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Forbidden Rites · 2026-09-16T15:00:00.000Z

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Grinding Gear Games

Forbidden Rites

Content Update 0.5.5

Official 0.5.5 infographic covering Forbidden Rites, the Trial of Chaos rework, faster Fortress completion, Runes of Aldur going core, Wildwood encounters, Soul Cores, Abyssal Ravines, and Expedition Tablets.

Launch
September 4, 2026 · 1 PM PDT
Challenges
8 event challenges
Status
Patch notes live

Overview

#

Overview

0.5.5 Reveal and Road to 1.0

  • The official 0.5.5 patch notes are now available alongside the reveal videos. Open the GGG notes directly, use the summary below for the major systems, or choose an official video on the left for the reveal and separate road-to-1.0 context.

Reference tables

0.5.5 patch notes at a glance

Summary of the official September 2 patch notes. Follow the source link for exact numeric changes and every individual fix.

0.5.5 patch notes at a glance

AreaWhat changedPractical impact
Forbidden Rites event leagueCampaign Rituals, chained boss Rituals and eight event challengesFresh economy with levelling rewards, escalating boss waves and exclusive challenge cosmetics
RitualParty tribute, personal reward pools, Darkwood Flowers and a new Ritual notableParty members participate directly; Darkwood can be added to Atlas maps
Trial of ChaosRuns can be left and resumed, room chests added, rewards reworked and traversal acceleratedLess all-or-nothing friction and a clearer currency/Soul Core reward loop
Runes of Aldur goes coreExpedition begins in Act 4; Farrow, the Verisium Anvil and Expedition Tablets enter Standard and Forbidden RitesThe league system remains relevant outside the original Runes of Aldur league
EndgameAbyssal Ravines, faster Fortress credit, retryable Corrupted Nexus maps and Atlas/boss tuningAtlas progression is faster and several failed-state or resistance pain points are reduced
League contentAzmeri Spirit release rules, Atlas notable changes and a new Expedition Relic Runeshape recipeExisting league systems receive targeted reward and behaviour adjustments
InterfaceCurrency Exchange stash/inventory toggle, waypoint origin marker, Atlas point alert, chat challenge count and Flux before/after valuesMore state is visible before committing an action or leaving a screen
MicrotransactionsInvisible Dye support for Focuses and dynamic Azmeri effectsExisting cosmetics cover more equipment and attribute states
Bug fixesEncounter, Atlas, skill, controller, audio, animation and crash fixesThe official source remains the canonical line-by-line fix list

Reveal / News

#

Advanced Thaumaturgy

Gemling Legionnaire · Display fix
Before
  • Flash Grenade's additional quality effect displayed Lightning damage but omitted Cold damage.
After
  • Both damage types are displayed. This corrects the tooltip, not the damage granted.
Unchanged
  • Gem Quality grants Socketed Skills an additional effect

Lead me through Grace...

Invoker · Interaction fix
Before
  • Medved's Tending could grant Spirit modifiers despite this node's restriction.
After
  • The restriction now blocks that interaction.
Unchanged
  • +1 to Spirit for every 8 Item Energy Shield on Equipped Body Armour
  • +1 to Spirit for every 20 Evasion Rating on Equipped Body Armour
  • Cannot gain Spirit from Equipment

Ascendancy Changes

#

Reference tables

Build-affecting skill fixes to retest

These are fixes listed in the official Bug Fixes section. Recheck real post-launch tooltips before treating a corrected interaction as a final build recommendation.

Build-affecting skill fixes to retest

SystemFixed behaviorWho should retest
Alternate weapon setsSkills can no longer be used without the corresponding weapon swapWeapon-set automation and multi-weapon builds
Inactive-set Auras and SupportsAuras and Support Gems from an inactive Weapon Set no longer remain appliedReservation and support setups split between weapon sets
Unique-granted skillsA skill granted by a Unique item can no longer use non-Unique weapons equipped in another Weapon SetBuilds satisfying a granted skill's weapon requirement through the inactive set
Projectile splittingSplit projectiles no longer aim sharply into the ground in WASD modeSkills whose split projectiles previously failed to reach secondary targets
Azmerian SwarmsCan now be supported by and affected by Melee SplashSpirit Walker and swarm-focused setups
Ferocious RoarDamage modifier scaling is corrected at gem level 20 and aboveHigh-level Ferocious Roar users
Legacy of ChernobogIts Pillar damage modifier now stacks correctly with Chernobog's PillarChernobog interaction builds
Chaos IgniteChaos-damage Ignites can now ignite Oil GroundFire/Chaos conversion and Oil Ground setups
Flash Grenade qualityAdvanced Thaumaturgy now displays both extra Lightning and extra Cold damageGemling Legionnaire review; this is a display correction
Crossbow basic attackIncorrect Area tag removedCrossbow tag-dependent support and modifier checks

Skill and Weapon-set Fixes

#

Overview

0.5.5 Guide: New Wildwood Encounters

  • Acquire a Sacred Bloom from endgame Ritual rewards and use it on an Endgame Map to add a Wildwood entrance. The entrance appears at the start of that map.
  • Inside the Wildwood, follow wisp trails under a time limit. Collected wisps are released into the map when you leave: they empower monsters and improve the resulting rewards.
  • Primal, Vivid and Wild effects were stated in the official 0.5.5 reveal. Sacred is a rare fourth type, but its gameplay effect was deliberately left undisclosed; the guide therefore keeps it marked Unknown until client or official data confirms it.

Reference tables

Wildwood Wisps

The four icons are extracted from the current POE2 client. Ritual Tablets can roll modifiers that increase the number of wisps found in Wildwood areas.

Wildwood Wisps

IconWispConfirmed map effectStatus
Primal WispPrimal WispCan upgrade Normal monsters to Magic monsters.Reveal-confirmed
Vivid WispVivid WispCan add additional modifiers to Rare monsters.Reveal-confirmed
Wild WispWild WispAdds Item Rarity to drops from all monsters.Reveal-confirmed
Sacred WispSacred WispUnknown. The reveal confirms the rare fourth type but intentionally does not reveal its effect.Unresolved

Encounter Flow

StepActionResult
1Buy a Sacred Bloom from endgame Ritual rewards.A map-applicable Wildwood access item.
2Apply the Bloom to an Endgame Map and enter the Wildwood from the map start.A timed exploration area opens.
3Follow trails and collect any combination of Primal, Vivid, Wild and rare Sacred Wisps.Common wisp effects can stack; Sacred remains unknown.
4Leave the Wildwood and finish the map.Collected wisps empower map monsters and improve rewards according to their type.

Wildwood Encounters

#

Overview

Reference tables

Expedition Tablet

Adds a Kalguuran Expedition to a Map

10 uses remaining

Available in Standard and Forbidden Rites.

  • 1 TabletAdds a Kalguuran Expedition to the Map.
  • 2 TabletsAlso adds a Verisium Remnant and 35% increased Expedition density.
  • 3 TabletsAlso adds another Kalguuran Expedition.
  • 4 TabletsAlso adds another Verisium Remnant and a further 35% increased Expedition density.
GGG 0.5.5 patch notes

Map objective Complete the Kalguuran Expedition

Tablet modifiers

Prefixes 13
EffectiLvl
(8-12)% increased Rarity of Items found in Map1
Map has (15-20)% increased Monster Rarity1
(12-18)% increased Experience gain in Map1
(25-35)% increased Gold found in Map1
(5-7)% increased Pack Size in Map1
% increased Quantity of Waystones found in Map, Map contains 1 additional Azmeri Spirits1
% increased Quantity of Waystones found in Map, Map is inhabited by 1 additional Rogue Exiles1
Map contains (2-3) additional Rare Chests1
Map contains 1 additional Essences,% increased Quantity of Waystones found in Map1
Map contains 1 additional Summoning Circles1
Map has (25-35)% increased number of Rare Monsters1
Map has (30-40)% increased Magic Monsters1
Monsters have (10-15)% increased Effectiveness1
Suffixes 24
EffectiLvl
(15-25)% increased Expedition Monster Rarity in Map, expedition elite pack size +% [20]1
Expeditions have + (30-40)% Surpassing chance to contain an additional Verisium Remnant1
Monsters from Verisium Remnants drop (15-25)% increased Verisium1
Verisium Remnants have + (25-35)% chance to add an additional Runic Modifier in Map1
(15-25)% increased Quantity of Expedition Logbooks dropped by Runic Monsters in Map1
(30-40)% increased Quantity of Waystones found in Map1
(5-10)% increased Expedition Explosive Area of Effect in Map1
% reduced Pack Size in Map,% increased Quantity of Waystones found in Map, Map contains 1 additional Shrines1
% reduced Pack Size in Map,% increased Quantity of Waystones found in Map, Map contains 1 additional Strongboxes1
Expeditions contain (1-2) Additional Bosses encased in ice in Map1
Expeditions contain (1-2) Additional Verisium Sentries in Map1
Expeditions contain (1-2) buried Strongboxes in Map1
Expeditions contain (1-2) Vaal Relics in Map1
Expeditions have + (30-40)% Surpassing chance to Duplicate Runic Monsters in Map1
Map contains (15-25)% increased number of Runic Monster Markers1
Map has (1-2) additional random Modifiers1
Map has (70-100)% increased chance to contain a Summoning Circle1
Map has (70-100)% increased chance to contain Azmeri Spirits1
Map has (70-100)% increased chance to contain Essences1
Map has (70-100)% increased chance to contain Rogue Exiles1
Map has (70-100)% increased chance to contain Shrines1
Map has (70-100)% increased chance to contain Strongboxes1
The first (1-2) unearthed Runic Monsters will be Rare Monsters in Map1
Unique Monsters have 1 additional Rare Modifiers1

Expedition Tablet

#

Overview

0.5.5 New Soul Cores

  • The new roster contains thirteen Jiquani variants, four Atziri variants, and Soul Core of Vizoma. The table uses the extracted client effects and keeps equipment contexts separate.
  • Req. lvl is the Soul Core's use requirement, not its drop level. All 18 additions carry the New 0.5.5 marker; existing cores with changed values are not included here.

Reference tables

New Soul Cores — 18 items

GGPK 4.5.5.1 SoulCores and client stat descriptions. All listed cores have Limit 1. Required level is the equipment-use requirement, not the drop level. Vizoma has separate martial-weapon and wand/staff effects.

New Soul Cores — 18 items

Soul CoreReq. lvlLimitSocketEffect
Jiquani's Soul Core of Automation501Weapon+1 to Level of all Totem Skill Gems
Jiquani's Soul Core of Malediction501Weapon+1 to Level of all Curse Skills
Jiquani's Soul Core of Targeting501Weapon+1 to Level of all Mark Skills
Jiquani's Soul Core of Rallying501Weapon+1 to Level of all Warcry Skill Gems
Jiquani's Soul Core of Radiance501Weapon+1 to Level of all Herald Skill Gems
Jiquani's Soul Core of Severing501Weapon+1 to Level of all Strike Skill Gems
Jiquani's Soul Core of Rippling501Weapon+1 to Level of all Nova Skill Gems
Jiquani's Soul Core of Quaking501Weapon+1 to Level of all Slam Skill Gems
Jiquani's Soul Core of Munitions501Weapon+1 to Level of all Grenade Skill Gems
Jiquani's Soul Core of Snares501Weapon+1 to Level of all Hazard Skill Gems
Jiquani's Soul Core of Abundance501Weapon+1 to Level of all Plant Skill Gems
Jiquani's Soul Core of Squalls501Weapon+1 to Level of all Wind Skill Gems
Jiquani's Soul Core of Thundering501Weapon+1 to Level of all Storm Skill Gems
Atziri's Soul Core of Devotion501Helmets1% increased Spirit for each Corrupted Item Equipped; Corrupting will always result in change
Atziri's Soul Core of Vitality501Body Armours1% increased Maximum Life for each Corrupted Item Equipped; Corrupting will always result in change
Atziri's Soul Core of Alacrity501Gloves1% increased Skill Speed for each Corrupted Item Equipped; Corrupting will always result in change
Atziri's Soul Core of Inoculation501Boots+2% to Chaos Resistance for each Corrupted Item Equipped; Corrupting will always result in change
Soul Core of Vizoma01Martial Weapon+150 to Accuracy Rating
Soul Core of Vizoma01Wand or Staff30% increased Critical Hit Chance for Spells

New Soul Cores

#

Overview

POE2 0.5.4: Expedition Updates

  • Patch 0.5.4 is the first Expedition-focused follow-up after Return of the Ancients. The main headline is that Expedition now has its own Atlas Passive Skill Tree, with points earned by progressing The Grand Expedition boss route.
  • Use this guide as a review checklist for the patch. It separates direct Expedition changes from wider 0.5.4 changes that may still affect Expedition planning, such as level-scaling item skills, new Atziri currency, augment restrictions, and endgame bug fixes.

Videos

Path of Exile 2: 0.5.4 Patch Preview

Reference tables

Expedition 0.5.4 Update Checklist

Rows are summarized from official 0.5.4 patch notes and are written as a checklist for live verification.

Wider 0.5.4 Changes To Review

This second table is intentionally broad so the patch can be audited beyond Expedition without losing the Expedition-first focus.

Expedition 0.5.4 Update Checklist

UpdateWhat changedCheck in patch
Expedition Atlas Passive TreeA dedicated Expedition Atlas Passive Skill Tree was added. Points come from defeating each boss in The Grand Expedition questline.Confirm point count, boss order, and whether books appear as Runic Book of Knowledge I-IV in the current quest reward flow.
Liquid VerisiumNew currency that immediately starts a Runic Remnant Encounter with a random Runic Inscription. It is bought from Farrow with Verisium after allocating Feeling Lucky? on the Expedition tree.Confirm purchase cost, whether it is tradeable, and how its random inscription pool is displayed.
Grand Expedition modifiersGrand Expeditions now receive 1-2 Expedition Map Modifiers. New modifiers include more Runic Monster Markers, duplicated Runic Monsters, and additional Remnants.Check if modifier count scales from Atlas passives, map state, or only the new 0.5.4 baseline.
Remnant propagationRemnants now randomly choose which Rune slot propagates to later monsters instead of randomly choosing the propagated Rune from each recipe.Verify whether this makes recipe planning more slot-focused and less exact-rune-focused.
Runeshape recipe highlightThe Runeshape Recipes list now highlights the Rune that will be propagated when a Remnant is completed.Check in UI against multi-rune recipes and Power Rune interactions.
Runic monster rarity scalingRare chance for Runic Monsters from Expedition and Grand Expeditions now correctly scales with increased Monster Rarity and Rare chance.Recheck Atlas/passive/map-mod investment because rare-scaling nodes may be more valuable now.
Boss and encounter tuningThe Aberration stops arena Meteor Rain on death, and Uhtred plus Vorana had Cold Resistance reduced.Check whether Uhtred/Vorana kill time and cold-build matchup feel materially different.
Ocean-map readabilityThe Endgame Map now has an icon that shows which Ocean Maps are Grand Expeditions.Verify whether this reduces missed Grand Expeditions during island routing.
Thaumaturgic Flux cleanupThaumaturgic Fluxes now count for The Artisan Challenge's Any Flux condition and appear in the Fluxes section of the Currency Exchange.Check if all Thaumaturgic Flux level variants are grouped correctly in economy views.
Doryani Atlas Master optionDoryani's Refined Formula now also makes Grand Expeditions have only 5 Explosives, overriding the 1-explosive Expedition maximum in those maps.Confirm whether this changes best use of Refined Formula for Grand Expedition farming.
Power Rune propagation fixFixed an Expedition bug where Runes propagated from previously unearthed Remnants were not empowered by Power Runes.Retest Power Rune routes and any high-value Remnant chains.

Wider 0.5.4 Changes To Review

AreaPatch summaryWhy it matters
Atziri's TempleAtziri's Vault can now drop one of four Orb of Sacrifice currencies after killing Atziri. These upgrade corrupted enchantments but randomly remove an explicit modifier.Not Expedition-specific, but important for the broader 0.5 endgame reward map.
Unique item skillsUniques that grant skills now scale the granted skill to the lowest level you meet requirements for, up to the item's described maximum.This changes leveling and low-level use cases for item-skill uniques; Eventide Petals received a level 55 requirement.
New Kulemak uniqueThe Master's Reach can drop from Vessel of Kulemak when fully empowered by the Liches.Affects Abyss/Kulemak reward coverage rather than Expedition.
Inventory count tooltipHolding Alt on currency or stackable fragments shows the count within the same inventory, including trade windows.Useful for Logbooks, splinters, Flux, Verisium, and bulk trading checks.
Augment restrictionsSeveral augments, including Medved's Tending, Uhtred's Sidereus, and Vorana's Carnage, can no longer be socketed into corrupted or sanctified items.Directly affects Expedition Runeforged Core planning.
Other endgame fixesThe patch includes fixes for Abyssal Depths Atlas passives, Simulacrum Delirium shard selection, Ritual tribute modifiers, Medallion altar rewards, Strongboxes, and several bosses.Good candidates for follow-up checks in the other mechanic guides.

0.5.4 Updates

#

Hollow Focus Technique

Notable
  • 8% inc. AoE8% increased Area of Effect
  • Grants Skill: Hollow FocusGrants Skill: Hollow Focus
Hollow Focus
AttackAoEBuffDuration
Level
(1 - 20)(1 - 20)

While active, ethereal bells periodically appear near you. Your Hits immediately destroy the bells, creating a shockwave that damages nearby enemies and causes a Heavy Stun on enemies that are Primed for Stun. The bells are themselves always Primed for Stun, they can be Culled, and Hits against them are always Critical Hits.

  • Bells appear within 3 metre radius of youBells appear within 3 metre radius of you
  • A bell appears every (2.05 - 3) secondsA bell appears every (2.05 - 3) seconds
  • Bell duration is 21 secondsBell duration is 21 seconds
  • Modifiers to CDRR also apply to bell appearance frequencyModifiers to Cooldown Recovery Rate also apply to bell appearance frequency
  • Limit 3 active Bells
  • Tempest Bells are destroyed after an additional 1 Hits
  • Shockwave radius is 2.3 mShockwave radius is 2.3 metres
  • Cannot cause Stun buildup
Additional effects from quality
  • +(0 - -0.4) m to bell appearance radius+(0 - -0.4) metres to bell appearance radius

Hollow Form Technique

Notable
  • 10% chance when you gain a Power Charge to gain an additional Power Charge10% chance when you gain a Power Charge to gain an additional Power Charge
  • Grants Skill: Hollow FormGrants Skill: Hollow Form
Hollow Form
Attack
Level
(1 - 20)(1 - 20)
Attack Speed
70% of base70% of base

Channel to create fleeting images of your astral self near the target location. The images perform a Socketed Melee Attack once then vanish, targeting the closest enemy if possible. The images cannot perform Channelled Skills or Conditional Skills. Consuming a Power Charge creates additional images.

  • Images can be created within 6 metre radius of youImages can be created within 6 metre radius of you
  • Creating an Image spends 80% of Socketed Skill's CostCreating an Image spends 80% of Socketed Skill's Cost
  • Consumes a Power Charge to create 2 additional Images
  • Socketed Skills cannot consume ChargesSocketed Skills cannot consume Charges
Additional effects from quality
  • (0 - 10)% chance to not remove a Power Charge but still count as consuming it(0 - 10)% chance to not remove a Power Charge but still count as consuming it

Hollow Resonance Technique

Notable
  • 8% inc. AoE8% increased Area of Effect
  • Grants Skill: Hollow ResonanceGrants Skill: Hollow Resonance
Hollow Resonance
AttackAoE
Level
(1 - 20)(1 - 20)
Cooldown Time
0.50 s (3 Times)0.50 s (3 Times)
Attack Damage
(60 - 187)% of base(60 - 187)% of base

Attaches an ethereal bell to your back. Critical Hits with other Skills will cause the bell to ring out, damaging nearby enemies.

  • Shockwave radius is 2 mShockwave radius is 2 metres
  • 150% more Stun buildup
Additional effects from quality
  • (0 - 30)% more Stun buildup(0 - 30)% more Stun buildup

Way of the Mountain

Notable
  • 20% inc. Immobilisation buildup20% increased Immobilisation buildup
  • 100% Surpassing chance per enemy Power to gain100% Surpassing chance per enemy Power to gain
  • Mountain's Teachings on Immobilising an enemy ifMountain's Teachings on Immobilising an enemy if
  • you have the Way of the Mountain Ascendancy Passive Skillyou have the Way of the Mountain Ascendancy Passive Skill

Way of the Stonefist

Notable
  • 15% inc. ER15% increased Evasion Rating
  • 15% inc. max ES15% increased maximum Energy Shield
  • Gloves you equip have their Base Type transformed to Fists of Stone while equipped, andGloves you equip have their Base Type transformed to Fists of Stone while equipped, and
  • their Explicit Modifiers are transformed into more powerful related Modifierstheir Explicit Modifiers are transformed into more powerful related Modifiers
  • Ignore Attribute req. to equip GlovesIgnore Attribute Requirements to equip Gloves

Martial Adept

Notable
  • 4% inc. Attack Speed4% increased Attack Speed
  • -0.2 seconds to current ES Recharge delay per Combo expended when using Skills-0.2 seconds to current Energy Shield Recharge delay per Combo expended when using Skills
  • When you gain Combo, gain an additional ComboWhen you gain Combo, gain an additional Combo

Martial Master

Notable
  • 4% inc. Attack Speed4% increased Attack Speed
  • Gain Combo from all Attack HitsGain Combo from all Attack Hits
  • Skills can build and retain Combo regardless of Weapon SetSkills can build and retain Combo regardless of Weapon Set

Runic Meridians

Notable
  • +5 to all Attributes+5 to all Attributes
  • Can tattoo Runes onto your body, gainingCan tattoo Runes onto your body, gaining
  • additional Rune-only sockets:additional Rune-only sockets:
  • 1 Helmet socket1 Helmet socket
  • 2 Body Armour sockets2 Body Armour sockets
  • 1 Gloves socket1 Gloves socket
  • 1 Boots socket1 Boots socket

(New) Martial Artist

#

Details

Fists of Stone Fists of Stone
Fists of Stone

Base: Ascendancy Item Transformation

Variant: Martial Artist Way of the Stonefist

Explicit
  • Way of the Stonefist transforms equipped gloves into Fists of Stone while equipped.Way of the Stonefist transforms equipped gloves into Fists of Stone while equipped.
  • Explicit modifiers on those gloves are transformed into more powerful related modifiers.Explicit modifiers on those gloves are transformed into more powerful related modifiers.
  • Ignore Attribute Requirements to equip Gloves.Ignore Attribute Requirements to equip Gloves.
Facebreaker Fists of Stone Lv. 1+
Facebreaker

Base: Fists of Stone

Variant: Fists of Stone Martial Artist: Way of the Stonefist

Req: 0 Str | 0 Dex | 0 Int

Smash to Smithereens

Lv 1
AoETriggerFire

Blows strong enough to Heavy Stun an enemy reverberate in an area around the enemy and heavily Break Armour.

