descCooldown: {Cooldown Time} seconds
    Lucky Hit Chance: [[{Combat_Effect_Chance_Script_Formula_Override:14}|%|]
    Activate three times to attach chains to each of your weapons and perform an attack:
    First, your Two-Handed Bludgeoning weapon slams into the ground, dealing {payload:DAMAGE} damage and Stunning enemies for {buffduration:STUN} seconds.
    Next, your Two-Handed Slashing weapon swipes in front of you, dealing {payload:TOOLTIP_DAMAGE_SLASH} damage and inflicting {dot:TOOLTIP_DAMAGE_SLASH_BLEED} Bleeding damage over {buffduration:TOOLTIP_DAMAGE_SLASH_BLEED} seconds.
    Finally, your Dual Wield weapons swing around you, dealing {payload:TOOLTIP_DAMAGE_DUALWIELDING} damage per hit.
    Iron Maelstrom's damage is increased by [{SF_19}*100|x%|] of your Damage to Injured and Healthy bonuses, up to [{SF_22}*100|x%|].

    Current Bonus: [{SF_20} * 100|1%x|].
    rankup_desc Bludgeoning Damage {payload:DAMAGE}
    Slashing Damage {payload:TOOLTIP_DAMAGE_SLASH}
    Slashing Bleeding Damage {dot:TOOLTIP_DAMAGE_SLASH_BLEED}
    Dual Wield Damage {payload:TOOLTIP_DAMAGE_DUALWIELDING}
    Cooldown {Cooldown Time} seconds
    At Rank 5:
    Iron Maelstrom's damage is increased by [{SF_19}*100|x%|] of your Damage to Injured and Healthy bonuses, up to [{SF_22}*100|x%|]
    Buff0_NameIron Maelstrom
    Buff0_DescriptionAttack with your Slashing weapon
    Mod2_DescriptionIron Maelstrom gains [{SF_10}*100|%+|] increased Critical Strike Chance and deals [{SF_11}*100|%x|] increased Critical Strike Damage.
    Mod2_NamePrime Iron Maelstrom
    Mod3_DescriptionSwapping weapons reduces Iron Maelstrom's Cooldown by {SF_12} second.
    Mod3_NameSupreme Iron Maelstrom
    {buffduration:STUN}2
    {buffduration:TOOLTIP_DAMAGE_SLASH_BLEED}5
    {dot:TOOLTIP_DAMAGE_SLASH_BLEED}[5*((Floor((sLevel)/5))? 1 : 0 == 0)? (1.2 * [1/1.1/1.2/1.3/1.4]) : (1.2 * [1/1.1/1.2/1.3/1.4]*(1+( min(SF_22, (((1+ Multiplicative_Damage_Bonus_To_High_Health)*(1+Damage_Bonus_To_High_Health))+((1+Multiplicative_Damage_Bonus_To_Low_Health)*(1+Damage_Bonus_To_Low_Health)) - 2)*(SF_19))))) / 5]*100%
    {payload:DAMAGE}((Floor((sLevel)/5))? 1 : 0 == 0)? (0.75 * [1/1.1/1.2/1.3/1.4]) : (0.75 * [1/1.1/1.2/1.3/1.4]*(1+( min(SF_22, (((1+ Multiplicative_Damage_Bonus_To_High_Health)*(1+Damage_Bonus_To_High_Health))+((1+Multiplicative_Damage_Bonus_To_Low_Health)*(1+Damage_Bonus_To_Low_Health)) - 2)*(SF_19)))))*100%
    {payload:TOOLTIP_DAMAGE_SLASH}((Floor((sLevel)/5))? 1 : 0 == 0)? (0.2 * [1/1.1/1.2/1.3/1.4]) : (0.2 * [1/1.1/1.2/1.3/1.4]*(1+( min(SF_22, (((1+ Multiplicative_Damage_Bonus_To_High_Health)*(1+Damage_Bonus_To_High_Health))+((1+Multiplicative_Damage_Bonus_To_Low_Health)*(1+Damage_Bonus_To_Low_Health)) - 2)*(SF_19)))))*100%
    {payload:TOOLTIP_DAMAGE_DUALWIELDING}((Floor((sLevel)/5))? 1 : 0 == 0)? (0.425 * [1/1.1/1.2/1.3/1.4]) : (0.425 * [1/1.1/1.2/1.3/1.4]*(1+( min(SF_22, (((1+ Multiplicative_Damage_Bonus_To_High_Health)*(1+Damage_Bonus_To_High_Health))+((1+Multiplicative_Damage_Bonus_To_Low_Health)*(1+Damage_Bonus_To_Low_Health)) - 2)*(SF_19)))))*100%
    {Combat Effect Chance}30
    {Cooldown Time}0
    {Recharge Time}