Channel to temper your main hand Melee Martial Weapon. Each hit of the hammer against the anvil Empowers subsequent Attacks to Combust when Hitting enemies.
While Channelling each strike of the anvil Empowers your next 3MeleeAttacksEmpoweredAttacks Trigger Combust on HitWhile Channelling each strike of the anvil Empowers your next 3MeleeAttacksEmpoweredAttacks Trigger Combust on Hit
Grants Skill: FireSpell on HitGrants Skill: FireSpell on Hit
Fire Spell on Hit
While active, gains Energy when you Hit enemies with Melee Attacks and triggers socketed Fire spells on reaching maximum Energy.
Can only socket FireSpells Triggers all Socketed Spells and loses allEnergy on reaching maxEnergyCan only socket FireSpells Triggers all Socketed Spells and loses allEnergy on reaching maximumEnergy
Gains3Energy per Power of enemies you Hit with MeleeAttacks, modified by the percentage of the enemy's Ailment Threshold the Hit will dealGains3Energy per Power of enemies you Hit with MeleeAttacks, modified by the percentage of the enemy's Ailment Threshold the Hit will deal
(0 - 57)% inc. Energy gained(0 - 57)% increased Energy gained
Manifest a copy of your main hand Melee Martial Weapon as an immortal Companion to fight by your side. In addition to its standard Strikes, the Manifested Weapon gains an additional Attack depending on its weapon type.
Minions from this skill have 1% inc. Attack Speed per 3 of your DexMinions from this skill have 1% increased Attack Speed per 3 of your Dexterity
Minions from this skill have 1% inc. Dmg per 1 of your StrMinions from this skill have 1% increased Damage per 1 of your Strength
Modifiers to FireResistance also grant Cold and LightningResistance at 50% of their valueModifiers to FireResistance also grant Cold and LightningResistance at 50% of their value
Forged in Flame
Notable
+8% to FireResistance+8% to FireResistance
Modifiers to Maximum FireResistance also grant Maximum Cold and LightningResistanceModifiers to Maximum FireResistance also grant Maximum Cold and LightningResistance
Internal Layer
Notable
Body Armour grants Hits against you have 100% reduced Critical Dmg BonusBody Armour grants Hits against you have 100% reduced Critical Damage Bonus
Molten Symbol
Notable
Body Armour grants 25% of Phys.Dmg from Hits taken as Fire.DmgBody Armour grants 25% of Physical Damage from Hits taken as Fire Damage
Flowing Metal
Notable
Body Armour grants +50% of Armour also applies to Ele.DmgBody Armour grants +50% of Armour also applies to Elemental Damage
Dedication to Kitava
Notable
Body Armour grants +100% of Armour also applies to Chaos.DmgBody Armour grants +100% of Armour also applies to Chaos Damage
Leather Bindings
Notable
Body Armour grants regenerate 3% of maxLife per secondBody Armour grants regenerate 3% of maximumLife per second
Kitavan Imprint
Notable
Body Armour grants 60% inc. Glory generationBody Armour grants 60% increased Glory generation
Heatproofing
Notable
Body Armour grants Unaffected by Damaging AilmentsBody Armour grants Unaffected by Damaging Ailments
Spiked Plates
Notable
Body Armour grants 100% inc. Thorns damageBody Armour grants 100% increased Thorns damage
Kitavan Engraving
Notable
Body Armour grants 15% inc. maxLifeBody Armour grants 15% increased maximumLife
Smith's Masterwork
Notable
Can only use a Normal Body ArmourCan only use a Normal Body Armour
+200 to Armour for each Connected Notable Passive Skill Allocated+200 to Armour for each Connected Notable Passive Skill Allocated
Tantalum Alloy
Notable
Body Armour grants +75% to FireResistanceBody Armour grants +75% to FireResistance
Support Straps
Notable
Body Armour grants 20% inc. StrBody Armour grants 20% increased Strength
Tribute to Utula
Notable
Body Armour grants 30% inc. SpiritBody Armour grants 30% increased Spirit
Smith of Kitava is part of the published POE2 Main V2 Ascendancy catalog. Generated .