  • Break Armour equal to 200% of Fire.Dmg dealt
  • Converts 100% of Physical damage to Fire damage
  • Triggers when you Heavy Stun an enemy
  • Impact radius is 1.6 m
Implicit
  • Grants Skill: Level 1 Smash to SmithereensGrants Skill: Level 1 Smash to Smithereens
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
Explicit
  • Has 9 to 14 Fire damage, +3 to +5 per Boss's Face BrokenBoss's Face Broken

    Each "Boss Encounter" icon on the World Screen is a face which can be broken by beating the encounter.
    "Rare Monster Encounter" icons do not provide any bonus when broken.
    Has 9 to 14 Fire damage, +3 to +5 per Boss's Face BrokenBoss's Face Broken

    Each "Boss Encounter" icon on the World Screen is a face which can be broken by beating the encounter.
    "Rare Monster Encounter" icons do not provide any bonus when broken.
  • +0.3 metres to MeleeMelee

    Melee AttacksAttack are those that directly hit with a melee StrikeStrike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damageUnarmed Damage.
    Any Projectiles these attacks create do not count as Melee damage.
    StrikeStrike

    A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
    Range while Unarmed
    +0.3 metres to MeleeMelee

    Melee AttacksAttack are those that directly hit with a melee StrikeStrike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damageUnarmed Damage.
    Any Projectiles these attacks create do not count as Melee damage.
    StrikeStrike

    A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
    Range while Unarmed
  • Gain 1% of Unarmed DamageUnarmed Damage

    Unarmed Damage refers to the Hit Damage of Unarmed AttacksUnarmed Attacks . As such, Unarmed Damage is always AttackAttack HitDamage .
    Players' base Unarmed Damage is PhysicalPhysical , and has a minimum roll of 2, and a maximum roll between 5 - 8, depending on how aligned their class is with StrengthStrength .
    Other Damage is not considered Unarmed Damage, even if you are Unarmed while dealing it.
    as extra Fire damage per 5 Intelligence
    Gain 1% of Unarmed DamageUnarmed Damage

    Unarmed Damage refers to the Hit Damage of Unarmed AttacksUnarmed Attacks . As such, Unarmed Damage is always AttackAttack HitDamage .
    Players' base Unarmed Damage is PhysicalPhysical , and has a minimum roll of 2, and a maximum roll between 5 - 8, depending on how aligned their class is with StrengthStrength .
    Other Damage is not considered Unarmed Damage, even if you are Unarmed while dealing it.
    as extra Fire damage per 5 Intelligence
  • 1% increased Area of Effect for Unarmed AttacksUnarmed Attacks

    Unarmed AttacksAttack are AttacksAttack which are performed while Unarmed and use your character's base Unarmed DamageUnarmed Damage where other AttacksAttack would use the base Damage from a Martial Weapon .
    AttacksAttack which can be performed while Unarmed but draw their base damage from other sources, such as skills which use a Shield to attack, are not considered Unarmed AttacksAttack.
    per 10 Intelligence
    1% increased Area of Effect for Unarmed AttacksUnarmed Attacks

    Unarmed AttacksAttack are AttacksAttack which are performed while Unarmed and use your character's base Unarmed DamageUnarmed Damage where other AttacksAttack would use the base Damage from a Martial Weapon .
    AttacksAttack which can be performed while Unarmed but draw their base damage from other sources, such as skills which use a Shield to attack, are not considered Unarmed AttacksAttack.
    per 10 Intelligence
  • Can AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells 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 PhysicalPhysical damage — they can deal any damage type.
    as though using a One Handed MaceOne Handed Mace

    Maces are MeleeMelee weapons that can be One-Handed or Two-Handed . Maces require StrengthStrength to equip.
    Mace AttacksAttack are often Slams or slow StrikesStrike that deal PhysicalPhysical or Fire damage.
    while both of your hand slots are empty | Unarmed AttacksUnarmed Attacks

    Unarmed AttacksAttack are AttacksAttack which are performed while Unarmed and use your character's base Unarmed DamageUnarmed Damage where other AttacksAttack would use the base Damage from a Martial Weapon .
    AttacksAttack which can be performed while Unarmed but draw their base damage from other sources, such as skills which use a Shield to attack, are not considered Unarmed AttacksAttack.
    that would use an EquippedEquipped

    Weapon, ArmourArmour , Belt, and Jewellery Items are Equipped to the character in the Inventory Panel. Flasks, Skill Gems, and Jewels are never considered to be Equipped.
    One Hand MaceOne Hand Mace

    Maces are MeleeMelee weapons that can be One-Handed or Two-Handed . Maces require StrengthStrength to equip.
    Mace AttacksAttack are often Slams or slow StrikesStrike that deal PhysicalPhysical or Fire damage.
    's damage use this Item's damage
    Can AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells 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 PhysicalPhysical damage — they can deal any damage type.
    as though using a One Handed MaceOne Handed Mace

    Maces are MeleeMelee weapons that can be One-Handed or Two-Handed . Maces require StrengthStrength to equip.
    Mace AttacksAttack are often Slams or slow StrikesStrike that deal PhysicalPhysical or Fire damage.
    while both of your hand slots are empty | Unarmed AttacksUnarmed Attacks

    Unarmed AttacksAttack are AttacksAttack which are performed while Unarmed and use your character's base Unarmed DamageUnarmed Damage where other AttacksAttack would use the base Damage from a Martial Weapon .
    AttacksAttack which can be performed while Unarmed but draw their base damage from other sources, such as skills which use a Shield to attack, are not considered Unarmed AttacksAttack.
    that would use an EquippedEquipped

    Weapon, ArmourArmour , Belt, and Jewellery Items are Equipped to the character in the Inventory Panel. Flasks, Skill Gems, and Jewels are never considered to be Equipped.
    One Hand MaceOne Hand Mace

    Maces are MeleeMelee weapons that can be One-Handed or Two-Handed . Maces require StrengthStrength to equip.
    Mace AttacksAttack are often Slams or slow StrikesStrike that deal PhysicalPhysical or Fire damage.
    's damage use this Item's damage
  • local display facebreaker damage imitation weapon [1]local display facebreaker damage imitation weapon [1]
  • UnmodifiableUnmodifiable

""You think us savages?" mused the Red Wolf, as he pulled teeth from the Eternal's skull. "I will show your kind the way of tooth and claw.""

Northpaw Fists of Stone Lv. 1+
Northpaw

Base: Fists of Stone

Variant: Fists of Stone Martial Artist: Way of the Stonefist

Req: 0 Str | 0 Dex | 0 Int

Implicit
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
    Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
Explicit
  • Has +2 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level
    Has +2 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level
  • Has +1 to maximum Energy Shield per player levelHas +1 to maximum Energy Shield per player level
  • AttacksAttacks

    Attacks are skills that directly damage enemies, usually using your equipped Martial WeaponWeapons . Spells are not Attacks.
    The base damage, attack speed and critical hit chance of an attack are determined using your Martial WeaponWeapons 's stats unless the skill says otherwise.
    Attacks do not necessarily deal PhysicalPhysical damage — they can deal any damage type.
    Gain (11-15) % of Damage as Extra PhysicalPhysical

    10% increased Physical Damage
    Damage
    AttacksAttacks

    Attacks are skills that directly damage enemies, usually using your equipped Martial WeaponWeapons . Spells are not Attacks.
    The base damage, attack speed and critical hit chance of an attack are determined using your Martial WeaponWeapons 's stats unless the skill says otherwise.
    Attacks do not necessarily deal PhysicalPhysical damage — they can deal any damage type.
    Gain (11-15) % of Damage as Extra PhysicalPhysical

    10% increased Physical Damage
    Damage
  • (15-20) % increased Critical Damage BonusCritical Damage Bonus

    Multiplies the damage dealt by Critical HitsCritical Hit . Default value is +100% (i.e. twice as much damage).
    (15-20) % increased Critical Damage BonusCritical Damage Bonus

    Multiplies the damage dealt by Critical HitsCritical Hit . Default value is +100% (i.e. twice as much damage).
  • +(3-6) % to Unarmed Melee AttackAttacks

    Attacks are skills that directly damage enemies, usually using your equipped Martial WeaponWeapons . Spells are not Attacks.
    The base damage, attack speed and critical hit chance of an attack are determined using your Martial WeaponWeapons 's stats unless the skill says otherwise.
    Attacks do not necessarily deal PhysicalPhysical damage — they can deal any damage type.
    Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical Damage Bonus can further modify this value.
    AttacksAttacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill.
    Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
    +(3-6) % to Unarmed Melee AttackAttacks

    Attacks are skills that directly damage enemies, usually using your equipped Martial WeaponWeapons . Spells are not Attacks.
    The base damage, attack speed and critical hit chance of an attack are determined using your Martial WeaponWeapons 's stats unless the skill says otherwise.
    Attacks do not necessarily deal PhysicalPhysical damage — they can deal any damage type.
    Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical Damage Bonus can further modify this value.
    AttacksAttacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill.
    Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
  • UnmodifiableUnmodifiable

"Fight with the ferocity of the First Ones."

Painter's Servant Fists of Stone Lv. 1+
Painter's Servant

Base: Fists of Stone

Variant: Fists of Stone Martial Artist: Way of the Stonefist

Req: 0 Str | 0 Dex | 0 Int

Implicit
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
Explicit
  • GainGain

    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, LightningLightning damage gained from Physical damage scales with LightningLightning damage modifiers, but not Physical damage modifiers.
    Damage Gain occurs in the same two step process as Damage ConversionConverted . Damage over time cannot benefit from damage Gain.
    (6-15) % of LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage as Extra Physical damage
    GainGain

    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, LightningLightning damage gained from Physical damage scales with LightningLightning damage modifiers, but not Physical damage modifiers.
    Damage Gain occurs in the same two step process as Damage ConversionConverted . Damage over time cannot benefit from damage Gain.
    (6-15) % of LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage as Extra Physical damage
  • GainGain

    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, LightningLightning damage gained from Physical damage scales with LightningLightning damage modifiers, but not Physical damage modifiers.
    Damage Gain occurs in the same two step process as Damage ConversionConverted . Damage over time cannot benefit from damage Gain.
    (6-15) % of ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    damage as Extra Physical damage
    GainGain

    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, LightningLightning damage gained from Physical damage scales with LightningLightning damage modifiers, but not Physical damage modifiers.
    Damage Gain occurs in the same two step process as Damage ConversionConverted . Damage over time cannot benefit from damage Gain.
    (6-15) % of ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    damage as Extra Physical damage
  • GainGain

    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, LightningLightning damage gained from Physical damage scales with LightningLightning damage modifiers, but not Physical damage modifiers.
    Damage Gain occurs in the same two step process as Damage ConversionConverted . Damage over time cannot benefit from damage Gain.
    (6-15) % of FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    damage as Extra Physical damage
    GainGain

    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, LightningLightning damage gained from Physical damage scales with LightningLightning damage modifiers, but not Physical damage modifiers.
    Damage Gain occurs in the same two step process as Damage ConversionConverted . Damage over time cannot benefit from damage Gain.
    (6-15) % of FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    damage as Extra Physical damage
  • Physical damage from Hits Contributes to Flammability and | Ignite Magnitudes , Freeze Buildup, and Shock ChancePhysical damage from Hits Contributes to Flammability and | Ignite Magnitudes , Freeze Buildup, and Shock Chance
  • UnmodifiableUnmodifiable

"Bloodshed on the crimson shores, longing for the endless sea. Treasures, life, I'd give it all just to capture thee."

Plaguefinger Fists of Stone Lv. 4+
Plaguefinger

Base: Fists of Stone

Variant: Fists of Stone Martial Artist: Way of the Stonefist

Req: 0 Str | 0 Dex | 0 Int

Implicit
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy HitsHits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and PoisonPoison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
    Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy HitsHits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and PoisonPoison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
Explicit
  • (15-20) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy HitsHits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and PoisonPoison bypasses Energy Shield to remove Life directly.
    (15-20) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy HitsHits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and PoisonPoison bypasses Energy Shield to remove Life directly.
  • (8-12) % chance to gain Onslaught for 4 seconds on HitHit

    Any damage that isn't damage over time is Hit damage.
    Damaging 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 Ailments innately.
    (8-12) % chance to gain Onslaught for 4 seconds on HitHit

    Any damage that isn't damage over time is Hit damage.
    Damaging 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 Ailments innately.
  • (30-40) % increased Magnitude of PoisonPoison

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy ShieldEnergy Shield .
    Physical and Chaos damage from HitsHits ContributeContributes to Poison Magnitude .
    Damage does not ContributeContributes to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
    The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the HitHit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damageHit (such as Penetration ) do not affect Poison damage.
    you inflict with Critical HitsHits

    Any damage that isn't damage over time is Hit damage.
    Damaging 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 Ailments innately.
    (30-40) % increased Magnitude of PoisonPoison

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy ShieldEnergy Shield .
    Physical and Chaos damage from HitsHits ContributeContributes to Poison Magnitude .
    Damage does not ContributeContributes to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
    The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the HitHit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damageHit (such as Penetration ) do not affect Poison damage.
    you inflict with Critical HitsHits

    Any damage that isn't damage over time is Hit damage.
    Damaging 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 Ailments innately.
  • Critical HitsHits

    Any damage that isn't damage over time is Hit damage.
    Damaging 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 Ailments innately.
    PoisonPoison

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy ShieldEnergy Shield .
    Physical and Chaos damage from HitsHits ContributeContributes to Poison Magnitude .
    Damage does not ContributeContributes to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
    The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the HitHit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damageHit (such as Penetration ) do not affect Poison damage.
    the enemy
    Critical HitsHits

    Any damage that isn't damage over time is Hit damage.
    Damaging 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 Ailments innately.
    PoisonPoison

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy ShieldEnergy Shield .
    Physical and Chaos damage from HitsHits ContributeContributes to Poison Magnitude .
    Damage does not ContributeContributes to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
    The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the HitHit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damageHit (such as Penetration ) do not affect Poison damage.
    the enemy
  • UnmodifiableUnmodifiable

"Ulcers, scabs, and pocks, the third army makes its claim."

Existing modifiers are replaced randomly; the specific replaced modifier is not paired with these outcomes.

Added: +1 to Level of all Chaos Skills+1 to Level of all Chaos Skills

Added: (5-10)% Global chance to Blind Enemies on Hit(5-10)% Global chance to Blind Enemies on Hit

Added: (10-16)% inc. Magnitude of Poison you inflict(10-16)% increased Magnitude of Poison you inflict

Added: (30-60)% inc. Magnitude of Poison you inflict on targets that are not Poisoned(30-60)% increased Magnitude of Poison you inflict on targets that are not Poisoned

Gravebind Fists of Stone Lv. 5+
Gravebind

Base: Fists of Stone

Variant: Fists of Stone Martial Artist: Way of the Stonefist

Req: 0 Str | 0 Dex | 0 Int

Implicit
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to Evasion Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
    Has +3 to Evasion Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
Explicit
  • (15-20) % more Global Evasion Rating and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (15-20) % more Global Evasion Rating and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • 20 % increased Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.
    Magic items can have 2 Modifiers; a Prefix and a Suffix.
    Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.
    More powerful and dangerous enemies are more likely to drop rarer Items.
    found | Your other Modifiers to Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.
    Magic items can have 2 Modifiers; a Prefix and a Suffix.
    Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.
    More powerful and dangerous enemies are more likely to drop rarer Items.
    found do not apply
    20 % increased Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.
    Magic items can have 2 Modifiers; a Prefix and a Suffix.
    Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.
    More powerful and dangerous enemies are more likely to drop rarer Items.
    found | Your other Modifiers to Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.
    Magic items can have 2 Modifiers; a Prefix and a Suffix.
    Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.
    More powerful and dangerous enemies are more likely to drop rarer Items.
    found do not apply
  • Recover 3 % of maximum Life on KillRecover 3 % of maximum Life on Kill
  • Recover 3 % of maximum Mana on KillRecover 3 % of maximum Mana on Kill
  • Enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    killed by anyone count as being killed by you instead
    Enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    killed by anyone count as being killed by you instead
  • (30-50) % chance to gain Volatility on Kill(30-50) % chance to gain Volatility on Kill
  • UnmodifiableUnmodifiable

"Try as you like to hide the blood on your hands. You'll still know the truth."

Jarngreipr Fists of Stone Lv. 6+
Jarngreipr

Base: Fists of Stone

Variant: Fists of Stone Martial Artist: Way of the Stonefist

Req: 0 Str | 0 Dex | 0 Int

Implicit
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
    Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
Explicit
  • (15-20) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and Energy Shield
    (15-20) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and Energy Shield
  • AttacksAttacks

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells 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 PhysicalPhysical damage — they can deal any damage type.
    Gain (10-15) % of Damage as Extra PhysicalPhysical

    10% increased Physical Damage
    Damage
    AttacksAttacks

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells 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 PhysicalPhysical damage — they can deal any damage type.
    Gain (10-15) % of Damage as Extra PhysicalPhysical

    10% increased Physical Damage
    Damage
  • (6-8) % more damage taken while on Low Life(6-8) % more damage taken while on Low Life
  • (10-15) % chance to gain Onslaught for 4 seconds on Hit(10-15) % chance to gain Onslaught for 4 seconds on Hit
  • Dexterity can satisfy other AttributeAttribute

    StrengthStrength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.
    Each Attribute provides a different inherent bonus.
    Requirements of MeleeMelee

    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 Projectiles these attacks create do not count as Melee damage.
    Weapons and MeleeMelee

    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 Projectiles these attacks create do not count as Melee damage.
    Skills
    Dexterity can satisfy other AttributeAttribute

    StrengthStrength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.
    Each Attribute provides a different inherent bonus.
    Requirements of MeleeMelee

    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 Projectiles these attacks create do not count as Melee damage.
    Weapons and MeleeMelee

    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 Projectiles these attacks create do not count as Melee damage.
    Skills
  • UnmodifiableUnmodifiable

"The whispers of the old gods hum through the iron. They demand a hero."

Grip of Winter Fists of Stone Lv. 11+
Grip of Winter

Base: Fists of Stone

Variant: Fists of Stone Martial Artist: Way of the Stonefist

Req: 0 Str | 0 Dex | 0 Int

Implicit
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
    Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
Explicit
  • (10-15) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and Energy Shield
    (10-15) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and Energy Shield
  • AttacksAttacks

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells 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 damage — they can deal any damage type.
    Gain (10-15) % of Damage as Extra ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold ResistanceCold Resistance . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy Stun .
    Damage
    AttacksAttacks

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells 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 damage — they can deal any damage type.
    Gain (10-15) % of Damage as Extra ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold ResistanceCold Resistance . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy Stun .
    Damage
  • +(2-3) % to Maximum Cold ResistanceCold Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , ColdCold , Lightning or Chaos — up to a Maximum . Fire , ColdCold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, 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.
    +(2-3) % to Maximum Cold ResistanceCold Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , ColdCold , Lightning or Chaos — up to a Maximum . Fire , ColdCold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, 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.
  • +(15-25) % to Cold ResistanceCold Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , ColdCold , Lightning or Chaos — up to a Maximum . Fire , ColdCold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, 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.
    +(15-25) % to Cold ResistanceCold Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , ColdCold , Lightning or Chaos — up to a Maximum . Fire , ColdCold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, 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.
  • All Damage from Hits Contributes to ChillChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill MagnitudeMagnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.
    ColdCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    MagnitudeMagnitude

    The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.
    Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
    All Damage from Hits Contributes to ChillChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill MagnitudeMagnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.
    ColdCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    MagnitudeMagnitude

    The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.
    Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
  • All Damage from Hits Contributes to FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    ColdCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    Buildup
    All Damage from Hits Contributes to FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    ColdCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    Buildup
  • UnmodifiableUnmodifiable

"After the eruption, the skies turned grey, ash began to fall, and a chill set in..."

Treefingers Fists of Stone Lv. 11+
Treefingers

Base: Fists of Stone

Variant: Fists of Stone Martial Artist: Way of the Stonefist

Req: 0 Str | 0 Dex | 0 Int

Implicit
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
Explicit
  • (10-15) % more Global Evasion Rating and Energy Shield(10-15) % more Global Evasion Rating and Energy Shield
  • AttacksAttacks

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells 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 PhysicalPhysical damage — they can deal any damage type.
    Gain (10-15) % of Damage as Extra PhysicalPhysical

    10% increased Physical Damage
    Damage
    AttacksAttacks

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells 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 PhysicalPhysical damage — they can deal any damage type.
    Gain (10-15) % of Damage as Extra PhysicalPhysical

    10% increased Physical Damage
    Damage
  • 5 % reduced Cast Speed5 % reduced Cast Speed
  • (15-20) % increased Area of Effect for AttacksAttacks

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells 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 PhysicalPhysical damage — they can deal any damage type.
    (15-20) % increased Area of Effect for AttacksAttacks

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells 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 PhysicalPhysical damage — they can deal any damage type.
  • (20-30) % increased Immobilisation buildup(20-30) % increased Immobilisation buildup
  • Hollow Palm TechniqueHollow Palm Technique
  • UnmodifiableUnmodifiable

"The largest beings on Wraeclast are not flesh and blood."

Candlemaker Fists of Stone Lv. 12+
Candlemaker

Base: Fists of Stone

Variant: Fists of Stone Martial Artist: Way of the Stonefist

Req: 0 Str | 0 Dex | 0 Int

Implicit
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to Evasion Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
    Has +3 to Evasion Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
Explicit
  • (10-15) % more Global Evasion Rating and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (10-15) % more Global Evasion Rating and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • Attacks Gain (4-7) % of Damage as Extra FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire ResistanceFire Resistance . Fire Hits inflict FlammabilityFlammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage
    Attacks Gain (4-7) % of Damage as Extra FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire ResistanceFire Resistance . Fire Hits inflict FlammabilityFlammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage
  • Attacks Gain (4-7) % of Damage as Extra ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold ResistanceCold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
    Attacks Gain (4-7) % of Damage as Extra ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold ResistanceCold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
  • +(2-3) % to Maximum Fire ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , Lightning or Chaos — up to a Maximum . FireFire , ColdCold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, 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.
    +(2-3) % to Maximum Fire ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , Lightning or Chaos — up to a Maximum . FireFire , ColdCold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, 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.
  • +(15-25) % to Fire ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , Lightning or Chaos — up to a Maximum . FireFire , ColdCold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, 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.
    +(15-25) % to Fire ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , Lightning or Chaos — up to a Maximum . FireFire , ColdCold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, 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.
  • (30-50) % increased Chill Duration on you(30-50) % increased Chill Duration on you
  • Enemies Ignited or Chilled by you have (-25--15) % to Elemental ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , Lightning or Chaos — up to a Maximum . FireFire , ColdCold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, 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.
    Enemies Ignited or Chilled by you have (-25--15) % to Elemental ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , Lightning or Chaos — up to a Maximum . FireFire , ColdCold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, 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.
  • UnmodifiableUnmodifiable

"You can be the wick or the wax. Either way, your light goes out and mine goes on."

Aurseize Fists of Stone Lv. 16+
Aurseize

Base: Fists of Stone

Variant: Fists of Stone Martial Artist: Way of the Stonefist

Req: 0 Str | 0 Dex | 0 Int

Implicit
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
    Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
Explicit
  • (15-20) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and Energy Shield
    (15-20) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and Energy Shield
  • LoseLose

    Life Loss is not damage, and can't be mitigated or absorbed by Energy Shield . Life Loss can still kill you.
    2 % of maximum Life on Kill
    LoseLose

    Life Loss is not damage, and can't be mitigated or absorbed by Energy Shield . Life Loss can still kill you.
    2 % of maximum Life on Kill
  • (50-80) % increased Quantity of Gold Dropped by Slain Enemies(50-80) % increased Quantity of Gold Dropped by Slain Enemies
  • UnmodifiableUnmodifiable

"Wealth is not to be borne lightly."

Doedre's Tenure Fists of Stone Lv. 16+
Doedre's Tenure

Base: Fists of Stone

Variant: Fists of Stone Martial Artist: Way of the Stonefist

Req: 0 Str | 0 Dex | 0 Int

Implicit
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to Evasion Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
    Has +3 to Evasion Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
Explicit
  • Has +2 to Evasion Rating per player levelHas +2 to Evasion Rating per player level
  • Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level
    Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level
  • (15-25) % reduced Attack Speed(15-25) % reduced Attack Speed
  • 100 % increased Attack Damage100 % increased Attack Damage
  • 15 % increased Cooldown Recovery Rate15 % increased Cooldown Recovery Rate
  • UnmodifiableUnmodifiable

"While Doedre lacked Maligaro's sense of style, she surpassed her master in pure malevolence."

Killjoy Fists of Stone Lv. 16+
Killjoy

Base: Fists of Stone

Variant: Fists of Stone Martial Artist: Way of the Stonefist

Req: 0 Str | 0 Dex | 0 Int

Implicit
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
    Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
Explicit
  • +(30-50) to maximum Runic Ward+(30-50) to maximum Runic Ward
  • (6-7) % less damage taken while on Low Life(6-7) % less damage taken while on Low Life
  • +(1-2) % to Critical Hit Chance+(1-2) % to Critical Hit Chance
  • On-Kill Effects happen twiceOn-Kill Effects happen twice
  • Recover 1 % of maximum Runic Ward on KillRecover 1 % of maximum Runic Ward on Kill
  • UnmodifiableUnmodifiable

""Stitches? Wouldn't that defeat the purpose?" - Jeffry, Torturer's Apprentice"

Lochtonial Caress Fists of Stone Lv. 16+
Lochtonial Caress

Base: Fists of Stone

Variant: Fists of Stone Martial Artist: Way of the Stonefist

Req: 0 Str | 0 Dex | 0 Int

Implicit
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
Explicit
  • Has +1 to Evasion Rating per player levelHas +1 to Evasion Rating per player level
  • Has +1 to maximum Energy Shield per player levelHas +1 to maximum Energy Shield per player level
  • (7-9) % less damage taken while on Low Life(7-9) % less damage taken while on Low Life
  • (13-20) % increased Attack Speed(13-20) % increased Attack Speed
  • Cannot Leech ManaCannot Leech Mana
  • (5-10) % chance to grant a Endurance ChargeCharges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    to AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.
    You do not count as your own Ally.
    in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    on Hit
    (5-10) % chance to grant a Endurance ChargeCharges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    to AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.
    You do not count as your own Ally.
    in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    on Hit
  • (5-10) % chance to grant a Power ChargeCharges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    to AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.
    You do not count as your own Ally.
    in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    on Hit
    (5-10) % chance to grant a Power ChargeCharges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    to AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.
    You do not count as your own Ally.
    in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    on Hit
  • (5-10) % chance to grant a Frenzy ChargeCharges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    to AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.
    You do not count as your own Ally.
    in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    on Hit
    (5-10) % chance to grant a Frenzy ChargeCharges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    to AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.
    You do not count as your own Ally.
    in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    on Hit
  • UnmodifiableUnmodifiable

"Why cling to your sanity? It offers you nothing. Surrender to me, and I will grant you everything."

Shackles of the Wretched Fists of Stone Lv. 16+
Shackles of the Wretched

Base: Fists of Stone

Variant: Fists of Stone Martial Artist: Way of the Stonefist

Req: 0 Str | 0 Dex | 0 Int

Implicit
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to Evasion Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
    Has +3 to Evasion Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
Explicit
  • (10-15) % more Global Evasion Rating and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (10-15) % more Global Evasion Rating and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • (4-6) % reduced Movement Speed while Cursed(4-6) % reduced Movement Speed while Cursed
  • Enemies you CurseCurses
    Fallback hint: no keyword description was found for this term.
    take (20-30) % increased Damage
    Enemies you CurseCurses
    Fallback hint: no keyword description was found for this term.
    take (20-30) % increased Damage
  • - CursesCurses
    Fallback hint: no keyword description was found for this term.
    you inflict are reflected back to you
    CursesCurses
    Fallback hint: no keyword description was found for this term.
    you inflict are reflected back to you
  • (15-20) % more damage taken while Cursed(15-20) % more damage taken while Cursed
  • UnmodifiableUnmodifiable

"Captivity breeds creativity."

Existing modifiers are replaced randomly; the specific replaced modifier is not paired with these outcomes.

Added: (10-20)% inc. Curse Magnitudes(10-20)% increased Curse Magnitudes

Added: (10-20)% inc. Freeze Dur. on Enemies(10-20)% increased Freeze Duration on Enemies

Added: (20-40)% inc. Ignite Magnitude(20-40)% increased Ignite Magnitude

Added: (20-40)% inc. Magnitude of Shock you inflict(20-40)% increased Magnitude of Shock you inflict

Added: (20-40)% inc. Magnitude of Chill you inflict(20-40)% increased Magnitude of Chill you inflict

Added: Elemental Ailments other than Freeze you inflict are Reflected to youElemental Ailments other than Freeze you inflict are Reflected to you

Kitoko's Current Fists of Stone Lv. 26+
Kitoko's Current

Base: Fists of Stone

Variant: Fists of Stone Martial Artist: Way of the Stonefist

Req: 0 Str | 0 Dex | 0 Int

Implicit
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to Evasion Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
    Has +3 to Evasion Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
Explicit
  • (10-15) % more Global Evasion Rating and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (10-15) % more Global Evasion Rating and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • (10-15) % reduced AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells 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 damage — they can deal any damage type.
    and Cast Speed
    (10-15) % reduced AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells 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 damage — they can deal any damage type.
    and Cast Speed
  • All damage with AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells 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 damage — they can deal any damage type.
    ContributesContributes

    By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a HitHits mattering when inflicting Ignite .
    Allowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .
    For Ailments that use Hit damageHits to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damageHits to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).
    to ElectrocutionElectrocution

    Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.
    Only LightningLightning damage from HitsHits with specific skills or effects ContributesContributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of LightningLightning damage will not build up towards Electrocution.
    Buildup
    All damage with AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells 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 damage — they can deal any damage type.
    ContributesContributes

    By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a HitHits mattering when inflicting Ignite .
    Allowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment .
    For Ailments that use Hit damageHits to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damageHits to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).
    to ElectrocutionElectrocution

    Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.
    Only LightningLightning damage from HitsHits with specific skills or effects ContributesContributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of LightningLightning damage will not build up towards Electrocution.
    Buildup
  • +(20-40) % Surpassing chance to fire an additional Projectile+(20-40) % Surpassing chance to fire an additional Projectile
  • UnmodifiableUnmodifiable

"Reality is a puzzle. Ingenuity is power."

Dreadfist Fists of Stone Lv. 27+
Dreadfist

Base: Fists of Stone

Variant: Fists of Stone Martial Artist: Way of the Stonefist

Req: 0 Str | 0 Dex | 0 Int

Implicit
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
Explicit
  • (15-20) % more Global Evasion Rating and Energy Shield(15-20) % more Global Evasion Rating and Energy Shield
  • +(1.5-2) % to Critical HitCritical Hits

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical Damage Bonus can further modify this value.
    Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill.
    Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
    +(1.5-2) % to Critical HitCritical Hits

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical Damage Bonus can further modify this value.
    Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill.
    Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
  • (25-35) % increased ThornsThorns

    Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those.
    If you have Thorns damage, you inherently Retaliate against Melee Attack Hits , dealing your Thorns damage to the enemy that Hit you.
    Some skills and other effects may also deal your thorns damage to enemies at other times.
    Critical Damage BonusCritical Damage Bonus

    Multiplies the damage dealt by Critical HitsCritical Hits . Default value is +100% (i.e. twice as much damage).
    (25-35) % increased ThornsThorns

    Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those.
    If you have Thorns damage, you inherently Retaliate against Melee Attack Hits , dealing your Thorns damage to the enemy that Hit you.
    Some skills and other effects may also deal your thorns damage to enemies at other times.
    Critical Damage BonusCritical Damage Bonus

    Multiplies the damage dealt by Critical HitsCritical Hits . Default value is +100% (i.e. twice as much damage).
  • Deal your ThornsThorns

    Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those.
    If you have Thorns damage, you inherently Retaliate against Melee Attack Hits , dealing your Thorns damage to the enemy that Hit you.
    Some skills and other effects may also deal your thorns damage to enemies at other times.
    damage to enemies you Critically Hit with Melee Attacks
    Deal your ThornsThorns

    Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those.
    If you have Thorns damage, you inherently Retaliate against Melee Attack Hits , dealing your Thorns damage to the enemy that Hit you.
    Some skills and other effects may also deal your thorns damage to enemies at other times.
    damage to enemies you Critically Hit with Melee Attacks
  • (24-35) to (36-57) Cold ThornsThorns

    Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those.
    If you have Thorns damage, you inherently Retaliate against Melee Attack Hits , dealing your Thorns damage to the enemy that Hit you.
    Some skills and other effects may also deal your thorns damage to enemies at other times.
    damage
    (24-35) to (36-57) Cold ThornsThorns

    Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those.
    If you have Thorns damage, you inherently Retaliate against Melee Attack Hits , dealing your Thorns damage to the enemy that Hit you.
    Some skills and other effects may also deal your thorns damage to enemies at other times.
    damage
  • UnmodifiableUnmodifiable

"What is worse, the sting of the past, the pain of the present, or the fear of the future?"

Idle Hands Fists of Stone Lv. 28+
Idle Hands

Base: Fists of Stone

Variant: Fists of Stone Martial Artist: Way of the Stonefist

Req: 0 Str | 0 Dex | 0 Int

Implicit
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
    Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
    Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
    Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
Explicit
  • (10-15) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
    Rating and Energy Shield
    (10-15) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
    Rating and Energy Shield
  • 25 % more AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells 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 damage — they can deal any damage type.
    damage while on Low Mana
    25 % more AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells 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 damage — they can deal any damage type.
    damage while on Low Mana
  • (10-20) % chance to Blind Enemies on Hit with AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells 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 damage — they can deal any damage type.
    (10-20) % chance to Blind Enemies on Hit with AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells 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 damage — they can deal any damage type.
  • (10-15) % increased Cooldown Recovery Rate(10-15) % increased Cooldown Recovery Rate
  • You are considered on Low Mana while at 50 % of maximum Mana or below insteadYou are considered on Low Mana while at 50 % of maximum Mana or below instead
  • UnmodifiableUnmodifiable

"The devil finds work for idle hands."

Existing modifiers are replaced randomly; the specific replaced modifier is not paired with these outcomes.

Added: Leech (4-6)% of Physical Atk Dmg as ManaLeech (4-6)% of Physical Attack Damage as Mana

Added: (10-20)% inc. max Mana(10-20)% increased maximum Mana

Added: 25% inc. Mana Cost Efficiency25% increased Mana Cost Efficiency

Added: Meta Skills gain 25% inc. Energy while on Full ManaMeta Skills gain 25% increased Energy while on Full Mana

Atziri's Acuity Fists of Stone Lv. 33+
Atziri's Acuity

Base: Fists of Stone

Variant: Fists of Stone Martial Artist: Way of the Stonefist

Req: 0 Str | 0 Dex | 0 Int

Herald of the Royal Queen

Lv 9
BuffAttackPersistentAoEPhysicalHeraldPayoff

Killing an enemy with Blood Loss will cause a bloody explosion that deals Physical Attack damage to surrounding enemies. This damage is not based on your Weapon Dmg , but is based on their accumulated Blood Loss . The explosion destroys their Corpse if the enemy was Normal or Magic .

Buff

  • Enemies with Blood Loss you kill explode
  • Deals (0 - 10) % more damageDeals 10 % more damage

Explosion

  • Can't be Evaded
  • Explosion radius is 1.5 m
  • Deals +(14 - 25) % of exploded enemy's Blood Loss as unscalable Physical Atk DmgDeals +25 % of exploded enemy's Blood Loss as unscalable Physical Atk Dmg

Herald of the Royal Queen

Lv 1
BuffAttackPersistentAoEPhysicalHeraldPayoff

Killing an enemy with Blood Loss will cause a bloody explosion that deals Physical Attack damage to surrounding enemies. This damage is not based on your Weapon Dmg , but is based on their accumulated Blood Loss . The explosion destroys their Corpse if the enemy was Normal or Magic .

Buff

  • Enemies with Blood Loss you kill explode
  • Deals (0 - 10) % more damageDeals 10 % more damage

Explosion

  • Can't be Evaded
  • Explosion radius is 1.5 m
  • Deals +(14 - 25) % of exploded enemy's Blood Loss as unscalable Physical Atk DmgDeals +25 % of exploded enemy's Blood Loss as unscalable Physical Atk Dmg
Implicit
  • Grants Skill: Level 1 Herald of the Royal QueenGrants Skill: Level 1 Herald of the Royal Queen
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
Explicit
  • (20-25) % more Global Evasion Rating and Energy Shield(20-25) % more Global Evasion Rating and Energy Shield
  • (12-15) % less damage taken while on Low Life(12-15) % less damage taken while on Low Life
  • LeechLeech

    When you deal damage with a HitHits , Life Leech causes you to recover an amount of Life to a percentage of the damage dealt, over a period of one second.
    HitsHits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same.
    Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from HitsHits against them.
    You can only recover from a single instance of Life Leech at a time, and all Life Leech is removed when Life is filled.
    (13-17) % of PhysicalPhysical

    10% increased Physical Damage
    AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells 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 PhysicalPhysical damage — they can deal any damage type.
    Damage as Life
    LeechLeech

    When you deal damage with a HitHits , Life Leech causes you to recover an amount of Life to a percentage of the damage dealt, over a period of one second.
    HitsHits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same.
    Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from HitsHits against them.
    You can only recover from a single instance of Life Leech at a time, and all Life Leech is removed when Life is filled.
    (13-17) % of PhysicalPhysical

    10% increased Physical Damage
    AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells 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 PhysicalPhysical damage — they can deal any damage type.
    Damage as Life
  • LeechLeech

    When you deal damage with a HitHits , Life Leech causes you to recover an amount of Life to a percentage of the damage dealt, over a period of one second.
    HitsHits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same.
    Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from HitsHits against them.
    You can only recover from a single instance of Life Leech at a time, and all Life Leech is removed when Life is filled.
    Life (20-25) % slower
    LeechLeech

    When you deal damage with a HitHits , Life Leech causes you to recover an amount of Life to a percentage of the damage dealt, over a period of one second.
    HitsHits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same.
    Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from HitsHits against them.
    You can only recover from a single instance of Life Leech at a time, and all Life Leech is removed when Life is filled.
    Life (20-25) % slower
  • 10 % of PhysicalPhysical

    10% increased Physical Damage
    damage dealt by your HitsHits

    Any damage that isn't damage over time is Hit damage.
    Damaging 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 Ailments innately.
    causes Blood LossBlood Loss

    All PhysicalPhysical damage over time taken by a target (including Bleeding ) is accumulated as Blood Loss.
    10 % of PhysicalPhysical

    10% increased Physical Damage
    damage dealt by your HitsHits

    Any damage that isn't damage over time is Hit damage.
    Damaging 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 Ailments innately.
    causes Blood LossBlood Loss

    All PhysicalPhysical damage over time taken by a target (including Bleeding ) is accumulated as Blood Loss.
  • Eternal YouthEternal Youth
  • UnmodifiableUnmodifiable

""The heart is the herald. It will tell me when it is best to strike." - Atziri, Queen of the Vaal"

Existing modifiers are replaced randomly; the specific replaced modifier is not paired with these outcomes.

Added: (120-200)% inc. Crit% if you haven't dealt a Critical Hit Recently(120-200)% increased Critical Hit Chance if you haven't dealt a Critical Hit Recently

Added: (20-40)% of Leech is Instant(20-40)% of Leech is Instant

Added: (20-30)% inc. Mana Cost Efficiency(20-30)% increased Mana Cost Efficiency

Blueflame Bracers Fists of Stone Lv. 33+
Blueflame Bracers

Base: Fists of Stone

Variant: Fists of Stone Martial Artist: Way of the Stonefist

Req: 0 Str | 0 Dex | 0 Int

Implicit
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to Evasion Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
    Has +3 to Evasion Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
Explicit
  • Has +1 to Evasion Rating per player levelHas +1 to Evasion Rating per player level
  • Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level
    Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level
  • +1 % to Maximum Fire ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , Lightning or Chaos — up to a Maximum . FireFire , ColdCold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, 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.
    +1 % to Maximum Fire ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , Lightning or Chaos — up to a Maximum . FireFire , ColdCold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, 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.
  • +(5-15) % to Fire ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , Lightning or Chaos — up to a Maximum . FireFire , ColdCold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, 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.
    +(5-15) % to Fire ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , Lightning or Chaos — up to a Maximum . FireFire , ColdCold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, 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.
  • Gain (10-20) % of FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire ResistanceFire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    damage as Extra Lightning damage
    Gain (10-20) % of FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire ResistanceFire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    damage as Extra Lightning damage
  • (10-15) % increased Cooldown Recovery Rate(10-15) % increased Cooldown Recovery Rate
  • 100 % of FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire ResistanceFire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    damage ConvertedConverted

    Damage can be converted from one type to another. This causes it to deal the new damage type, scale with modifiers to the new damage type, and no longer scale with modifiers to the old damage type.
    For example, FireFire damage converted to Lightning now scales with Lightning damage modifiers and causes Shock , but no longer scales with FireFire damage modifiers or causes Ignite .
    Conversion is a two step process. Conversion inherent to Skills occurs first, then Conversion from all other sources. Damage over time cannot be converted.
    to Lightning damage
    100 % of FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire ResistanceFire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    damage ConvertedConverted

    Damage can be converted from one type to another. This causes it to deal the new damage type, scale with modifiers to the new damage type, and no longer scale with modifiers to the old damage type.
    For example, FireFire damage converted to Lightning now scales with Lightning damage modifiers and causes Shock , but no longer scales with FireFire damage modifiers or causes Ignite .
    Conversion is a two step process. Conversion inherent to Skills occurs first, then Conversion from all other sources. Damage over time cannot be converted.
    to Lightning damage
  • UnmodifiableUnmodifiable

"The secret was lost with its maker."

Deathblow Fists of Stone Lv. 33+
Deathblow

Base: Fists of Stone

Variant: Fists of Stone Martial Artist: Way of the Stonefist

Req: 0 Str | 0 Dex | 0 Int

Implicit
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
    Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
Explicit
  • (15-20) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and Energy Shield
    (15-20) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and Energy Shield
  • Recover 3 % of maximum Life on KillRecover 3 % of maximum Life on Kill
  • Recover 3 % of maximum Mana on KillRecover 3 % of maximum Mana on Kill
  • Culling StrikeCulling Strike

    Culling Strikes kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the Hit is applied.
    Culling StrikeCulling Strike

    Culling Strikes kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the Hit is applied.
  • (30-40) % increased Culling StrikeCulling Strike

    Culling Strikes kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the Hit is applied.
    Threshold if you've dealt a Culling StrikeCulling Strike

    Culling Strikes kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the Hit is applied.
    Recently
    (30-40) % increased Culling StrikeCulling Strike

    Culling Strikes kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the Hit is applied.
    Threshold if you've dealt a Culling StrikeCulling Strike

    Culling Strikes kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the Hit is applied.
    Recently
  • UnmodifiableUnmodifiable

"Anticipation is a gift."

Demon Stitcher Fists of Stone Lv. 33+
Demon Stitcher

Base: Fists of Stone

Variant: Fists of Stone Martial Artist: Way of the Stonefist

Req: 0 Str | 0 Dex | 0 Int

Implicit
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to Evasion Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
    Has +3 to Evasion Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
Explicit
  • +(60-80) to maximum Runic Ward+(60-80) to maximum Runic Ward
  • - +(130-160) to maximum Life+(130-160) to maximum Life
  • (9-15) % increased Attack Speed(9-15) % increased Attack Speed
  • SacrificeSacrifice

    Sacrificing is loss of a resource (commonly Life, Mana or Energy ShieldEnergy Shield ) that does not count as taking damage. You cannot Sacrifice a resource you do not have. Sacrificing Life cannot reduce you below 1 Life, but Sacrifices you cause on others (such as Sacrificing Minion Life) can lead to their death.
    (10-30) % of maximum Life to gain half that much Runic Ward when you Attack
    SacrificeSacrifice

    Sacrificing is loss of a resource (commonly Life, Mana or Energy ShieldEnergy Shield ) that does not count as taking damage. You cannot Sacrifice a resource you do not have. Sacrificing Life cannot reduce you below 1 Life, but Sacrifices you cause on others (such as Sacrificing Minion Life) can lead to their death.
    (10-30) % of maximum Life to gain half that much Runic Ward when you Attack
  • UnmodifiableUnmodifiable

"Xibaqua's treachery was met with divine fury. One by one, the gods reclaimed their flesh, until all that remained was a droplet of pure light: The first Vaal."

Existing modifiers are replaced randomly; the specific replaced modifier is not paired with these outcomes.