Melee
Melee AttacksAttacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage. Any ProjProjectiles these attacks create do not count as Melee damage.Melee
Melee AttacksAttacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage. Any ProjectilesProjectiles these attacks create do not count as Melee damage.Attacks
Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . SpellsSpells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damagePhysical Damage — they can deal any damage type.Empowerment
Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.Hit Damage
Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging Ailments innately.Physical Damage
10% increased Physical DamageFire Damage
Fire damage is one of the five Dmg TypesDamageTypes . It is reduced by Fire ResistanceElemental Resistances . Fire Hits inflict FlammabilityFlammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnited .Fire Damage
Fire damage is one of the five Damage TypesDamageTypes . It is reduced by Fire ResistanceElemental Resistances . Fire Hits inflict FlammabilityFlammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnited .Skill Speed
Affects the speed at which all Skills are used. Increases and reductions to Skill Speed stack additively with increases and reductions to AttackAttacks Speed, Cast Speed, WarcryWarcries Speed, and similar stats.Spells
Spells are skills that use raw magic to destroy your enemies. AttacksAttacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chanceCritical Hit Chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chanceCritical Hit Chance.Energy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered Skills.Gain
Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type). For example, Lightning damageLightning Damage gained from Physical damagePhysical Damage scales with Lightning damageLightning Damage modifiers, but not Physical damagePhysical Damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.Power
Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's RarityRare and Unique : Normal: 1 Magic: 2 Rare: 5 Unique monsters always have 20 Power.Ailment Threshold
A higher Elemental AilmentElemental Ailment Threshold makes it less likely that being HitHit Damage by Ele.DmgElemental Damage will apply the relevant Ailment , as well as lowering the amount of FreezeFreezing and Electrocute buildup recieved. A lower Elemental AilmentElemental Ailment Threshold makes it more likely, and increases buildup of FreezeFreezing and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.Ailment Threshold
A higher Elemental AilmentElemental Ailment Threshold makes it less likely that being HitHit Damage by Elemental DamageElemental Damage will apply the relevant Ailment , as well as lowering the amount of FreezeFreezing and Electrocute buildup recieved. A lower Elemental AilmentElemental Ailment Threshold makes it more likely, and increases buildup of FreezeFreezing and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.Strength
Strength is an AttributeAttributes required to equip most equipment that grants ArmourArmour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.Minions
Minions are summoned AlliesAllies which will accompany and fight alongside you. Persistent Minions will reserve a portion of SpiritSpirit while active.Dexterity
Dexterity is an AttributeAttributes required to use most equipment that grants EREvasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to AccuAccuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.Dexterity
Dexterity is an AttributeAttributes required to use most equipment that grants Evasion RatingEvasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to AccuracyAccuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.Elemental Resistances
Resistances reduce damage taken of the corresponding damage type — FireFire Damage , ColdCold Damage , LightningLightning Damage or Chaos — up to a Maximum . FireFire Damage , ColdCold Damage and LightningLightning Damage Resistances are Elemental Resistances. Resistances can be improved with EquipmentEquipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.Cold Damage
Cold damage is one of the five Dmg TypesDamageTypes . It is reduced by Cold ResistanceElemental Resistances . Cold hits apply ChillChill and build up FreezeFreezing , but cannot build up Heavy StunHeavy Stunned .Lightning Damage
Lightning damage is one of the five Dmg TypesDamageTypes . It is reduced by Lightning ResistanceElemental Resistances . Lightning hits have a chance to ShockShocking based on how much Lightning damage is dealt.Cold Damage
Cold damage is one of the five Damage TypesDamageTypes . It is reduced by Cold ResistanceElemental Resistances . Cold hits apply ChillChill and build up FreezeFreezing , but cannot build up Heavy StunHeavy Stunned .Lightning Damage
Lightning damage is one of the five Damage TypesDamageTypes . It is reduced by Lightning ResistanceElemental Resistances . Lightning hits have a chance to ShockShocking based on how much Lightning damage is dealt.Armour
Armour reduces Damage taken from Hits . By default, Armour only applies to Phys.DmgPhysical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.Critical Damage Bonus
Multiplies the damage dealt by CriticalCritical Hit Chance Hits . Default value is +100% (i.e. twice as much damage).Armour
Armour reduces Damage taken from Hits . By default, Armour only applies to Physical DamagePhysical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.Elemental Damage
The three Elemental damage types are FireFire Damage , ColdCold Damage , and LightningLightning Damage .Glory
Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's PowerPower . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster. Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.Unaffected
DebuffsDebuffs you are Unaffected by can still be placed on you, but will not actually apply their effect.Damaging Ailments
Ailments that deal damage are BleedingBleeding , IgniteIgnited , and PoisonPoisons .Thorns
Thorns damage is a kind of Hit DmgHit Damage you can deal. Thorns damage is not AttackAttacks damage or SpellSpells damage and is not affected by modifiers specific to those. If you have Thorns damage, you inherently Retaliate against MeleeMeleeAttackAttacks Hits , dealing your Thorns damage to the enemy that HitHit Damage you. Some skills and other effects may also deal your thorns damage to enemies at other times.Thorns
Thorns damage is a kind of Hit DamageHit Damage you can deal. Thorns damage is not AttackAttacks damage or SpellSpells damage and is not affected by modifiers specific to those. If you have Thorns damage, you inherently Retaliate against MeleeMeleeAttackAttacks Hits , dealing your Thorns damage to the enemy that HitHit Damage you. Some skills and other effects may also deal your thorns damage to enemies at other times.Spirit
Spirit is a reserve of power used to activate and maintain skills with permanent effects. Spirit-powered skills are managed within the Skills Panel. Weapon SetsWeapon Set can have differing amounts of available Spirit, due to weapons with Spirit (such as Sceptres ), Weapon SetWeapon Set Passive Skills , or Persistent Skills that are active in specific Weapon SetsWeapon Set .