Added: (20-30)% inc. Cost Efficiency(20-30)% increased Cost Efficiency

Added: (10-15)% of Maximum Life Converted to ES(10-15)% of Maximum Life Converted to Energy Shield

Added: (25-50)% of Spell Mana Cost Converted to Life Cost(25-50)% of Spell Mana Cost Converted to Life Cost

Added: (20-40)% inc. effect of Arcane Surge on you(20-40)% increased effect of Arcane Surge on you

Hand of Wisdom and Action Fists of Stone Lv. 33+
Hand of Wisdom and Action

Base: Fists of Stone

Variant: Fists of Stone Martial Artist: Way of the Stonefist

Req: 0 Str | 0 Dex | 0 Int

Implicit
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
Explicit
  • (11-13) % increased DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.
    Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.
    Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
    (11-13) % increased DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.
    Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.
    Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
  • (5-10) % increased IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy Shield , as well as various spell-aligned Weapons and Skills.
    Intelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence
    Intelligence does not grant damage to Skills or any other benefits except where specifically stated.
    (5-10) % increased IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy Shield , as well as various spell-aligned Weapons and Skills.
    Intelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence
    Intelligence does not grant damage to Skills or any other benefits except where specifically stated.
  • 1 % increased Area of Effect per 20 IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy Shield , as well as various spell-aligned Weapons and Skills.
    Intelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence
    Intelligence does not grant damage to Skills or any other benefits except where specifically stated.
    1 % increased Area of Effect per 20 IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy Shield , as well as various spell-aligned Weapons and Skills.
    Intelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence
    Intelligence does not grant damage to Skills or any other benefits except where specifically stated.
  • Adds 6 to 8 Cold Damage to AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells 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 damage — they can deal any damage type.
    per 20 DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.
    Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.
    Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
    Adds 6 to 8 Cold Damage to AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells 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 damage — they can deal any damage type.
    per 20 DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills.
    Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.
    Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
  • UnmodifiableUnmodifiable

"She thinks and we act. She acts and we think. Fragments of the whole that washes clean the skies."

Snakebite Fists of Stone Lv. 33+
Snakebite

Base: Fists of Stone

Variant: Fists of Stone Martial Artist: Way of the Stonefist

Req: 0 Str | 0 Dex | 0 Int

Implicit
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
    Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
Explicit
  • (10-15) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and Energy Shield
    (10-15) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and Energy Shield
  • +1 % to Maximum Chaos ResistanceChaos Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, 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.
    +1 % to Maximum Chaos ResistanceChaos Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, 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.
  • - +(7-17) % to Chaos ResistanceChaos Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, 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.
    +(7-17) % to Chaos ResistanceChaos Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, 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.
  • Regenerate (0.5-1.5) % of maximum Life per secondRegenerate (0.5-1.5) % of maximum Life per second
  • Targets can be affected by two of your Chill s at the same timeTargets can be affected by two of your Chill s at the same time
  • (20-30) % increased Magnitude of Chill you inflict(20-30) % increased Magnitude of Chill you inflict
  • UnmodifiableUnmodifiable

"As the serpent shuns thought, It shuns fear. It strikes with the speed of wrath And the skill of compulsion."

Existing modifiers are replaced randomly; the specific replaced modifier is not paired with these outcomes.

Added: (30-40)% inc. Dur. of Poisons you inflict when you've consumed a Frenzy Charge Recently(30-40)% increased Duration of Poisons you inflict when you've consumed a Frenzy Charge Recently

Added: (40-60)% reduced Poison Dur. on you(40-60)% reduced Poison Duration on you

Added: Recover (0.5-1)% of max Life per Poison affecting Enemies you KillRecover (0.5-1)% of maximum Life per Poison affecting Enemies you Kill

Maligaro's Virtuosity Fists of Stone Lv. 45+
Maligaro's Virtuosity

Base: Fists of Stone

Variant: Fists of Stone Martial Artist: Way of the Stonefist

Req: 0 Str | 0 Dex | 0 Int

Implicit
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
    Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
Explicit
  • (10-15) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and Energy Shield
    (10-15) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and Energy Shield
  • (20-30) % increased Critical Damage BonusCritical Damage Bonus

    Multiplies the damage dealt by Critical HitsCritical Hit . Default value is +100% (i.e. twice as much damage).
    (20-30) % increased Critical Damage BonusCritical Damage Bonus

    Multiplies the damage dealt by Critical HitsCritical Hit . Default value is +100% (i.e. twice as much damage).
  • 10 % chance to gain Onslaught for 4 seconds on Hit10 % chance to gain Onslaught for 4 seconds on Hit
  • Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical Damage Bonus can further modify this value.
    AttacksAttack usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill.
    Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    chance for AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells 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 damage — they can deal any damage type.
    is (25-40) %
    Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical Damage Bonus can further modify this value.
    AttacksAttack usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill.
    Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    chance for AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells 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 damage — they can deal any damage type.
    is (25-40) %
  • +(45-60) % Surpassing chance to fire an additional Projectile+(45-60) % Surpassing chance to fire an additional Projectile
  • UnmodifiableUnmodifiable

"Maligaro operated effortlessly, with great speed and terrible consequences."

Nightscale Fists of Stone Lv. 45+
Nightscale

Base: Fists of Stone

Variant: Fists of Stone Martial Artist: Way of the Stonefist

Req: 0 Str | 0 Dex | 0 Int

Implicit
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to Evasion Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
    Has +3 to Evasion Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
Explicit
  • (15-25) % more Global Evasion Rating and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (15-25) % more Global Evasion Rating and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • (40-60) % increased Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value.
    Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill.
    Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
    (40-60) % increased Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value.
    Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill.
    Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
  • +2 % to Maximum Cold ResistanceCold Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, 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.
    +2 % to Maximum Cold ResistanceCold Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, 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.
  • +(20-30) % to Cold ResistanceCold Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, 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.
    +(20-30) % to Cold ResistanceCold Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, 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.
  • You have no Mana RegenerationYou have no Mana Regeneration
  • 15 % increased Cooldown Recovery Rate15 % increased Cooldown Recovery Rate
  • (100-150) % increased amount of Mana Leeched if you've dealt a Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value.
    Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill.
    Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    RecentlyRecently

    Recently refers to the past 4 seconds.
    (100-150) % increased amount of Mana Leeched if you've dealt a Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value.
    Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill.
    Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    RecentlyRecently

    Recently refers to the past 4 seconds.
  • UnmodifiableUnmodifiable

"Diamora sings not for hunger, but for longing."

The Prisoner's Manacles Fists of Stone Lv. 45+
The Prisoner's Manacles

Base: Fists of Stone

Variant: Fists of Stone Martial Artist: Way of the Stonefist

Req: 0 Str | 0 Dex | 0 Int

Implicit
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to Evasion Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
    Has +3 to Evasion Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
Explicit
  • (20-25) % more Global Evasion Rating and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (20-25) % more Global Evasion Rating and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • (10-12) % less damage taken while on Low Life(10-12) % less damage taken while on Low Life
  • 100 % increased AttributeAttribute

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.
    Each Attribute provides a different inherent bonus.
    Requirements
    100 % increased AttributeAttribute

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.
    Each Attribute provides a different inherent bonus.
    Requirements
  • +(2-3) % to Maximum Lightning ResistanceLightning Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, 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.
    +(2-3) % to Maximum Lightning ResistanceLightning Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, 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.
  • +(15-25) % to Lightning ResistanceLightning Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, 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.
    +(15-25) % to Lightning ResistanceLightning Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, 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.
  • Your Hits cannot Stun enemiesYour Hits cannot Stun enemies
  • Regenerate (1.5-3) % of maximum Life per secondRegenerate (1.5-3) % of maximum Life per second
  • (25-50) % increased Immobilisation buildup(25-50) % increased Immobilisation buildup
  • UnmodifiableUnmodifiable

"Only once did Maligaro wonder if he'd gone too far. His greatest success took three entire legions to capture."

Valako's Vice Fists of Stone Lv. 45+
Valako's Vice

Base: Fists of Stone

Variant: Fists of Stone Martial Artist: Way of the Stonefist

Req: 0 Str | 0 Dex | 0 Int

Implicit
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
    Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
Explicit
  • (10-15) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and Energy Shield
    (10-15) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and Energy Shield
  • 10 % chance to gain Onslaught for 4 seconds on Hit10 % chance to gain Onslaught for 4 seconds on Hit
  • Gain (15-25) % of LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning ResistanceLightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage as Extra Cold damage
    Gain (15-25) % of LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning ResistanceLightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage as Extra Cold damage
  • 100 % of LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning ResistanceLightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage ConvertedConverted

    Damage can be converted from one type to another. This causes it to deal the new damage type, scale with modifiers to the new damage type, and no longer scale with modifiers to the old damage type.
    For example, FireFire damage converted to LightningLightning now scales with LightningLightning damage modifiers and causes Shock , but no longer scales with FireFire damage modifiers or causes Ignite .
    Conversion is a two step process. Conversion inherent to Skills occurs first, then Conversion from all other sources. Damage over time cannot be converted.
    to Cold Damage
    100 % of LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning ResistanceLightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage ConvertedConverted

    Damage can be converted from one type to another. This causes it to deal the new damage type, scale with modifiers to the new damage type, and no longer scale with modifiers to the old damage type.
    For example, FireFire damage converted to LightningLightning now scales with LightningLightning damage modifiers and causes Shock , but no longer scales with FireFire damage modifiers or causes Ignite .
    Conversion is a two step process. Conversion inherent to Skills occurs first, then Conversion from all other sources. Damage over time cannot be converted.
    to Cold Damage
  • (10-14) % increased Area of Effect for AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells 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 damage — they can deal any damage type.
    (10-14) % increased Area of Effect for AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells 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 damage — they can deal any damage type.
  • +(25-50) % Surpassing chance to fire an additional Projectile+(25-50) % Surpassing chance to fire an additional Projectile
  • UnmodifiableUnmodifiable

"Unlike the other gods, when he was born from the volcano, Valako rode the clouds of ash into the thundering sky."

Aerisvane's Wings Fists of Stone Lv. 52+
Aerisvane's Wings

Base: Fists of Stone

Variant: Fists of Stone Martial Artist: Way of the Stonefist

Req: 0 Str | 0 Dex | 0 Int

Implicit
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
    Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
Explicit
  • (10-15) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and Energy Shield
    (10-15) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and Energy Shield
  • 10 % chance to gain Onslaught for 4 seconds on Hit10 % chance to gain Onslaught for 4 seconds on Hit
  • (20-25) % increased Cooldown Recovery Rate(20-25) % increased Cooldown Recovery Rate
  • Deal Double Damage to Enemies that are on Full LifeDeal Double Damage to Enemies that are on Full Life
  • UnmodifiableUnmodifiable

"The strongest souls are forged through struggle and defeat."

Empire's Grasp Fists of Stone Lv. 52+
Empire's Grasp

Base: Fists of Stone

Variant: Fists of Stone Martial Artist: Way of the Stonefist

Req: 0 Str | 0 Dex | 0 Int

Implicit
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
Explicit
  • (15-20) % more Global Evasion Rating and Energy Shield(15-20) % more Global Evasion Rating and Energy Shield
  • Recover 3 % of maximum Life on KillRecover 3 % of maximum Life on Kill
  • KnockbackKnockback

    Knockback pushes Enemies away when Hit .
    direction is reversed
    KnockbackKnockback

    Knockback pushes Enemies away when Hit .
    direction is reversed
  • (18-24) % increased Area of Effect for Attacks(18-24) % increased Area of Effect for Attacks
  • Attack Damage with Hits is Lucky while you are SurroundedAttack Damage with Hits is Lucky while you are Surrounded
  • UnmodifiableUnmodifiable

""I like my vassals at sword point, but my enemies as close as the hilt." - Emperor Chitus"

Essentia Sanguis Fists of Stone Lv. 52+
Essentia Sanguis

Base: Fists of Stone

Variant: Fists of Stone Martial Artist: Way of the Stonefist

Req: 0 Str | 0 Dex | 0 Int

Implicit
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
    Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
Explicit
  • (15-20) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (15-20) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +2 % to Maximum Lightning ResistanceLightning Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , LightningLightning or Chaos — up to a Maximum . Fire , Cold and LightningLightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, 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.
    +2 % to Maximum Lightning ResistanceLightning Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , LightningLightning or Chaos — up to a Maximum . Fire , Cold and LightningLightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, 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.
  • +(25-35) % to Lightning ResistanceLightning Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , LightningLightning or Chaos — up to a Maximum . Fire , Cold and LightningLightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, 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.
    +(25-35) % to Lightning ResistanceLightning Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , LightningLightning or Chaos — up to a Maximum . Fire , Cold and LightningLightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, 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.
  • (20-30) % increased Cooldown Recovery Rate(20-30) % increased Cooldown Recovery Rate
  • Mana Leech effects also Recover Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    Mana Leech effects also Recover Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • AttacksAttacks

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells 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 damage — they can deal any damage type.
    Gain (17-21) % of Damage as Extra LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning ResistanceLightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage
    AttacksAttacks

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells 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 damage — they can deal any damage type.
    Gain (17-21) % of Damage as Extra LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning ResistanceLightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage
  • UnmodifiableUnmodifiable

"The darkest clouds clashed and coupled, giving birth to four lightning children of hate."

Leopold's Applause Fists of Stone Lv. 52+
Leopold's Applause

Base: Fists of Stone

Variant: Fists of Stone Martial Artist: Way of the Stonefist

Req: 0 Str | 0 Dex | 0 Int

Implicit
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to Evasion Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
    Has +3 to Evasion Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
Explicit
  • (15-20) % more Global Evasion Rating and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (15-20) % more Global Evasion Rating and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • (15-25) % more Attack damage while on Low Mana(15-25) % more Attack damage while on Low Mana
  • +(15-25) % to all ElementalElemental

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesResistances

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are ElementalElemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
    Your ElementalElemental Resistances are lowered as you progress through the game. ElementalElemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(15-25) % to all ElementalElemental

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesResistances

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are ElementalElemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
    Your ElementalElemental Resistances are lowered as you progress through the game. ElementalElemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • Elemental DamageElemental

    The three Elemental damage types are Fire , Cold , and Lightning .
    from your HitsHits

    Any damage that isn't damage over time is Hit damage.
    Damaging 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 Ailments innately.
    is Resisted by the enemy's lowest ElementalElemental

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistanceResistances

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are ElementalElemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
    Your ElementalElemental Resistances are lowered as you progress through the game. ElementalElemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    Elemental DamageElemental

    The three Elemental damage types are Fire , Cold , and Lightning .
    from your HitsHits

    Any damage that isn't damage over time is Hit damage.
    Damaging 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 Ailments innately.
    is Resisted by the enemy's lowest ElementalElemental

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistanceResistances

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are ElementalElemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
    Your ElementalElemental Resistances are lowered as you progress through the game. ElementalElemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • (15-25) % increased Quantity of Gold Dropped by Slain Enemies(15-25) % increased Quantity of Gold Dropped by Slain Enemies
  • UnmodifiableUnmodifiable

""Keep smiling. The deepest cut comes not from insults, but from false praise.""

Hateforge Fists of Stone Lv. 60+
Hateforge

Base: Fists of Stone

Variant: Fists of Stone Martial Artist: Way of the Stonefist

Req: 0 Str | 0 Dex | 0 Int

Implicit
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
Explicit
  • +(70-100) to maximum Runic Ward+(70-100) to maximum Runic Ward
  • - Gain (6-8) RageRage

    Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage.
    Only one HitHit every 0.5 seconds can cause you to gain Rage.
    on HitHit

    Any damage that isn't damage over time is Hit damage.
    Damaging 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 Ailments innately.
    Gain (6-8) RageRage

    Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage.
    Only one HitHit every 0.5 seconds can cause you to gain Rage.
    on HitHit

    Any damage that isn't damage over time is Hit damage.
    Damaging 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 Ailments innately.
  • - Lose all RageRage

    Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage.
    Only one HitHit every 0.5 seconds can cause you to gain Rage.
    on reaching Maximum RageRage

    Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage.
    Only one HitHit every 0.5 seconds can cause you to gain Rage.
    Lose all RageRage

    Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage.
    Only one HitHit every 0.5 seconds can cause you to gain Rage.
    on reaching Maximum RageRage

    Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage.
    Only one HitHit every 0.5 seconds can cause you to gain Rage.
  • - (-10-10) to Maximum RageRage

    Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage.
    Only one HitHit every 0.5 seconds can cause you to gain Rage.
    (-10-10) to Maximum RageRage

    Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage.
    Only one HitHit every 0.5 seconds can cause you to gain Rage.
  • Recover (3-5) % of maximum Runic Ward on reaching Maximum RageRage

    Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage.
    Only one HitHit every 0.5 seconds can cause you to gain Rage.
    Recover (3-5) % of maximum Runic Ward on reaching Maximum RageRage

    Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage.
    Only one HitHit every 0.5 seconds can cause you to gain Rage.
  • UnmodifiableUnmodifiable

"The first Karui born on the fringes of the Vaal empire developed a blood fever born of corruption."

Existing modifiers are replaced randomly; the specific replaced modifier is not paired with these outcomes.

Added: 25% inc. Atk Speed25% increased Attack Speed

Added: + (8-10) max Rage if you've used a Skill that Requires Glory in the past 20 seconds+ (8-10) maximum Rage if you've used a Skill that Requires Glory in the past 20 seconds

Added: (12-16)% chance that if you would gain Rage on Hit , you instead gain up to your max Rage(12-16)% chance that if you would gain Rage on Hit , you instead gain up to your maximum Rage

Death Articulated Fists of Stone Lv. 65+
Death Articulated

Base: Fists of Stone

Variant: Fists of Stone Martial Artist: Way of the Stonefist

Req: 0 Str | 0 Dex | 0 Int

Implicit
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
    Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
Explicit
  • (15-20) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and Energy Shield
    (15-20) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and Energy Shield
  • (10-15) % chance to gain Onslaught for 4 seconds on Hit(10-15) % chance to gain Onslaught for 4 seconds on Hit
  • +2 % to Maximum Chaos ResistanceChaos Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, 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.
    +2 % to Maximum Chaos ResistanceChaos Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, 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.
  • +(17-23) % to Chaos ResistanceChaos Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, 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.
    +(17-23) % to Chaos ResistanceChaos Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, 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.
  • Regenerate 5 RageRage

    Rage grants 1% more AttackAttack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage.
    Only one Hit every 0.5 seconds can cause you to gain Rage.
    per second
    Regenerate 5 RageRage

    Rage grants 1% more AttackAttack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage.
    Only one Hit every 0.5 seconds can cause you to gain Rage.
    per second
  • LoseLose

    Life Loss is not damage, and can't be mitigated or absorbed by Energy Shield . Life Loss can still kill you.
    5 % of maximum Mana per Second
    LoseLose

    Life Loss is not damage, and can't be mitigated or absorbed by Energy Shield . Life Loss can still kill you.
    5 % of maximum Mana per Second
  • No Inherent loss of RageRage

    Rage grants 1% more AttackAttack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage.
    Only one Hit every 0.5 seconds can cause you to gain Rage.
    No Inherent loss of RageRage

    Rage grants 1% more AttackAttack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage.
    Only one Hit every 0.5 seconds can cause you to gain Rage.
  • UnmodifiableUnmodifiable

""The mind at the center of the swarm... K'Tash does the thinking... but it has only one thought... hate." - Rantings of a Templar prisoner, page ninety-four"

Horror's Flight Fists of Stone Lv. 65+
Horror's Flight

Base: Fists of Stone

Variant: Fists of Stone Martial Artist: Way of the Stonefist

Req: 0 Str | 0 Dex | 0 Int

Crushing Fear

Lv 15
AttackAoEMeleeStrikePhysicalChaos

Dash to an enemy and Strike them, Culling enemies if their life is low enough. When this skill kills an enemy you draw out their final fears, crushing them to create a shockwave. Enemies around you that can be Culled will be highlighted.

Strike

  • Converts 50 % of Physical damage to Chaos damage
  • Culling Strike
  • Can't be Evaded
  • (0 - 10) % more AoE10 % more AoE

Shockwave

  • Atk Dmg(400 - 1449)%1449%
  • Converts 50 % of Physical damage to Chaos damage
  • Culling Strike
  • Can't be Evaded
  • 5 % more AoE per Power of killed target
  • 10 % more Dmg per Power of killed target

Crushing Fear

Lv 1
AttackAoEMeleeStrikePhysicalChaos

Dash to an enemy and Strike them, Culling enemies if their life is low enough. When this skill kills an enemy you draw out their final fears, crushing them to create a shockwave. Enemies around you that can be Culled will be highlighted.

Strike

  • Converts 50 % of Physical damage to Chaos damage
  • Culling Strike
  • Can't be Evaded
  • (0 - 10) % more AoE10 % more AoE

Shockwave

  • Atk Dmg(400 - 1449)%1449%
  • Converts 50 % of Physical damage to Chaos damage
  • Culling Strike
  • Can't be Evaded
  • 5 % more AoE per Power of killed target
  • 10 % more Dmg per Power of killed target
Implicit
  • Grants Skill: Level 1 Crushing FearGrants Skill: Level 1 Crushing Fear
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
    Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
Explicit
  • (20-25) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and Energy Shield
    (20-25) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and Energy Shield
  • +(25-35) % Surpassing chance to fire an additional Projectile+(25-35) % Surpassing chance to fire an additional Projectile
  • Gain 1 Fear Overwhelming when you CullCull

    Culling Strikes kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the Hit is applied.
    a target
    Gain 1 Fear Overwhelming when you CullCull

    Culling Strikes kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the Hit is applied.
    a target
  • AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells 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 damage — they can deal any damage type.
    Gain (17-23) % of Damage as extra ChaosChaos
    Fallback hint: no keyword description was found for this term.
    Damage
    AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells 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 damage — they can deal any damage type.
    Gain (17-23) % of Damage as extra ChaosChaos
    Fallback hint: no keyword description was found for this term.
    Damage
  • UnmodifiableUnmodifiable

"If fear doesn't kill you, I will."

Sine Aequo Fists of Stone Lv. 65+
Sine Aequo

Base: Fists of Stone

Variant: Fists of Stone Martial Artist: Way of the Stonefist

Req: 0 Str | 0 Dex | 0 Int

Implicit
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
    Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
Explicit
  • (15-20) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (15-20) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • (15-25) % increased Attack Speed if you've dealt a Critical Hit Recently(15-25) % increased Attack Speed if you've dealt a Critical Hit Recently
  • (25-35) % Surpassing chance per enemy Power to gain | Mountain's Teachings on Immobilising an enemy if | you have the Way of the MountainWay of the Mountain
    Fallback hint: no keyword description was found for this term.
    Ascendancy Passive Skill
    (25-35) % Surpassing chance per enemy Power to gain | Mountain's Teachings on Immobilising an enemy if | you have the Way of the MountainWay of the Mountain
    Fallback hint: no keyword description was found for this term.
    Ascendancy Passive Skill
  • ImmobiliseImmobilise

    A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .
    enemies at 50 % buildup instead of 100%
    ImmobiliseImmobilise

    A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .
    enemies at 50 % buildup instead of 100%
  • UnmodifiableUnmodifiable

"The greatest warrior of his era fought with honour."

Thunderfist Fists of Stone Lv. 65+
Thunderfist

Base: Fists of Stone

Variant: Fists of Stone Martial Artist: Way of the Stonefist

Req: 0 Str | 0 Dex | 0 Int

Crackling Palm

Lv 15
BuffAttackPersistentAoELightning

When you Hit with Unarmed Melee Attacks , calls down lightning bolts which deal Unarmed Attack damage to all surrounding enemies.

Crackling Palm

  • active skill base area of effect radius [0,2]

Bolt

  • Atk Dmg(25 - 73)%73%
  • Creates a bolt of lightning when you Hit with Unarmed Melee damage, no more than 5 times every 0.5 seconds
  • Bolt impact radius is 1.4 m
  • (19 - 28) to (359 - 539) Added Lightning damage28 to 539 Added Lightning damage

Gelid Palm

Lv 1
BuffAttackPersistentAoECold

When you Hit with Unarmed Melee Attacks, projects icy wind which deal Unarmed Attack damage to all surrounding enemies and destroy Ice Crystals.

  • Atk Dmg: (25 - 73)%Atk Dmg: 73%
  • 50% more Freeze Buildup
  • Creates an icy burst when you Hit with Unarmed Melee damage, no more than 5 times every 0.5 seconds
  • Ice burst radius is 1.8 m
  • (7-198) to (11-297) Added Cold damage198 to 297 Added Cold damage
Implicit
  • Grants Skill: Level 1 Gelid PalmGrants Skill: Level 1 Gelid Palm
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
    Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
Explicit
  • (15-20) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (15-20) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • (10-15) % chance to gain Onslaught for 4 seconds on Hit(10-15) % chance to gain Onslaught for 4 seconds on Hit
  • +(2-3) % to Maximum Cold ResistanceLightning Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, 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.
    +(2-3) % to Maximum Cold ResistanceLightning Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, 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.
  • +(10-25) % to Cold ResistanceLightning Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, 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.
    +(10-25) % to Cold ResistanceLightning Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, 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.
  • +(0.8-1.5) % to Unarmed MeleeMelee

    Melee AttacksAttack 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 Projectiles these attacks create do not count as Melee damage.
    AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells 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 damage — they can deal any damage type.
    Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value.
    AttacksAttack usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill.
    Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
    +(0.8-1.5) % to Unarmed MeleeMelee

    Melee AttacksAttack 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 Projectiles these attacks create do not count as Melee damage.
    AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells 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 damage — they can deal any damage type.
    Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value.
    AttacksAttack usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill.
    Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
  • Adds 44 to 66 Cold Damage to Unarmed MeleeMelee

    Melee AttacksAttack 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 Projectiles these attacks create do not count as Melee damage.
    Hits
    Adds 44 to 66 Cold Damage to Unarmed MeleeMelee

    Melee AttacksAttack 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 Projectiles these attacks create do not count as Melee damage.
    Hits
  • UnmodifiableUnmodifiable

"The roar of the heavens Strikes more than fear Into the hearts of Man"

Martial Artist - Fists of Stone

#

Overview

Acolyte of Chayula: Archon of Chayula

  • Archon of Chayula is a hidden Acolyte of Chayula ascendancy notable for Monk. Current guide and community reports say it is revealed after completing the endgame Breach questline as an Acolyte of Chayula, then using the resulting Chayula/Dreamer interaction.
  • Once revealed, the node appears beside Chayula's Gift on the Acolyte tree. Plan the route as a Chayula's Gift follow-up: the node grants the Archon of Chayula skill rather than a passive-only stat package.
  • The granted skill requires a Martial Weapon, builds Glory from Chaos hit damage or Chaos damage over time debuffs, and spends 100 Glory to become Chayula's Archon briefly.

Reference tables

How to Reveal the Node

Unlock steps are current guide/community information for 0.5; POE2 node and granted skill data follow the published catalog.

How to Reveal the Node

StepRequirement / ActionNotes
1Play Monk and choose Acolyte of Chayula.The hidden notable is tied to this ascendancy.
2Reach endgame mapping and progress the Breach questline.Current guide reports point to the Breach quest chain as the unlock gate.
3Complete the Chayula/Dreamer interaction from that questline.Community reports describe this as communing with Chayula after Chayula's Gift.
4Open the Acolyte of Chayula ascendancy tree.Archon of Chayula should appear beside Chayula's Gift.
5Spend ascendancy points to route through Chayula's Gift and allocate Archon of Chayula.The node grants the Archon of Chayula skill.

Archon of Chayula

KeyNode
  • Grants Skill: Archon of Chayula

Archon of Chayula

Client Granted Skill

BuffDuration
  • Level(1 - 20)20

Build Glory by dealing Chaos damage to enemies. When you have maximum Glory, you can entreat the Dreamer to inhabit you, briefly becoming his Archon.

  • Requires 100 Glory to use
  • Generates 100% of Monster Power as Glory for this Skill on dealing Chaos Hit damage to an enemy or inflicting a Chaos damage over time Debuff on an enemy
  • Grants 20% more Physical and Chaos damage
  • Grants 25% chance to Wither enemies for 4 seconds on Hit
  • Trigger Chayula's Will every 3 seconds
  • Tornado radius is 2.8 metres
  • Tornado duration is 8 seconds
  • Converts 70% of Physical damage to Chaos damage
  • Grants (0 - 5)% more Physical and Chaos damageGrants 5% more Physical and Chaos damage

Source

Acolyte - Archon of Chayula

#

Vivid Stampede

Notable
  • 2% inc. Move.Spd2% increased Movement Speed
  • Grants Skill: Vivid StampedeGrants Skill: Vivid Stampede
  • Gain a Vivid Wisp for every 10 m you move, up to a max of 3Gain a Vivid Wisp for every 10 metres you move, up to a maximum of 3
  • Expend all Vivid Wisps to trigger Vivid Stampede when you AttackExpend all Vivid Wisps to trigger Vivid Stampede when you Attack
Vivid Stampede
AoEAttackDuration
Level
(1 - 20)(1 - 20)
Cooldown Time
0.30 s0.30 s
Attack Damage
(100 - 362)% of base(100 - 362)% of base

Call upon Spirits of the Stag, sending them leaping forward. Each Stag releases a damaging shockwave each time it lands, and any Stags that travel the maximum possible distance also leave behind Shocked Ground.

  • Shockwave radius is 2 mShockwave radius is 2 metres
  • Stags leap 4 timesStags leap 4 times
  • Shocked Ground duration is 4 seconds
  • Triggered when you Attack, creating one Stag per Vivid Wisp
  • 50% more chance to Shock
  • Converts 60% of Physical damage to Lightning damage
Additional effects from quality
  • Shockwave radius is (0 - 0.5) mShockwave radius is (0 - 0.5) metres

Primal Bounty

Notable
  • 12% inc. Crit%12% increased Critical Hit Chance
  • Grants Skill: Primal BountyGrants Skill: Primal Bounty
  • Gain a Primal Owl Feather every 4 seconds, up to a max of 3Gain a Primal Owl Feather every 4 seconds, up to a maximum of 3
  • Expend an Owl Feather when you Dodge to trigger Primal BountyExpend an Owl Feather when you Dodge to trigger Primal Bounty
Primal Bounty
Buff
Level
(1 - 20)(1 - 20)

Empowers the next Projectile Skill you use, causing it to create additional Projectiles and fly faster.

  • Empowered Skills fire 2 additional Projectiles Empowered Skills have (30 - 68)% increased Projectile speed
  • This Skill is Triggered by consuming a Primal Owl Feather when you Dodge Roll
Additional effects from quality
  • Empowered Skills have (0 - 30)% inc. Proj speedEmpowered Skills have (0 - 30)% increased Projectile speed

Wild Protector

Notable
  • Companions deal 10% inc. DmgCompanions deal 10% increased Damage
  • 10% inc. Dmg while your Companion is in your Presence10% increased Damage while your Companion is in your Presence
  • Grants Skill: Wild ProtectorGrants Skill: Wild Protector
Wild Protector
Minion
Level
(1 - 20)(1 - 20)

Call upon a Bear Spirit Companion to maul your foes. The Bear Spirit leaps at enemies to Maim them, Leeches Life with its slam, and periodically roars to Intimidate enemies. The Bear Spirit does not count toward your Companion limit.

Additional effects from quality
  • Minions have (0 - 20)% more Maximum LifeMinions have (0 - 20)% more Maximum Life
  • Minions deal (0 - 20)% more damageMinions deal (0 - 20)% more damage

Sacred Unity

Notable
  • Bear Spirit gains Embrace of the WildBear Spirit gains Embrace of the Wild
  • Vivid Stags leap towards enemiesVivid Stags leap towards enemies
  • Central Proj of Owl Feather-Empowered Skills leaves a trail of Soaring GroundCentral Projectile of Owl Feather-Empowered Skills leaves a trail of Soaring Ground

The Natural Order

Notable
  • Companions have 10% inc. AoECompanions have 10% increased Area of Effect
  • Companions have 15% inc. max LifeCompanions have 15% increased maximum Life
  • Tame Beast can capture Unique BeastsTame Beast can capture Unique Beasts
  • Can have up to one Unique Tamed Beast summonedCan have up to one Unique Tamed Beast summoned
  • Unique Tamed Beasts are Possessed by random Azmeri Spirits, changing every 20 secondsUnique Tamed Beasts are Possessed by random Azmeri Spirits, changing every 20 seconds

Idolatry

Notable
  • +10 to Spirit+10 to Spirit
  • Companions deal 10% inc. damage per Idol in your EquipmentCompanions deal 10% increased damage per Idol in your Equipment
  • 2% inc. Reservation Efficiency of Skills per Idol in your Equipment2% increased Reservation Efficiency of Skills per Idol in your Equipment
  • -4% to all Ele.Res per non-Idol Augment in your Equipment-4% to all Elemental Resistances per non-Idol Augment in your Equipment

The Mhacha's Gift

Notable
  • 12% inc. Crit%12% increased Critical Hit Chance
  • Gain Owl Feathers 50% fasterGain Owl Feathers 50% faster
  • Dodging can expend up to 3 Owl Feathers, granting Primal Bounty 100% moreDodging can expend up to 3 Owl Feathers, granting Primal Bounty 100% more
  • Empowerment effect per additional Feather expendedEmpowerment effect per additional Feather expended

The Mórrigan's Guidance

Notable
  • 2% inc. Move.Spd2% increased Movement Speed
  • Gain a Vivid Wisp when Vivid Stampede endsGain a Vivid Wisp when Vivid Stampede ends
  • Stags deal 20% more Dmg per leapStags deal 20% more Damage per leap
  • Stags have 20% more Shock Magnitude per leapStags have 20% more Shock Magnitude per leap

The Catha's Balance

Notable
  • Companions deal 10% inc. DmgCompanions deal 10% increased Damage
  • 10% inc. Dmg while your Companion is in your Presence10% increased Damage while your Companion is in your Presence
  • Companions gain added Attack damage equal to 60% of your main hand Weapon's damageCompanions gain added Attack damage equal to 60% of your main hand Weapon's damage

(New) Spirit Walker

#

Gem quality effects

Advanced Thaumaturgy

  • Gem Quality grants Socketed Skills an additional effect
GemGemling qualityNormal quality
Alchemist's BoonGrants (0 - 20) % increased Attack speed during any Life Flask Effect Grants (0 - 20) % increased cast speed during any Mana Flask EffectGrants you (0 - 0.03) Flask charges per second
Ancestral CryGrants (0 - 10) % more Fire damage+(0 - 20) % increased Warcry duration per Endurance Charge consumed
Ancestral Warrior Totem(0 - 50) % increased totem life+(0 - 2) seconds to Totem duration
Animus ExchangeGain Runic Ward equal to (0 - 5) % of Sacrificed Life(0 - 20) % increased Cooldown Recovery Rate
Animus Splinters(0 - 20) % increased Skill Effect Duration(0 - 20) % increased Cost Efficiency
ArcProjectiles deal (0 - 3) % more Damage with Hits for each remaining ChainChains +(0 - 2) times
ArchmageNon-Channelling Spells Gain (0 - 1) % of Damage as extra Lightning damage for each 100 maximum Mana you have Non-Channelling Spells cost an additional (0 - 2) % of your maximum Mana(0 - 10) % increased Reservation Efficiency
Arctic ArmourBuff grants (0 - 20) % increased Armour per StageGains a Stage every seconds, up to a maximum of (0 - 1) Stages
Arctic Howl(0 - 20) % chance to not count Empowered AttacksBuff grants Allies (0 - 20) % increased Freeze buildup
Armour BreakerDeals (0 - 20) % more Physical damageBreak (0 - 20) % increased Armour
Armour Piercing Rounds(0 - 20) % more Attack SpeedBreak (0 - 20) % increased Armour
Artillery BallistaLimit (0 - 1) TotemPins Enemies as though dealing +(0 - 200) % more Damage
Attrition(0 - 40) % increased Presence Area of EffectYou have Culling Strike against Rare and Unique enemies that have been in your Presence for a total of at least (-5 - 0) seconds
Ball Lightning(-30 - 0) % more Projectile SpeedBolts target enemies within +(0 - 0.4) metres
Barkskin(0 - 20) % more Skill Effect DurationWhen Hit by an enemy, gain Armour equal to (0 - 5) % of Energy Shield lost
Barrage(0 - 20) % chance to not remove Charges on useRepeats deal +(0 - 5) % more Damage
Barrier InvocationSocketed Spells deal (0 - 20) % increased Damage when triggered(0 - 15) % increased Energy gained
BerserkBuff grants +(0 - 8) to maximum RageGrants (0 - 10) % increased Rage effect
Bind Spectre(0 - 20) % increased Reservation EfficiencyMinions deal (0 - 20) % more damage
Bitter Dead(0 - 10) % chance to not destroy Consumed CorpseTransforms +(0 - 1) Corpse
BlasphemySocketed Curses have (0 - 20) % increased Magnitudes(0 - 10) % increased Reservation Efficiency
BlinkTeleports + (0 - 2.5) metres(0 - 10) % increased Cooldown Recovery Rate
Blood HuntEnemies lose Life equal to + (0 - 4) % of Consumed Blood Loss+(0 - 0.4) metres to explosion radius
Bloodhound's MarkDeals (0 - 20) % more Physical damageMarked target receives Heavy Stun buildup equal to (0 - 50) % of Blood Loss
Bone Cage(0 - 40) % more Magnitude of Bleeding inflictedPins Enemies as though dealing +(0 - 50) % more Damage
Bone Offering(0 - 30) % more Skill Effect DurationShielded Minions take (0 - 30) % less Damage for 1 second after Shield is lost
BoneshatterShockwave radius is (0 - 2) metres(0 - 20) % increased Attack Speed
Bonestorm(0 - 20) % chance to not remove Charges on use(0 - 10) % more Cast Speed
BriarpatchThorny Ground radius is (0 - 0.6) metres(0 - 5) % chance to Hinder enemies on Hit
Cast on CriticalBuff grants (0 - 20) % increased Critical Hit chance(0 - 10) % increased Reservation Efficiency
Cast on DodgeBuff grants +(0 - 1) metre to Dodge Roll distance(0 - 10) % increased Reservation Efficiency
Cast on Elemental Ailment(0 - 40) % increased Reservation Efficiency(0 - 15) % increased Energy gained
Cast on Minion DeathSocketed Spells deal (0 - 20) % increased Damage when triggered(0 - 20) % increased Energy gained
Charge RegulationBuff grants (0 - 2) % increased damage per ChargeConsumes one of each Charge every (0 - 2.4) seconds
Charged Staff(0 - 20) % chance to not remove Charges on use(0 - 20) % increased Skill Effect Duration
Cluster Grenade(0 - 40) % reduced Detonation Time(0 - 20) % increased Cooldown Recovery Rate
Combat Frenzy(-1 - 0) seconds to delay on gaining a Frenzy Charge(0 - 10) % chance to gain an additional Charge
Comet(0 - 40) % increased Damage with Hits against Frozen Enemies(0 - 10) % chance to Echo
Companion: {0}(0 - 20) % more Minion Attack Speed(0 - 10) % increased Reservation Efficiency
Conductive RunesRunes emerge within a (0 - 0.6) metre length cone(-0.1 - 0) seconds to arming time (-0.1 - 0) seconds to activation time
Conductivity(0 - 50) % faster Curse Activation(0 - 10) % increased Curse Magnitudes
Contagion(0 - 50) % more Area of EffectContagion targets (0 - 2) additional Enemies when Cast
Convalescence(0 - 30) % increased Cooldown Recovery Rate+(0 - 0.5) seconds to Buff duration
Cross SlashConverts (0 - 40) % of Physical damage to Cold damage+(0 - 0.4) metres to gouge width
Cull The Weak(0 - 20) % chance to gain an additional random Charge when you gain a Charge(0 - 20) % chance to gain an additional Charge
Dark EffigyLimit (0 - 1) Totem+(0 - 0.2) metres to Impact radius
Defiance Banner(0 - 30) % more Area of Effect(0 - 10) % increased Reservation Efficiency
Despair(0 - 50) % reduced Mana Cost(0 - 10) % increased Curse Magnitudes
Detonate DeadConverts (0 - 60) % of Physical damage to Fire damage+(0 - 0.4) metres to explosion radius
Detonate Living+(0 - 0.4) metres to explosion radiusDeals Physical damage equal to (0 - 2) % of Corpse's maximum Life
Detonating Arrow(0 - 40) % more Ignite Magnitude+(0 - 1) to number of Maximum Stages
Devour(0 - 20) % chance to gain an additional Charge(0 - 50) % chance to gain Flask and Charm charges as though killing the enemy on Corpse consumption
Disengage+(0 - 1) metres to Melee Strike Range(0 - 20) % chance for an additional Shockwave
Dread Banner(0 - 30) % more Area of Effect(0 - 10) % increased Reservation Efficiency
Earthquake(0 - 40) % more Magnitude of Damaging Ailments inflicted+(0 - 2) to Jagged Ground patch Limit
Earthshatter(0 - 20) % chance to cause an additional Aftershock(0 - 6) % more Damage with Hits for each Spike
Electrocuting ArrowTargets with attached Rods take (0 - 20) % increased damageHits against targets with attached Rods gain (0 - 10) % of Damage as extra Lightning Damage
Elemental Conflux(0 - 4) second duration between Element randomisationsBuff grants (0 - 10) % more damage with the affected Element
Elemental InvocationSocketed Spells deal (0 - 20) % increased Damage when triggeredMaximum Energy is (0 - 100)
Elemental Sundering(0 - 20) % more Critical Hit Chance+(0 - 0.2) metres to Pulse radius
Elemental Weakness(0 - 50) % faster Curse Activation(0 - 10) % increased Curse Magnitudes
Ember Fusillade(0 - 40) % reduced Skill Effect Duration (0 - 20) % less Cast Speed+(0 - 2) % more Damage for each previous Ember fired in sequence ember fusillade damage +% final per ember fired [0,2]
Emergency ReloadBuff Empowers bolts with (0 - 10) % more damage(0 - 10) % increased Cooldown Recovery Rate
Enfeeble(0 - 50) % reduced Mana Cost(0 - 10) % increased Curse Magnitudes
Entangle+(0 - 4) to Fissure Limit(0 - 20) % chance to create an additional Fissure
Escape Shot(0 - 40) % increased Damage with Hits against Frozen Enemies(0 - 120) % more Freeze Buildup
Essence DrainChains +(0 - 4) times+(0 - 1) second to Debuff duration
Eternal March(0 - 40) % increased Cooldown Recovery RateSpends up to (0 - 200) additional Runic Ward
Eternal Rage(0 - 15) % increased Spirit Reservation EfficiencyRegenerate (0 - 0.5) Rage per second
Explosive GrenadeFires +(0 - 2) Projectiles(0 - 20) % increased Cooldown Recovery Rate
Explosive Shot+(0 - 2) Bolts loaded per clip(0 - 30) % more Ignite Magnitude
Explosive Spear(0 - 20) % chance to not remove Charges on use+(0 - 0.4) metres to Explosion radius +(0 - 0.4) metres to Explosion length
Explosive Transmutation(0 - 30) % increased Runic Ward Cost Efficiency+(0 - 0.2) metres to Explosion radius
Eye of WinterProjectiles have (0 - 50) % chance to Return to you(0 - 30) % increased Projectile Speed
Falling Thunder(0 - 20) % chance to not remove Charges on use(0 - 20) % more Damage per Power Charge Consumed
Fangs of Frost+(0 - 1) metres to Melee Strike Range(0 - 15) % chance to not consume Parried Debuff
Feral Invocation(0 - 40) % increased Reservation Efficiency(0 - 20) % increased Energy gained
Ferocious RoarSocketed Skills have (0 - 40) % increased Cooldown Recovery RateGain (0 - 1) Rage per enemy Power in range Attacks Empowered by Socketed Skills deal (0 - 30) % increased damage
Fireball+ (0 - 10) % chance to fire 8 additional Projectiles in a circle+(0 - 10) % chance to fire 2 additional Projectiles
Firestorm(0 - 20) % chance to not remove an Infusion but still count as consuming them+(0 - 0.2) metres to impact radius
Flame Breath(0 - 20) % more Area of EffectRage cost is ignored for an additional (0 - 1) second
Flame WallDeals (0 - 40) % more Fire DamageInflicts (0 - 20) % more Flammability Magnitude
Flameblast(0 - 40) % more Magnitude of Damaging Ailments per Stage(0 - 20) % more Cast Speed
Flammability(0 - 50) % faster Curse Activation(0 - 10) % increased Curse Magnitudes
Flash GrenadeGain (0 - 10) % damage as Extra Lightning Damage active skill base all damage % to gain as cold [0,10](0 - 20) % increased Cooldown Recovery Rate
Flicker Strike(0 - 20) % chance to not remove Charges on use(0 - 20) % more Critical Hit Chance
Forge HammerGain (0 - 20) % damage as Extra Fire Damage(0 - 10) % increased Cooldown Recovery Rate
Fortifying Cry(0 - 20) % more Guard gainedShockwave radius is (0 - 0.4) metres
Fragmentation Rounds(0 - 100) % more reload speedFires (0 - 2) fragments per shot
Fragments Of The PastVolcano duration is (0 - 1) second+(0 - 0.4) metres to eruption radius Explosion radius is (0 - 0.4) metres
Freezing Mark(0 - 50) % reduced Mana CostHits against Marked enemy cause +(0 - 20) % more Freeze buildup
Freezing SalvoMaximum (0 - 4) Seals(0 - 40) % more Freeze Buildup
Frost BombLimit (0 - 3) Frost Bomb+(0 - 10) % maximum Elemental Exposure applied
Frost DartsForks (0 - 2) additional Times+(0 - 10) % chance to fire 2 additional Projectiles
Frost Wall(0 - 400) % increased Ice Crystal Life(0 - 20) % increased Cooldown Recovery Rate
Frostbolt(0 - 40) % more Projectile Speed(0 - 20) % more Projectile Damage after Piercing an Enemy
Frostflame Nova(0 - 20) % increased Damage with Hits against Frozen Enemies+(0 - 1) metre to wave radius
Frozen Locusbase number of frozen locus allowed [0,1](0 - 20) % more Magnitude of Chill inflicted
Furious Slam(0 - 20) % more Area of Effect(0 - 40) % increased Stun Threshold while using Skill
Fury of the Mountain(0 - 20) % more Attack SpeedGain (0 - 2) Rage on Hit
Galvanic Shards+(0 - 2) Bolts loaded per clipFires (0 - 2) fragments per shot
Gas ArrowDeals (0 - 20) % more Fire Damage+(0 - 0.4) metres to impact radius +(0 - 0.4) metres to cloud radius
Gas GrenadeDeals (0 - 20) % more Fire Damage(0 - 20) % increased Cooldown Recovery Rate
Gathering Storm(0 - 30) % chance for Lightning Damage with Hits to be LuckySkills have a (0 - 20) % longer Perfect Timing window
Ghost DanceMaximum (0 - 1) Ghost Shrouds(0 - 20) % increased Reservation Efficiency
Glacial BoltExplosion radius is (0 - 1) metre+(0 - 2) Bolts loaded per clip
Glacial Cascade(0 - 20) % more Attack SpeedGains (0 - 15) % of Physical damage as Cold damage
Glacial Lance(0 - 20) % chance to not remove Charges on useactive skill base area of effect radius [0,4]
Grim FeastRemnants created by Supported Skills can be collected from (0 - 40) % further awayRemnants store (0 - 5) % of Minion maximum Life
Grim Pillars+(0 - 0.4) metres to eruption radiusCreates +(0 - 2) Grim Pillars
Hailstorm RoundsPenetrates (0 - 60) % Cold ResistanceCan store +(0 - 5) Bolts
Hammer of the Gods(0 - 50) % chance to not consume Glory+(0 - 0.4) metres to impact radius
Hand of Chayula(0 - 50) % reduced Mana Cost+(0 - 20) % increased duration of socketed Curses +(0 - 10) % increased Effect of Socketed Marks
Herald of AshBuff grants (0 - 20) % increased Fire damageAn additional +(0 - 5) % of Overkill damage contributes to base Ignite damage
Herald of BloodBuff grants (0 - 15) % increased Physical damageDeals +(0 - 4) % of exploded enemy's Blood Loss as unscalable Physical Attack Damage
Herald of IceBuff grants (0 - 20) % increased Cold damageExplosion radius is (0 - 0.4) metres
Herald of Plague(0 - 30) % more Area of Effect(0 - 20) % chance to Hinder enemies on spreading Poison to them
Herald of ThunderBuff grants (0 - 20) % increased Lightning damageLightning Bolts strike the targets of your next (0 - 2) Attack Hits after killing a Shocked enemy with Attack damage
Hexblast(0 - 40) % more Critical Hit Chance(0 - 10) % more Damage per 1 second of remaining duration on removed Curse
High Velocity RoundsDeals (0 - 20) % more Physical damage(0 - 20) % more Projectile Damage after Piercing an Enemy
Hollow Shell+(0 - 2) seconds to Guard durationPulse grants Guard equal to an additional (0 - 5) % of Runic Ward spent
Hypothermia(0 - 50) % faster Curse Activation(0 - 10) % increased Curse Magnitudes
Ice Nova(0 - 40) % chance to not remove an Infusion but still count as consuming them(0 - 20) % more Damage with Hits against Enemies that are Chilled
Ice Shards(0 - 200) % more Freeze BuildupChills Enemies as though dealing (0 - 100) % more damage
Ice Shot(0 - 40) % reduced Movement Speed Penalty from using Skills while movingactive skill chill effect +% final [0,30]
Ice Strike(0 - 20) % more Critical Hit Chance(0 - 20) % increased Attack Speed
Ice-Tipped ArrowsEmpowers + (0 - 2) Attacks(0 - 10) % increased Cooldown Recovery Rate
Incendiary ShotFires (0 - 4) fragments per shot+(0 - 15) % increased Ignite duration for each Fragment in a single hit
Incinerate+ (0 - 2) seconds of Maximum fuel(0 - 20) % more Ignite duration
Infernal CryWarcry radius is (0 - 3) metresEmpowered Attacks Gain (0 - 10) % of damage as extra Fire damage
Iron WardDeals (0 - 20) % more Physical damage(0 - 50) % more Stun buildup
Killing PalmRecover (0 - 10) % of maximum Life over four seconds on Culling an EnemyRecover (0 - 4) % of maximum Mana over four seconds on Culling an Enemy
Leap Slam(0 - 20) % more Area of Effect(0 - 20) % more Damage with Hits against Enemies with Fully Broken Armour
LeylinesLeyline radius is (0 - 1) metreDeal (0 - 10) % more Spell damage while on a Leyline
Lightning Arrow(0 - 30) % chance for Lightning Damage with Hits to be Lucky(0 - 40) % more chance to Shock
Lightning Conduit(0 - 4) additional bolts if a Shocked enemy is in the target area(0 - 20) % more Lightning Damage
Lightning Rod(0 - 20) % more Attack Speed(0 - 20) % chance to cause an additional Burst on impact
Lightning SpearBenefits from consuming Charges have (0 - 20) % chance to be doubledFires +(0 - 2) bolts
Lightning Warp(0 - 40) % more Cast Speed(0 - 10) % increased Magnitude of Shock inflicted
Lingering Illusion(0 - 40) % increased Spirit Reservation Efficiency+(0 - 20) % chance to create an additional Remnant
Living BombDeals (0 - 50) % more Fire Damage Explodes after enemy is dealt damage equal to (0 - 200) % of its Ailment ThresholdInflicts (0 - 20) % more Flammability Magnitude
Lunar AssaultPenetrates (0 - 20) % Cold ResistanceGains (0 - 10) % of Physical damage as Cold damage
Lunar Blessing(0 - 40) % increased Cooldown Recovery RateBuff grants +(0 - 10) % of damage Gained as Cold damage
Magma BarrierBuff grants +(0 - 5) % to maximum Block Chance+(0 - 5) % increased Block chance
Magnetic Salvo(0 - 20) % more Lightning DamageFires up to +(0 - 4) missiles
Mana RemnantsBuff grants (0 - 40) % increased Mana Regeneration RateEach Remnant grants (0 - 40) Mana
Mana Tempest(-8 - 0) % of Mana and Life spent while in the storm is added to this Skill's Mana Cost per SecondEffects of Mana Tempest linger for (0 - 2) seconds after leaving the Tempest
Mantra of DestructionPurple Flames of Chayula Duration is (0 - 0.05) secondsRequires (0 - 1) fewer Combo to use
Mirage Archer(0 - 40) % increased Reservation Efficiency of Skills (0 - 40) % increased Reservation Efficiency+(0 - 1) seconds to Mirage duration
Molten BlastFires +(0 - 2) Projectiles(0 - 30) % chance to inflict Exposure on Hit
Mortar CannonLimit (0 - 1) Totem(0 - 20) % increased Area of Effect for Skills used by Totems
Oil Barrage(0 - 20) % chance to not remove Charges on useExposure lowers Total Elemental Resistances by an additional (0 - 5) %
Oil GrenadeExposure lowers Total Elemental Resistances by an additional (0 - 10) %(0 - 20) % increased Cooldown Recovery Rate
Orb of StormsOrb expires after firing (0 - 6) boltsChains +(0 - 3) times
Pain OfferingAura grants Minions (0 - 20) % increased Attack and Cast Speed+(0 - 2.4) metres to Minion Aura radius
Perfect Strike(0 - 40) % more Attack SpeedInflicts (0 - 20) % more Flammability Magnitude
Permafrost Bolts(0 - 100) % more reload speedFires (0 - 2) fragments per shot
Plague Bearer(0 - 50) % increased Magnitude of Poison on targets that are not PoisonedStores (0 - 2) % of Expected Poison damage, up to Deals Physical damage equal to the stored Poison
Plasma BlastFires +(0 - 2) Projectiles(0 - 30) % more Shock duration
Poisonburst ArrowBreak Armour equal to (0 - 20) % of Poison damage(0 - 10) % more Magnitude of Poison inflicted
PounceLimit (0 - 4) Summoned WolvesMarked target takes (0 - 1) % increased damage for each of its enemies within 6 metres of it, up to (0 - 15) %
Powered by Verisium(0 - 20) % chance to gain an additional Infusion(0 - 50) % increased Verisium Infusion duration
Primal Strikes(0 - 20) % more Critical Hit Chance(0 - 20) % increased Attack Speed
Profane Ritual(0 - 100) % more Skill Effect Duration(0 - 10) % chance to not destroy Consumed Corpse
Raging SpiritsMinions deal (0 - 50) % more damageLimit (0 - 2) Summoned Raging Spirits
Rain of ArrowsDeals (0 - 20) % more damageArrows fall (0 - 20) % faster
Rain of Blades(0 - 30) % increased Immobilisation buildup(0 - 20) % increased Cooldown Recovery Rate
Raise ZombieLimit (0 - 4) Raised Zombies(0 - 25) % increased effect of Empowerment on Raised Zombies
Rake(0 - 20) % chance to Aggravate Bleeding on targets you Hit with Attacksbase additional damage from distance +% final [0,30]
Rampage(0 - 20) % more Area of EffectRage cost is ignored for an additional (0 - 1) second
Rapid Assault(0 - 40) % more Magnitude of Bleeding inflicted(0 - 20) % chance to leave an additional spearhead in the target
Rapid Shot+(0 - 30) to Maximum Heat+(0 - 15) to Maximum Heat
Ravenous SwarmSpawn a new Swarm once every (-2 - 0) seconds+(0 - 1) metres to swarm Attack radius
Reaper's InvocationSocketed Spells deal (0 - 20) % increased Damage when triggered(0 - 20) % increased Energy gained
RefutationBuff duration is (0 - 1) second+(0 - 20) % more Stun Threshold while Buff is active
Remnants of Kalguur% chance to spawn a Remnant on Stunning an Enemy+(0 - 5) % chance to spawn a Remnant on Stunning an Enemy +(0 - 5) % chance to spawn a Remnant on killing an enemy
Repulsion+(0 - 20) % more damage against Immobilised enemies(0 - 40) % more Stun buildup
Resonating Shield(0 - 100) % increased Stun Threshold while ChannellingBreak (0 - 20) % increased Armour
Rhoa Mount(0 - 30) % increased Reservation EfficiencyMinions have (0 - 20) % more Maximum Life
Rolling MagmaChains +(0 - 4) times(0 - 10) % more Damage with Hits for each time this Skill has Chained
Rolling SlamBreak Armour equal to (0 - 40) % of Physical damage dealt(0 - 100) % increased Stun Threshold while using Skill
Runic ReprieveYou take (0 - 10) % of damage from Blocked Hits(0 - 40) % increased Stun Threshold while using Skill
SacrificeMinions have (0 - 40) % increased maximum LifeMinions Revive +(0 - 5) % more quickly
Savage FuryGain (0 - 1) additional Fury on Attack HitBuff grants (0 - 5) % more damage
Scavenged Plating(0 - 1) % more Armour per Scavenged Plating+(0 - 2) seconds to Scavenged Plating duration
Seismic CryGains (0 - 20) % of Physical damage as Fire damageEmpowered Attack Aftershocks deal (0 - 10) % more damage
Shard Scavenger(0 - 20) % more Skill Effect Duration(0 - 10) % increased Reservation Efficiency
Shattering Palm(0 - 20) % more Area of Effect(0 - 20) % more Critical Hit Chance
Shield Charge(0 - 30) % increased maximum travel distanceDeals up to an additional +(0 - 40) % more Damage, based on the distance travelled
Shield WallGains (0 - 20) % of Physical damage as Fire damage(0 - 40) % more Damage if destroyed by your Skills
Shockburst Rounds(0 - 30) % more Area of Effect+(0 - 4) Bolts loaded per clip
Shockchain Arrow(0 - 20) % more Attack Speed(0 - 20) % more Lightning Damage
Shockwave TotemLimit (0 - 1) Totem+(0 - 4) seconds to Totem duration
Siege BallistaLimit (0 - 1) Totem(0 - 20) % more Area of Effect
Siege Cascade+(0 - 3) Bolts loaded per clip+(0 - 40) % more damage against Immobilised enemies
Siphon ElementsRemnants created by Supported Skills can be collected from (0 - 30) % further away+(0 - 2) % chance per Power to spawn a Cold Remnant on Freezing a target +(0 - 2) % chance to spawn a Fire Remnant on Igniting a non-Ignited target +(0 - 2) % chance to spawn a Lightning Remnant on Shocking a non-Shocked target
Siphoning Strike(0 - 50) % chance to gain an additional Charge(0 - 50) % chance to Daze on Hit
Skeletal ArsonistFires +(0 - 2) ProjectilesDeals additional Fire damage equal to +(0 - 4) % of Minion 's maximum Life
Skeletal BruteMinions have (0 - 30) % more Maximum LifeMinions cause (0 - 40) % more Stun buildup
Skeletal ClericMinions take (0 - 40) % reduced DamageRevived Skeletons are immune to Damage for (0 - 3) seconds after being Revived
Skeletal Frost Mage(0 - 20) % increased Spirit Reservation EfficiencyMinions deal (0 - 20) % more damage
Skeletal ReaverBreak Armour equal to (0 - 30) % of Physical damage dealtMinions have (0 - 20) % increased effect of Rage
Skeletal SniperDeals (0 - 50) % more Fire DamageMinions deal (0 - 20) % more damage
Skeletal Storm Mage(0 - 30) % increased Minion Cast SpeedMinions gain (0 - 20) % of their maximum Life as Extra maximum Energy Shield
Skyfall(0 - 20) % increased Damage with Hits against Frozen Enemies(0 - 10) % chance to Echo
Snap(0 - 100) % increased Cooldown Recovery Rate(0 - 10) % chance to spawn an additional Infusion Remnant
Snipe(0 - 20) % longer Perfect Timing window (0 - 20) % more Attack SpeedExplosion radius is (0 - 0.4) metres
Sniper's MarkMarked enemy deals (0 - 10) % less damageNext Critical Hit against Marked Enemy has (0 - 15) % increased Critical Damage Bonus
Soul OfferingBuff grants you (0 - 20) % increased Spell damage+(0 - 1) second to Spike duration
SparkFires +(0 - 4) Projectiles(0 - 30) % increased Projectile Speed
Spear of SolarisDeals (0 - 20) % more Fire Damage(0 - 25) % chance to retain 40% of Glory on use
Spearfield(0 - 20) % more Attack SpeedHazards created by this Skill have (0 - 10) % chance to rearm after they are triggered
Spell TotemSpells Cast by Totems have (0 - 10) % increased Cast Speed per Summoned Totem+(0 - 4) seconds to Totem duration
Spiral VolleyBenefits from consuming Charges have (0 - 30) % chance to be doubledFires +(0 - 4) Projectiles
Staggering PalmFires +(0 - 2) Projectiles(0 - 40) % chance to Blind Enemies
Stampede(0 - 20) % more Area of Effect(0 - 20) % chance to cause an additional Aftershock
Storm LanceFires +(0 - 2) Projectilesbase number of overcharged spears allowed [0,1] Limit (0 - 1) lodged spear
Storm WaveWave length is + (0 - 4) metresWave width is +(0 - 1) metre
Stormblast Bolts+(0 - 2) Bolts loaded per clipPenetrates (0 - 20) % Lightning Resistance
Stormcaller ArrowFires +(0 - 2) Projectiles(0 - 30) % increased Shock Duration
Sunder(0 - 20) % more Attack Speed(0 - 50) % reduced Accuracy penalty based on distance
Supercharged Slam(0 - 300) % more Stun buildup+(0 - 1) maximum Stage
Tame Beast(0 - 50) % reduced Mana Cost+(0 - 1.6) seconds to Wisp duration
Tempest Bellbell hit limit [0,10]Shockwave deals (0 - 3) % more Damage per Hit taken by Bell
Tempest FlurryFinal Strike targets (0 - 2) additional nearby enemies+(0 - 0.4) metres to Melee Strike Range
Temporal Chains(0 - 50) % faster Curse Activation(0 - 10) % increased Curse Magnitudes
Thrashing Vines(0 - 30) % chance to Impale Enemies on Hit+(0 - 0.5) metres to vine length
Thunderous Leap(0 - 40) % chance to cause an additional Aftershock(0 - 30) % chance to leave Shocked Ground when Detonating Spears
Thunderstorm(0 - 20) % more Area of EffectDrenched enemies receive (0 - 5) % more Freeze buildup Drenched enemies have (0 - 10) % more chance to be Shocked
Time of NeedBuff grants (0 - 20) % increased Life Regeneration RateBlessing recovers (0 - 40) Life and removes Curses and Elemental Ailments
Tornado+ (0 - 2) to Limit of Tornadoes+(0 - 2) seconds to Tornado duration
Tornado Shot+ (0 - 2) to Limit of TornadoesCopied Projectiles deal +(0 - 15) % more damage
Toxic DomainEffects of Toxic Bloom Linger on you for (0 - 2) secondsactive skill base area of effect radius [0,3]
Toxic Growth(0 - 40) % increased Poison DurationFires +(0 - 1) Pustule Limit +(0 - 1) pustule
Trail of CaltropsDeals (0 - 20) % more Physical damage+(0 - 5) to maximum number of Caltrops allowed
Trinity(0 - 20) % of Physical damage Converted to a random Element(0 - 15) % increased Skill Speed while total Affinity is over 250
Triskelion CascadeEmpowered Skill has (0 - 5) % more area of effectEmpowered Skill deals (0 - 10) % more damage
Twister(0 - 20) % more Projectile Speed(0 - 20) % chance for an additional twister
Unearth(0 - 50) % more Minion Attack Speed+(0 - 5) seconds to Bone Construct duration Minions have (0 - 50) % increased Movement Speed
Vaulting Impact(0 - 50) % more Damage against Heavy Stunned EnemiesBroken Stance is removed after the affected enemy takes +(0 - 2) Hits
Verisium Manifestations+(0 - 2) to Verisium Manifestation Limit+(0 - 2) s to Manifestation duration
Vine Arrow(0 - 40) % more Skill Effect DurationPlant deals additional Chaos Damage per second equal to (0 - 10) % of Poison Damage per second
Volcanic FissureDeals (0 - 20) % more Fire Damage(0 - 20) % chance to cause an additional Aftershock
Volcano(0 - 20) % more Skill Effect Duration+(0 - 0.2) metres to eruption radius
Voltaic BarrierChains +(0 - 2) times(0 - 40) % increased Skill Effect Duration
Voltaic Grenade(0 - 20) % more Lightning Damage(0 - 20) % increased Cooldown Recovery Rate
Voltaic Mark(0 - 50) % reduced Mana CostHits against Marked enemy cause +(0 - 20) % increased Electrocute buildup
Vulnerability(0 - 50) % reduced Mana Cost(0 - 10) % increased Curse Magnitudes
Walking Calamity(0 - 50) % chance to not consume GloryBuff grants +(0 - 10) % of damage Gained as Fire damage
War Banner(0 - 30) % more Area of Effect(0 - 10) % increased Reservation Efficiency
Wardbound Minions+(0 - 5) s to Minion duration+(0 - 2) Spell casts before dispersing
Wave of FrostEnemies Frozen by this Skill take (0 - 40) % increased damagePenetrates (0 - 20) % Cold Resistance
Whirling AssaultDeals (0 - 20) % more Physical damage(0 - 20) % increased Attack Speed
Whirling Slash(0 - 10) % more Attack SpeedCollapse deals +(0 - 40) % more damage per additional stage
Whirlwind LanceElemental Whirlwinds Gain + (0 - 50) % of damage as damage of the corresponding TypeCollapse deals +(0 - 40) % more damage per additional stage
Wind BlastBreak Armour equal to (0 - 40) % of Physical damage dealt(0 - 20) % more Damage to enemies within 1.5 metres of you, scaling down to no bonus at 4 metres or further
Wind Dancer(0 - 50) % more damage per stage+(0 - 0.4) metres to explosion radius
Wind Serpent's FuryGains (0 - 20) % of Damage as Extra Chaos Damage(0 - 30) % more Knockback Distance
Wing BlastDeals (0 - 20) % more Physical damage+(0 - 5) % Surpassing chance to grant a Power Charge on Heavy Stun , modified by Monster Power
Withering PresenceWithers enemies in your Presence every (-0.5 - 0) secondsWithered duration is (0 - 1) second
Wolf Pack(0 - 20) % more Minion Attack SpeedSummons (0 - 1) Wolf

Gemlings - Quality Node

#

Doryani's Science Nodes

IconNodeEffect
Stitch the FleshStitch the FleshYour Maps have an additional Revival, up to 6
Archaic CorruptionArchaic CorruptionMonsters released from Essences become Corrupted
Evolutionary PressureEvolutionary Pressure1% increased Rarity of Items Dropped by Monsters per Explicit Modifier on the Map 2% increased Effectiveness of Monsters per Explicit Modifier on the Map Rare Monsters have a 3% increased chance of Monster Modifiers per Explicit Modifier on the Map
Improved CalibrationImproved CalibrationWaystones have 25% more effect of Prefix Modifiers or 25% more effect of Suffix Modifiers when opening Maps
Disengaged SafetiesDisengaged SafetiesMap Areas are Irradiated
Careful ProcurementCareful ProcurementMagic Monster Packs have 35% chance to have an additional Modifier
Volatile ConnectionVolatile Connection15% chance areas are Cleansed or Corrupted
Mechanical GuardiansMechanical GuardiansNon-Unique Strongboxes are guarded by a dormant Construct These Strongboxes only roll Modifiers which apply to the Construct Opening the Strongbox activates the Construct Strongboxes have 2% increased Item Quantity per Modifier
Hidden PatternsHidden Patterns10% chance when completing a Map to make nearby Maps accessible
Dam the RiverDam the RiverAzmeri Spirits only Possess monsters after reaching maximum empowerment
Remnants of GreatnessRemnants of GreatnessMap Bosses have 20% chance to be guarding a Precursor Terraformer which can be used to change the biome of a group of maps nearby
Head of the SnakeHead of the SnakePinnacle Bosses have 25% chance to drop an additional Unique item Powerful Map Bosses have 5% chance when defeated to reveal a nearby Citadel Pinnacle Bosses have a single Revive

Experimental map-state control, Waystone scaling, monster modifier pressure, and endgame boss conversion hooks. Node names and effects are sourced from the current POE2 Masters of the Atlas page.

POE2 0.5: Masters of the Atlas

  • Doryani, Hilda, and Jado each offer a distinct Atlas Master specialisation. Choose a portrait tab above to compare their current node sets without leaving this guide.
  • Each Master has 12 nodes, with up to 4 selectable at once. The tables track the current POE2 node names and effects.

Masters of the Atlas

#

Overview

POE2 0.5: Runeshape Combinations

  • Runeshape lets you combine Remnant runes into alloys, currency, gems, runes, and uniques during the Runes of Aldur league.
  • The tables below mirror the current POE2 Runeshape Combinations groups: Alloys 14, Currency 92, Gems 61, Runes 130, Uniques 23.

Reference tables

Runeshape Combinations - Alloys

Current alloys combinations from POE2 Runeshape Combinations.

Runeshape Combinations - Currency

Current currency combinations from POE2 Runeshape Combinations.

Runeshape Combinations - Gems

Current gems combinations from POE2 Runeshape Combinations.

Runeshape Combinations - Runes

Current runes combinations from POE2 Runeshape Combinations.

Runeshape Combinations - Uniques

Current uniques combinations from POE2 Runeshape Combinations.

0.5 New Kalguuran Runes

Kalguuran Aldur rune rows are grouped by eligible equipment slot.

0.5 New Runes

All new 0.5 Runes in one patch table. Slot-specific Rune browsing stays in Items > Augments > Runes.

0.5 New Item Bases

30 item-base cards load on demand in one shared article.

Runes of Aldur Fragments

Map-fragment outputs tied to the Runes of Aldur / Runeforging data. These are split out from Runeforging Special Items so they can be linked as fragments directly.

Runeshape Combinations - Alloys

YieldResultPriceRunesLinksYieldResultPriceRunesLinks
x1Celestial Alloy · Removes a random modifier and augments a Rare item with a new guaranteed modifier · Staff or Wand: +(142-188) to maximum Mana +1 to Level of all Spell Skills · Martial Weapon: +(327-427) to Accuracy Rating (5-8)% increased Attack Speed226.89135000000002 exEarth Rune Rebirth Rune Celestial Rune Adaptive Rune Power Rune Soul Rune Cyclonic Runex1The Runefather's Alloy · Removes a random modifier and augments a Rare item with a new guaranteed modifier · Mace: (60-75)% chance for Skills to retain 40% of Glory on use · Quarterstaff: Tempest Bells are destroyed after an additional (4-5) Hits · Spear: +(8-10) to Weapon Range · Talisman: Lightning Damage from Hits also Contributes to Flammability and Ignite Magnitudes13.674137 exWard Rune Rebirth Rune Time Rune Cold Rune Power Rune Prismatic Rune Moon Rune
x1Sovereign Alloy · Removes a random modifier and augments a Rare item with a new guaranteed modifier · Weapons: (20-30)% increased effect of Socketed Augment Items · Armour: (24-30)% increased Runic Ward · Jewellery or Belt: (20-30)% increased Explicit Resistance Modifier magnitudes38.6682 exAdaptive Rune Rebirth Rune Moon Rune Toxic Rune Power Rune Oath Runex1Mystic Alloy · Removes a random modifier and augments a Rare item with a new guaranteed modifier · Helmet: Spell Skills have (10-15)% increased Area of Effect · Gloves: (10-15)% increased Area of Effect for Attacks · Boots: +(10-15) to Spirit · Quiver: (25-35)% chance to Chain an additional time · Caster Weapon: +1 to maximum number of Elemental Infusions9.977912 exAdaptive Rune Rebirth Rune Time Rune Arcane Rune Electrocuting Rune
x1Transcendent Alloy · Removes a random modifier and augments a Rare item with a new guaranteed modifier · Focus, Staff or Wand: (39-47)% increased Cast Speed Gain (11-16)% of Elemental Damage as Extra Cold Damage · Martial Weapon: (15-20)% increased Physical Damage +(7-10) to all Attributes30.400029 exSky Rune Rebirth Rune Momentum Rune Rage Rune Power Rune Electrocuting Rune Death Runex1Prismatic Alloy · Removes a random modifier and augments a Rare item with a new guaranteed modifier · Gloves: Damage Penetrates (9-15)% Elemental Resistances · Martial Weapon: (20-30)% increased Magnitude of Ailments you inflict · Focus, Staff or Wand: (40-50)% increased Exposure Effect · Sceptre: Minions have (40-49)% increased Magnitude of Damaging Ailments7.972473000000001 exPrismatic Rune Rebirth Rune Adaptive Rune Opulent Rune Bond Rune
x1Adaptive Alloy · Removes a random modifier and augments a Rare item with a new guaranteed modifier · Staff: Gain (42-52)% of Damage as Extra Fire Damage while you are missing Runic Ward · Wand: Gain (21-26)% of Damage as Extra Fire Damage while you are missing Runic Ward · Sceptre: (30-50)% Surpassing Chance to gain a Puppet Master stack whenever you use a Command Skill · Gloves: (10-15)% increased Attack Speed while missing Runic Ward24.622545 exEarth Rune Rebirth Rune Stone Runex1Runic Alloy · Removes a random modifier and augments a Rare item with a new guaranteed modifier · Ring: +(37-49) to maximum Runic Ward · Amulet: (6-10)% increased maximum Runic Ward · Belt: (15-20)% increased Runic Ward Regeneration Rate7.290093000000001 exAdaptive Rune Rebirth Rune
x1The Runebinder's Alloy · Removes a random modifier and augments a Rare item with a new guaranteed modifier · Staff: (25-50)% chance to gain Nature's Archon when your Plants Overgrow · Wand: +1 to Limit for Elemental Skills · Sceptre: +(4-5) maximum stacks of Puppet Master · Crossbow: +2 to maximum number of Summoned Ballista Totems · Bow: (40-50)% increased Effect of your Mark Skills17.078455 exWard Rune Rebirth Rune Soul Rune Cyclonic Rune Power Rune Lightning Rune Bloodletting Runex1Expansive Alloy · Removes a random modifier and augments a Rare item with a new guaranteed modifier · Gloves: Remnants can be collected from (35-50)% further away · Body Armour: (35-50)% increased Presence Area of Effect · Helmet: (18-29)% increased Mana Cost Efficiency · Boots: Temporary Minion Skills have +(1-2) to Limit of Minions summoned7.225646 exVolcanic Rune Rebirth Rune Tidal Rune
x1Protective Alloy · Removes a random modifier and augments a Rare item with a new guaranteed modifier · Belt: Recover (32-45) Runic Ward when a Charm is used · Weapons: +(51-74) to maximum Runic Ward · Shield: Recover (10-15) Runic Ward when you Block15.922200000000002 exSky Rune Rebirth Rune Bloodletting Runex1Expansive Alloy · Removes a random modifier and augments a Rare item with a new guaranteed modifier · Gloves: Remnants can be collected from (35-50)% further away · Body Armour: (35-50)% increased Presence Area of Effect · Helmet: (18-29)% increased Mana Cost Efficiency · Boots: Temporary Minion Skills have +(1-2) to Limit of Minions summoned7.225646 exAdaptive Rune Rebirth Rune Soul Rune Rebirth Rune
x2Runic Alloy · Removes a random modifier and augments a Rare item with a new guaranteed modifier · Ring: +(37-49) to maximum Runic Ward · Amulet: (6-10)% increased maximum Runic Ward · Belt: (15-20)% increased Runic Ward Regeneration Rate14.580186000000001 exVision Rune Rebirth Rune Prismatic Runex1Cyclonic Alloy · Removes a random modifier and augments a Rare item with a new guaranteed modifier · Body Armour: (15-30)% reduced Slowing Potency of Debuffs on You · Boots: (15-19)% increased Skill Effect Duration · Gloves: (20-25)% increased Duration of Damaging Ailments on Enemies · Helmet: (35-42)% increased Archon Buff duration6.656996 exRage Rune Rebirth Rune Tidal Rune Cyclonic Rune

Runeshape Combinations - Currency

YieldResultPriceRunesLinksYieldResultPriceRunesLinks
x1Mirror of Kalandra · Creates a Mirrored copy of an item1769259.7000000002 exPower Rune Opulent Rune Time Rune Oath Rune Death Rune Soul Rune Bond Rune Earth Rune Stone Runex1Orb of Chance · Unpredictably either upgrades a Normal item to Unique rarity or destroys it8.389483 exCelestial Rune Time Rune Rage Rune Bloodletting Rune Rebirth Rune
x1Hinekora's Lock · Allows an item to foresee the result of the next Currency item used on it · Modifying the item in any way removes the ability to foresee313136.60000000003 exOpulent Rune Power Rune Ward Rune Rebirth Rune Bond Rune Life Rune Time Rune Death Rune Bond Runex1Crackling Flux · Transforms all Fire and Cold Resistance modifiers on an item to equivalent Lightning Resistance modifiers8.370528 exLightning Rune Celestial Rune Prismatic Rune Electrocuting Rune Oath Rune Tempest Rune
x1Aldur's Saga · While this item is active in your inventory your next Logbook adds special modifiers to revealed Grand Expedition areas11547.386 exWisdom Rune Vision Rune Life Rune Ward Rune Power Rune Arcane Rune Time Runex1Thaumaturgic Flux (Level 16) · Upgrades a Kalguuran Skill Gem to level 167.328003000000001 exEarth Rune Ward Rune Stone Rune
x1Perfect Flux11350.254 exWisdom Rune Opulent Rune Oath Rune Life Rune Power Rune Time Rune Celestial Rune Lightning Runex3Gemcutter's Prism · Improves the quality of a Skill Gem7.224129600000001 exPrismatic Rune Soul Rune Vision Rune Volcanic Rune
x3Perfect Chaos Orb4185.264000000001 exAdaptive Rune Sky Rune Oath Rune Rage Rune Earth Rune Power Rune Tempest Rune Life Rune Volcanic Runex4Armourer's Scrap · Improves the quality of an armour5.9640012 exMoon Rune Adaptive Rune
x10Divine Orb · Randomises the numeric values of modifiers on an item3791 exDeath Rune Soul Rune Power Rune Life Rune Vision Rune Celestial Rune Toxic Rune Prismatic Rune Tidal Runex2Arcanist's Etcher · Improves the quality of a wand, staff or sceptre5.45904 exLightning Rune Arcane Rune
x3Perfect Exalted Orb2843.25 exAdaptive Rune Life Rune Soul Rune Stone Rune Bond Rune Oath Rune Power Rune Death Rune Toxic Runex3Greater Regal Orb5.1565182 exOath Rune Cyclonic Rune Momentum Rune Moon Rune Opulent Rune Bloodletting Rune
x1Perfect Chaos Orb1395.0880000000002 exAdaptive Rune Celestial Rune Oath Rune Power Rune Opulent Rune Celestial Runex1Medved's Saga · While this item is active in your inventory your next Logbook guarantees a Medved encounter in the revealed Biome4.8752260000000005 exRage Rune Vision Rune Bloodletting Rune Moon Rune Time Rune Wisdom Rune
x3Divine Orb · Randomises the numeric values of modifiers on an item1137.3000000000002 exDeath Rune Soul Rune Power Rune Life Rune Vision Rune Celestial Runex1Thaumaturgic Flux (Level 18) · Upgrades a Kalguuran Skill Gem to level 184.628811000000001 exEarth Rune Ward Rune Stone Rune
x1Perfect Exalted Orb947.75 exAdaptive Rune Life Rune Earth Rune Power Rune Opulent Rune Oath Runex3Artificer's Orb · Adds an Augment Socket to a Martial Weapon, wand, staff or Armour4.574220600000001 exStone Rune Vision Rune Prismatic Rune
x2Divine Orb · Randomises the numeric values of modifiers on an item758.2 exDeath Rune Soul Rune Power Rune Life Rune Vision Runex1Thaumaturgic Flux (Level 19) · Upgrades a Kalguuran Skill Gem to level 193.927476 exMomentum Rune Earth Rune Ward Rune Bloodletting Rune Arcane Rune
x3Orb of Annulment · Removes a random modifier from an item704.32989 exCyclonic Rune Arcane Rune Vision Rune Rebirth Rune Cyclonic Rune Lightning Rune Prismatic Rune Electrocuting Rune Power Runex3Glassblower's Bauble · Improves the quality of a flask3.8634081 exPrismatic Rune Toxic Rune Tidal Rune Volcanic Rune
x2Orb of Annulment · Removes a random modifier from an item469.55326 exCyclonic Rune Arcane Rune Vision Rune Rebirth Rune Cyclonic Rune Lightning Rune Power Runex2Artificer's Orb · Adds an Augment Socket to a Martial Weapon, wand, staff or Armour3.0494804000000006 exVolcanic Rune Vision Rune
x1Divine Orb · Randomises the numeric values of modifiers on an item379.1 exDeath Rune Soul Rune Power Rune Life Runex1Greater Exalted Orb3.0115704 exOath Rune Arcane Rune Bond Rune Prismatic Rune
x3Greater Chaos Orb347.1039600000001 exOath Rune Ward Rune Rage Rune Volcanic Rune Opulent Rune Time Runex3Exalted Orb · Augments a Rare item with a new random modifier · Minimum modifier levels: Greater 35+, Perfect 50+.3 exAdaptive Rune Moon Rune Soul Rune Cyclonic Rune
x1Orb of Annulment · Removes a random modifier from an item234.77663 exCyclonic Rune Momentum Rune Rebirth Rune Time Rune Moon Rune Vision Runex2Armourer's Scrap · Improves the quality of an armour2.9820006 exCold Rune Stone Rune
x1Uhtred's Saga · While this item is active in your inventory your next Logbook guarantees an Uhtred encounter in the revealed Biome166.65236000000002 exWard Rune Vision Rune Stone Rune Arcane Rune Wisdom Rune Time Runex3Orb of Alchemy · Upgrades a Normal or Magic item to a Rare item with 4 random modifiers2.8625841000000003 exAdaptive Rune Moon Rune Tidal Rune Electrocuting Rune
x3Chaos Orb · Removes a random modifier and augments a Rare item with a new random modifier · Minimum modifier levels: Greater 35+, Perfect 50+.117.71054999999998 exAdaptive Rune Oath Rune Death Rune Rebirth Rune Tempest Runex2Glassblower's Bauble · Improves the quality of a flask2.5756054 exPrismatic Rune Toxic Rune Tidal Rune
x1Greater Chaos Orb115.70132000000002 exOath Rune Electrocuting Rune Rage Rune Volcanic Runex1Gemcutter's Prism · Improves the quality of a Skill Gem2.4080432000000003 exSky Rune Celestial Rune
x1Perfect Jeweller's Orb · Sets a Skill Gem to have 5 Support Gem Sockets114.98103000000002 exPrismatic Rune Adaptive Rune Death Rune Life Rune Volcanic Runex2Exalted Orb · Augments a Rare item with a new random modifier · Minimum modifier levels: Greater 35+, Perfect 50+.2 exAdaptive Rune Arcane Rune Tidal Rune
x3Perfect Regal Orb104.79082200000002 exTempest Rune Toxic Rune Soul Rune Moon Rune Adaptive Rune Rebirth Rune Opulent Rune Power Runex1Greater Regal Orb1.7188394 exOath Rune Cyclonic Rune Life Rune Moon Rune
x2Chaos Orb · Removes a random modifier and augments a Rare item with a new random modifier · Minimum modifier levels: Greater 35+, Perfect 50+.78.4737 exAdaptive Rune Oath Rune Fire Rune Rebirth Runex1Artificer's Orb · Adds an Augment Socket to a Martial Weapon, wand, staff or Armour1.5247402000000003 exArcane Rune Tempest Rune
x3Perfect Orb of Augmentation61.243605 exAdaptive Rune Time Rune Opulent Rune Fire Rune Time Rune Vision Rune Bloodletting Rune Rebirth Runex3Regal Orb · Upgrades a Magic item to a Rare item, adding 1 modifier · Minimum modifier levels: Greater 35+, Perfect 50+.1.4489201999999999 exEarth Rune Arcane Rune Tidal Rune
x1Thaumaturgic Flux (Level 8) · Upgrades a Kalguuran Skill Gem to level 859.67034000000001 exEarth Rune Ward Rune Stone Runex6Blacksmith's Whetstone · Improves the quality of a martial weapon1.36885428 exRage Rune Adaptive Rune Bloodletting Rune
x1Olroth's Saga · While this item is active in your inventory your next Logbook guarantees an Olroth encounter in the revealed Biome49.70001 exTempest Rune Vision Rune Time Rune Celestial Rune Wisdom Rune Power Runex1Glassblower's Bauble · Improves the quality of a flask1.2878027 exEarth Rune Celestial Rune
x1Chaos Orb · Removes a random modifier and augments a Rare item with a new random modifier · Minimum modifier levels: Greater 35+, Perfect 50+.39.23685 exAdaptive Rune Tidal Rune Bloodletting Runex1Greater Jeweller's Orb · Sets a Skill Gem to have 4 Support Gem Sockets1.1820338000000001 exPrismatic Rune Oath Rune Adaptive Rune Cyclonic Rune
x1Thaumaturgic Flux (Level 20) · Upgrades a Kalguuran Skill Gem to level 2036.241960000000006 exMomentum Rune Earth Rune Ward Rune Stone Rune Arcane Rune Oath Runex1Exalted Orb · Augments a Rare item with a new random modifier · Minimum modifier levels: Greater 35+, Perfect 50+.1 exAdaptive Rune Protective Rune
x3Perfect Orb of Transmutation35.586117 exAdaptive Rune Death Rune Opulent Rune Tempest Rune Time Rune Life Rune Moon Rune Cold Runex2Regal Orb · Upgrades a Magic item to a Rare item, adding 1 modifier · Minimum modifier levels: Greater 35+, Perfect 50+.0.9659468 exCyclonic Rune Celestial Rune
x1Thaumaturgic Flux (Level 11) · Upgrades a Kalguuran Skill Gem to level 1127.522660000000002 exEarth Rune Ward Rune Stone Runex1Orb of Alchemy · Upgrades a Normal or Magic item to a Rare item with 4 random modifiers0.9541947000000001 exAdaptive Rune Rebirth Rune Prismatic Rune
x3Orb of Chance · Unpredictably either upgrades a Normal item to Unique rarity or destroys it25.168449000000003 exCelestial Rune Opulent Rune Moon Rune Ward Rune Earth Rune Protective Rune Prismatic Rune Rebirth Rune Fire Runex4Blacksmith's Whetstone · Improves the quality of a martial weapon0.91256952 exRage Rune Adaptive Rune
x1Thaumaturgic Flux (Level 9) · Upgrades a Kalguuran Skill Gem to level 924.762812000000004 exEarth Rune Ward Rune Stone Runex3Greater Orb of Augmentation0.74913951 exRebirth Rune Arcane Rune Electrocuting Rune Adaptive Rune Bond Rune
x1Void Flux · Transforms all Fire, Cold and Lightning Resistance modifiers on an item to equivalent Chaos resistance modifiers22.06362 exToxic Rune Time Rune Adaptive Rune Soul Rune Power Rune Death Runex3Greater Orb of Transmutation0.6352957800000001 exVolcanic Rune Fire Rune Cold Rune Adaptive Rune Bond Rune
x1Thaumaturgic Flux (Level 10) · Upgrades a Kalguuran Skill Gem to level 1021.313002 exEarth Rune Ward Rune Stone Runex1Regal Orb · Upgrades a Magic item to a Rare item, adding 1 modifier · Minimum modifier levels: Greater 35+, Perfect 50+.0.4829734 exAdaptive Rune Moon Rune
x1Thaumaturgic Flux (Level 17) · Upgrades a Kalguuran Skill Gem to level 1719.193833 exEarth Rune Ward Rune Stone Runex2Orb of Augmentation · Augments a Magic item with a new random modifier · Minimum modifier levels: Greater 55+, Perfect 70+.0.35309374 exPrismatic Rune Tidal Rune
x2Orb of Chance · Unpredictably either upgrades a Normal item to Unique rarity or destroys it16.778966 exCelestial Rune Soul Rune Bloodletting Rune Rage Rune Sky Rune Tempest Runex2Orb of Transmutation · Upgrades a Normal item to a Magic item with 1 modifier · Minimum modifier levels: Greater 55+, Perfect 70+.0.30729846 exPrismatic Rune Moon Rune
x6Arcanist's Etcher · Improves the quality of a wand, staff or sceptre16.377119999999998 exTidal Rune Adaptive Rune Volcanic Runex1Greater Orb of Augmentation0.24971317 exMomentum Rune Life Rune Tempest Rune
x1Thaumaturgic Flux (Level 14) · Upgrades a Kalguuran Skill Gem to level 1413.302619000000002 exEarth Rune Ward Rune Stone Runex1Greater Orb of Transmutation0.21176526 exMomentum Rune Life Rune Cold Rune
x1Thaumaturgic Flux (Level 13) · Upgrades a Kalguuran Skill Gem to level 1312.646776000000001 exEarth Rune Ward Rune Stone Runex1Orb of Augmentation · Augments a Magic item with a new random modifier · Minimum modifier levels: Greater 55+, Perfect 70+.0.17654687 exTempest Rune Lightning Rune
x1Thaumaturgic Flux (Level 12) · Upgrades a Kalguuran Skill Gem to level 1212.256302999999999 exEarth Rune Ward Rune Stone Runex1Orb of Transmutation · Upgrades a Normal item to a Magic item with 1 modifier · Minimum modifier levels: Greater 55+, Perfect 70+.0.15364923 exTempest Rune Cold Rune
x1Blazing Flux · Transforms all Cold and Lightning Resistance modifiers on an item to equivalent Fire Resistance modifiers11.463984 exFire Rune Earth Rune Prismatic Rune Soul Rune Rage Rune Rebirth Runex1Lesser Jeweller's Orb · Sets a Skill Gem to have 3 Support Gem Sockets · Socket tiers: Lesser 3, Greater 4, Perfect 5.0.019504695 exPrismatic Rune Arcane Rune Cyclonic Rune
x1Chilling Flux · Transforms all Fire and Lightning Resistance modifiers on an item to equivalent Cold Resistance modifiers11.206196 exCold Rune Cyclonic Rune Prismatic Rune Death Rune Tidal Rune Moon Runex1Thaumaturgic Flux (Level 7) · Upgrades a Kalguuran Skill Gem to level 7-Earth Rune Ward Rune Stone Rune
x4Arcanist's Etcher · Improves the quality of a wand, staff or sceptre10.91808 exTidal Rune Adaptive Runex1Thaumaturgic Flux (Level 6) · Upgrades a Kalguuran Skill Gem to level 6-Earth Rune Ward Rune Stone Rune
x1Vorana's Saga · While this item is active in your inventory your next Logbook guarantees a Vorana encounter in the revealed Biome9.803526000000002 exMoon Rune Vision Rune Bond Rune Time Rune Wisdom Rune Toxic Runex1Thaumaturgic Flux (Level 5) · Upgrades a Kalguuran Skill Gem to level 5-Earth Rune Ward Rune Stone Rune
x3Greater Exalted Orb9.0347112 exOath Rune Arcane Rune Bond Rune Electrocuting Rune Opulent Rune Prismatic Runex1Verisium Pile-Cyclonic Rune Sky Rune Ward Rune
x6Armourer's Scrap · Improves the quality of an armour8.946001800000001 exMoon Rune Adaptive Rune Cold Runex15x Random Currency-Adaptive Rune Opulent Rune Death Rune Tempest Rune Tidal Rune
x1Thaumaturgic Flux (Level 15) · Upgrades a Kalguuran Skill Gem to level 158.75721 exEarth Rune Ward Rune Stone Runex1Krillson's Bay Key-Power Rune Power Rune Power Rune Power Rune Power Rune Power Rune Power Rune Power Rune Power Rune Power Rune

Runeshape Combinations - Gems

YieldResultPriceRunesLinksYieldResultPriceRunesLinks
x1Uncut Skill Gem (Level 20)1425.416 exMomentum Rune Fire Rune Death Rune Wisdom Rune Protective Rune Soul Runex1Healing Runes · Supports Persistent Buff Skills, causing you to lose Ward and heal nearby allies based on the Ward lost. Healing done is split between allies who are not on full Life. · Lose up to 10 % of your max Ward every 5 seconds to heal nearby allies for a total of 200 % of the amount of Ward lost-Electrocuting Rune Prismatic Rune Protective Rune Ward Rune
x1Uncut Spirit Gem (Level 20)1323.0590000000002 exMomentum Rune Arcane Rune Soul Rune Wisdom Rune Prismatic Rune Oath Runex1Skyfall · Level 1 · Build Glory by spending Ward . When you have max Glory , you may call down a mass of Verisium from the sky, dealing high damage at the targeted location and summoning a Temporary Minion . Targeting close to you will cause you to jump back as you cast. Consumes a Verisium Infusion , if possible, to increase the number of Minions summoned . · Deals (16 - 553) to (24 - 829) Phys.Dmg · Deals (16 - 553) to (24 - 829) Cold.Dmg · +1 second to Total Cast · Requires (50 - 270) Glory to use · Generates 100 % of Ward spent as Glory for this Skill · Creates 3 Temporary Minions · Limit 12 Temporary Minions · Impact radius is 3 m-Tempest Rune Celestial Rune Protective Rune Ward Rune
x1Uncut Spirit Gem (Level 19)29.68353 exMomentum Rune Arcane Rune Prismatic Rune Life Rune Tidal Runex1Triskelion Cascade · Level 1 · Tap into the power of the Triskelion Flame to Empower the next Cascadable Spell you cast. The Empowered Spell becomes centred on your location, and Cascades to six areas around you in a Triskelion pattern. · Maximum Buff duration is 4 seconds · (300 - 800) % of Empowered Skill's cast time is added to this Skill's cooldown · Empowered Skill has (31 - 40) % less area of effect · Empowered Skill deals (11 - 30) % less damage · Empowered Skill deals (0 - 10) % more damage-Cold Rune Celestial Rune Stone Rune Ward Rune
x1Uncut Skill Gem (Level 19)6.725234 exMomentum Rune Fire Rune Electrocuting Rune Cold Rune Prismatic Runex1Refutation · Level 1 · Spends all your Ward to gain a short-duration Buff that causes you to Block all Blockable Hits and apply Parried to enemies from which you've Blocked a Hit . This Buff is removed if you are Heavy Stunned . While this Buff is active, you cannot be Light Stunned , but Blocking too much damage may Heavy Stun you. · Cooldown does not recover during Buff effect · While the Buff is active, automatically Block from all directions and inflict Parried to Blocked enemies · Buff duration is 4 seconds · 50 % less Stun Threshold while Buff is active · 5 % more Stun Threshold while Buff is active per 10 Ward spent · Parried Debuff makes targets take 50 % more Atk Dmg · Parried Debuff duration is (2 - 3.9) seconds · +(0 - 20) % more Stun Threshold while Buff is active-Rage Rune Prismatic Rune Stone Rune Ward Rune
x2Gemcutter's Prism · Improves the quality of a Skill Gem4.8160864000000005 exPrismatic Rune Celestial Rune Bond Runex1Leylines · Level 1 · While active, areas of intense runic energy are revealed to you. Standing over them grants you a powerful Spell damage boost but constantly drains your Ward . Running out of Ward causes the energy to temporarily dissipate. · Deal (10 - 29) % more Spell damage while on a Leyline · Lose (3.43 - 93.03) Ward per second while on a Leyline Cannot Recover Ward while on a Leyline · Leyline radius is 1.6 m · Leylines reappear 8 seconds after dissipating · Deal (0 - 10) % more Spell damage while on a Leyline-Lightning Rune Celestial Rune Rebirth Rune Ward Rune
x1Uncut Support Gem-Momentum Rune Stone Runex1Animus Exchange · Level 1 · Sacrifice a portion of your Life to recover Ward . Ward recovered by this Skill can Overflow . · Sacrifices up to (25 - 800) Life · Gain Ward equal to 70 % of Sacrificed Life · (0 - 20) % inc. CDRR-Cyclonic Rune Prismatic Rune Electrocuting Rune Ward Rune
x1Uncut Skill Gem-Momentum Rune Fire Runex1Runic Reprieve · Level 1 · Channel to create a protective bubble all around you, Blocking Hits against you. While Channelling this Skill, you cannot be Light Stunned by Hits you Block , and damage you take from Hits is also removed from Ward . Blocking Hits this way causes you to accumulate Heavy Stun buildup. You cannot recover Ward while this Skill is active. · (5 - 100) % inc. Stun Threshold while using Skill · You take (21 - 25) % of damage from Blocked Hits · Lose Ward on Block equal to the damage you took from that Hit · Requires at least 20 % of max Ward to be able to use this Skill · (0 - 40) % inc. Stun Threshold while using Skill-Bloodletting Rune Prismatic Rune Rebirth Rune Ward Rune
x1Uncut Spirit Gem-Prismatic Rune Celestial Runex1Powered by Verisium · Level 1 · Spends Ward to generate Verisium Infusions , which can be used in place of any Elemental Infusions . · Generates (1 - 4) Verisium Infusion · (0 - 50) % inc. Verisium Infusion duration-Arcane Rune Earth Rune Ward Rune Vision Rune Soul Rune
x1Detonate Living · Level 1 · Hit an enemy under the Culling Strike Threshold , causing them to violently explode, damaging surrounding enemies. Highlights enemies under the Culling Strike Threshold . · Deals (1 - 30) to (2 - 46) Phys.Dmg · Culling Strike · Explosion radius is 2.6 m · Deals (28 - 177) to (42 - 265) Phys.Dmg · Deals Physical damage equal to (6.6 - 14.2) % of Corpse's max Life · Deals Physical damage equal to (0 - 2) % of Corpse's max Life-Cyclonic Rune Cold Rune Celestial Runex1Verisium Manifestations · Level 1 · While active, Hitting with an Attack will spend Ward to summon a Verisium Manifestation, a short-lived Temporary Minion that rapidly Attacks nearby enemies, ignoring commands. Enemies will not directly engage these Minions , and can pass through them. · Trigger Manifest Rune on Hitting with an Attack · Limit 10 Summoned Verisium Manifestations · Manifestation duration is 8 seconds · +(0 - 2) s to Manifestation duration-Rebirth Rune Lightning Rune Ward Rune Cold Rune Soul Rune
x1Rain of Blades · Level 1 | Martial Weapon · Pour your Ward into conjuring blades. For the duration of the Buff , these blades fall on enemies Hit by your Proj Attacks . · Buff duration is 5 seconds · Hits are Pinning · Impact radius is 1.2 m · (0 - 20) % inc. CDRR-Arcane Rune Sky Rune Tempest Runex1Remnants of Kalguur · Level 1 · While active, enemies you Stun or kill have a chance to generate a Ward Remnant . These Remnants can Overflow your Ward . · Remnants last for 8 seconds · 50 % chance to spawn a Remnant on Stunning an Enemy, no more than once every 3 seconds · 25 % chance to spawn a Remnant on killing an enemy · Each Remnant grants (5 - 205) Ward · +(0 - 5) % chance to spawn a Remnant on Stunning an Enemy +(0 - 5) % chance to spawn a Remnant on killing an enemy-Sky Rune Tempest Rune Ward Rune Lightning Rune Soul Rune
x1Runic Infusion · Supports Attacks you use or Trigger yourself, causing them to cost Ward to use but deal additional Physical damage based on their Ward cost. Cannot Support Channelling Skills, Sustained Skills, or Skills without a cost. · Supported Skills cost an additional 20 % of max Ward · Supported Skills deal added Physical damage equal to 25 % of Ward cost-Electrocuting Rune Sky Rune Tempest Runex1Grim Pillars · Level 1 · Spend Ward to cause damaging Ice-Crystal spears to erupt from the ground around you. These spears can be destroyed for an explosion of Cold damage. · Deals (3 - 99) to (5 - 149) Cold.Dmg · 80 % less damage if destroyed within 0.5 seconds by something other than you · Creation radius is 4 m · Creates 8 Grim Pillars · Eruption radius is 1.2 m · Grim Pillar duration is 10 seconds · Grim Pillars have (27 - 9536) max Life · Limit 20 Grim Pillars-Volcanic Rune Earth Rune Ward Rune Momentum Rune Soul Rune
x1Runic Extraction · Supports any Skill that deals damage. Enemies you kill with supported Skills have a chance to drop a Verisium Infusion Remnant . · Remnants created by Supported Skills last for 8 seconds · Supported Skills Gain 20 % of Life and Mana Cost as Extra Ward Cost · Supported Skills have 35 % chance create a Verisium Infusion Remnant on kill-Rebirth Rune Sky Rune Cyclonic Runex1Bitter Dead · Level 1 · Spend Ward and target an area, transforming Corpses into bitter cores that seek out enemies and Chill enemies near them. The cores explode at the end of their duration, creating runes which deal additional Cold damage over time. · Transformation radius is 3.5 m · Transforms up to (1 - 7) Corpse · Core duration is 5 seconds · Deals (9 - 319) to (14 - 478) Cold damage · Explosion radius is 2 m · Chills enemies as though dealing (26 - 888) to (39 - 1332) Cold damage · Chills enemies within 1.5 metre radius · Modifiers to Spell Dmg apply to Debuff 's DoT-Rebirth Rune Prismatic Rune Ward Rune Toxic Rune Soul Rune
x1Fist Of Kalguur · Supports Slams you use yourself, allowing them to spend large amounts of Ward to become Runically Boosted. Runically Boosted Slams are Empowered with extra Physical damage and create a rune the first time they hit an enemy. The rune erupts in an Aftershock after a duration. Cannot support Channelling Skills. · Limit 1 active rune · Runically Boosted Skills Gain 20 % of Dmg as Extra Phys.Dmg · Supported Skills spend Ward equal to 150 % of Life and Mana Cost if possible to become Runically Boosted · Rune radius is 2.4 m · Rune duration is 4 seconds-Bloodletting Rune Sky Rune Rage Runex1Conductive Runes · Level 1 · Spend Ward to create a number of Hazardous Runes in a cone in front of you, which arm after a time. After arming, these Runes will activate when enemies step on them, exploding to deal Attack damage and apply Electrocution buildup. · Runes emerge within a 8.5 metre length cone · Rune duration is 10 seconds · Runes arm after 0.4 seconds · Limit 20 active Runes · Runes detonate 0.3 seconds after activation · Creates 10 Runes · Converts 100 % of Physical damage to Lightning damage · Lightning damage from this skill Contributes to Electrocution Buildup-Cyclonic Rune Lightning Rune Vision Rune Vision Rune Life Rune
x1Wardbound Minions · Level 1 · Spend all your Ward to summon Temporary Wardbound Casters. These Minions target nearby enemies with damaging Cold Spells . · Limit (15 - 24) Summoned Wardbound Minions · Minion duration is 15 seconds · Minions disperse after casting 6 Spells · Summon one Wardbound Minion on Skill use and an additional Minion for each additional (11 - 59) Ward spent · +(0 - 2) Spell casts before dispersing-Tempest Rune Sky Rune Cyclonic Runex1Frostflame Nova · Level 1 · Unleash a wave of volatile ice that feeds on flames. While the wave doesn't deal damage, the ice latches onto Ignited enemies, refreshing the duration of their active Ignite and rapidly Freezing them but preventing them from being Ignited further until the Ignite expires. · Wave radius is 3.5 m · 10 % more Freeze Buildup for each 1% of enemy's Ailment Threshold dealt by the affected Ignite per second · Hits enemies every 0.5 seconds until affected Ignite expires · Deals (2 - 81) to (3 - 122) Cold.Dmg · +(0 - 1) metre to wave radius-Cyclonic Rune Lightning Rune Fire Rune Momentum Rune Life Rune
x1Voltaic Barrier · Level 1 | Talisman | Martial Weapon · Raise a pair of electrified pylons in front of you which project a wall of electricity between them, damaging and Electrocuting enemies caught between them. Proj you fire through the wall become energised, and discharge that energy on Hit as Chaining Lightning beams. · Converts 100 % of Physical damage to Lightning damage · 300 % more Electrocution buildup · Lightning damage from this skill Contributes to Electrocution Buildup · Cannot Shock · Wall length is 6 m · Wall duration is 6 seconds · Wall Hits enemies every 0.25 seconds · Chains 3 times-Ward Rune Sky Rune Lightning Runex1Fragments Of The Past · Level 1 | Martial Weapon | Unarmed · Spend Ward to create a Verisium volcano that deals damage on initial eruption and Triggers Ice Fragments . · Eruption radius is 1.2 m · Limit 1 Volcano · Volcano duration is 8 seconds · Initial eruption Triggers Ice Fragments with 2 additional Proj · Triggers Ice Fragments every 0.5 seconds · Detonation Time is 2.5 seconds · 60 % more Proj.Spd · Converts 100 % of Physical damage to Cold damage-Cyclonic Rune Tempest Rune Lightning Rune Toxic Rune Life Rune
x1Hollow Shell · Level 1 · Sacrifice your Ward to send out an energy pulse that grants nearby Allies Guard . · Pulse spends 100% of your Ward to grant Allies Guard equal to (45 - 64) % of Ward spent · Pulse radius is (3 - 4) m · Guard duration is 6 seconds · Cannot affect the same target more than once every 6 seconds · Pulse grants Guard equal to an additional (0 - 5) % of Ward spent-Arcane Rune Sky Rune Earth Runex1Eternal March · Level 1 · Spend Ward to instantly Revive your Minions . Prioritises the most powerful minions first. · Spends up to (19 - 853) Ward to Revive Minions with total max Life equal to (3 - 20) times the Ward spent · Spends up to (0 - 200) additional Ward-Cyclonic Rune Prismatic Rune Protective Rune Rebirth Rune Life Rune
x1Explosive Transmutation · Level 1 · While active, picking up Remnants Triggers a deadly explosion, dealing damage at the location of the Remnant based on the type of Remnant picked up. · Trigger Transmutation Explosion on picking up a Remnant · Deals (4 - 149) to (7 - 223) Phys.Dmg · Explosion radius is 1.8 m · Deals (4 - 103) to (6 - 155) Cold.Dmg · Deals (4 - 116) to (6 - 174) Fire.Dmg · Deals (1 - 16) to (9 - 295) Light.Dmg · Deals (4 - 139) to (8 - 259) Chaos.Dmg · +(0 - 0.2) m to Explosion radius-Cold Rune Sky Rune Fire Runex1Detonate Living · Level 1 · Hit an enemy under the Culling Strike Threshold , causing them to violently explode, damaging surrounding enemies. Highlights enemies under the Culling Strike Threshold . · Deals (1 - 30) to (2 - 46) Phys.Dmg · Culling Strike · Explosion radius is 2.6 m · Deals (28 - 177) to (42 - 265) Phys.Dmg · Deals Physical damage equal to (6.6 - 14.2) % of Corpse's max Life · Deals Physical damage equal to (0 - 2) % of Corpse's max Life-Cyclonic Rune Volcanic Rune Celestial Rune Fire Rune Life Rune
x1Animus Splinters · Level 1 · Expend a large amount of Ward to instantly create a short-lived copy of yourself that uses a Socketed Skill once, then vanishes. This Skill's cost is equal to the total cost of Socketed Skills. The copy cannot perform Channelled , Remote , Cooldown or Conditional Skills, or summon Minions . · This Skill's base cost is equal to (153 - 200) % of the base costs of Socketed Skills · Gains 100 % of Life and Mana Cost as Extra Ward Cost · (0 - 20) % inc. Cost Efficiency-Cold Rune Sky Rune Tempest Runex1Repulsion · Level 1 · Target an area and Curse enemies within with a Verisium Rune, inflicting them with Fragility. Hitting these enemies causes the Curse to Trigger an explosion to deal damage in an area and apply significant Knockback to other enemies near the Cursed target, with more Stun buildup based on the Fragility on the target Hit . · Curse applies after 1.5 seconds delay · Curse does not apply to enemies above level (0 - 20) · Curse duration is (6 - 7.4) seconds · Curse applies 20 Fragility · (5 - 128) to (7 - 192) base Phys.Dmg · 200 % inc. Knockback Distance · Knocks Back Enemies · Explosion radius is 1.5 m-Cyclonic Rune Earth Rune Protective Rune Lightning Rune Life Rune
x1Scouring Flame · Supports any skill that Hits enemies, causing inflicted Ignites to deal more damage but the skill to gain a Ward cost. · Supported Skills Gain 25 % of Life and Mana Cost as Extra Ward Cost · 50 % more Magnitude of Ignite inflicted with Supported Skills-Volcanic Rune Fire Rune Ward Runex1Rain of Blades · Level 1 | Martial Weapon · Pour your Ward into conjuring blades. For the duration of the Buff , these blades fall on enemies Hit by your Proj Attacks . · Buff duration is 5 seconds · Hits are Pinning · Impact radius is 1.2 m · (0 - 20) % inc. CDRR-Tempest Rune Sky Rune Ward Rune Arcane Rune Stone Rune Rage Rune
x1Runeforged Blades · Supports Attacks you use yourself, causing them to Consume Fully Broken Armour on enemies to fire a nova of runic Proj at the cost of Ward . The Proj cannot Hit the enemy from which they originated. Cannot support skills that Consume Broken Armour . · Supported Skills cannot Break Armour · Fires 7 Proj · Cannot Break Armour · Fires Proj in a circle-Volcanic Rune Electrocuting Rune Ward Runex1Wardbound Minions · Level 1 · Spend all your Ward to summon Temporary Wardbound Casters. These Minions target nearby enemies with damaging Cold Spells . · Limit (15 - 24) Summoned Wardbound Minions · Minion duration is 15 seconds · Minions disperse after casting 6 Spells · Summon one Wardbound Minion on Skill use and an additional Minion for each additional (11 - 59) Ward spent · +(0 - 2) Spell casts before dispersing-Rebirth Rune Sky Rune Toxic Rune Protective Rune Oath Rune Ward Rune
x1Verisium Manifestations · Level 1 · While active, Hitting with an Attack will spend Ward to summon a Verisium Manifestation, a short-lived Temporary Minion that rapidly Attacks nearby enemies, ignoring commands. Enemies will not directly engage these Minions , and can pass through them. · Trigger Manifest Rune on Hitting with an Attack · Limit 10 Summoned Verisium Manifestations · Manifestation duration is 8 seconds · +(0 - 2) s to Manifestation duration-Rebirth Rune Rage Rune Ward Runex1Voltaic Barrier · Level 1 | Talisman | Martial Weapon · Raise a pair of electrified pylons in front of you which project a wall of electricity between them, damaging and Electrocuting enemies caught between them. Proj you fire through the wall become energised, and discharge that energy on Hit as Chaining Lightning beams. · Converts 100 % of Physical damage to Lightning damage · 300 % more Electrocution buildup · Lightning damage from this skill Contributes to Electrocution Buildup · Cannot Shock · Wall length is 6 m · Wall duration is 6 seconds · Wall Hits enemies every 0.25 seconds · Chains 3 times-Protective Rune Sky Rune Earth Rune Stone Rune Death Rune Ward Rune
x1Powered by Verisium · Level 1 · Spends Ward to generate Verisium Infusions , which can be used in place of any Elemental Infusions . · Generates (1 - 4) Verisium Infusion · (0 - 50) % inc. Verisium Infusion duration-Arcane Rune Earth Rune Ward Runex1Hollow Shell · Level 1 · Sacrifice your Ward to send out an energy pulse that grants nearby Allies Guard . · Pulse spends 100% of your Ward to grant Allies Guard equal to (45 - 64) % of Ward spent · Pulse radius is (3 - 4) m · Guard duration is 6 seconds · Cannot affect the same target more than once every 6 seconds · Pulse grants Guard equal to an additional (0 - 5) % of Ward spent-Arcane Rune Sky Rune Bloodletting Rune Prismatic Rune Life Rune Ward Rune
x1Remnants of Kalguur · Level 1 · While active, enemies you Stun or kill have a chance to generate a Ward Remnant . These Remnants can Overflow your Ward . · Remnants last for 8 seconds · 50 % chance to spawn a Remnant on Stunning an Enemy, no more than once every 3 seconds · 25 % chance to spawn a Remnant on killing an enemy · Each Remnant grants (5 - 205) Ward · +(0 - 5) % chance to spawn a Remnant on Stunning an Enemy +(0 - 5) % chance to spawn a Remnant on killing an enemy-Sky Rune Tidal Rune Ward Runex1Explosive Transmutation · Level 1 · While active, picking up Remnants Triggers a deadly explosion, dealing damage at the location of the Remnant based on the type of Remnant picked up. · Trigger Transmutation Explosion on picking up a Remnant · Deals (4 - 149) to (7 - 223) Phys.Dmg · Explosion radius is 1.8 m · Deals (4 - 103) to (6 - 155) Cold.Dmg · Deals (4 - 116) to (6 - 174) Fire.Dmg · Deals (1 - 16) to (9 - 295) Light.Dmg · Deals (4 - 139) to (8 - 259) Chaos.Dmg · +(0 - 0.2) m to Explosion radius-Volcanic Rune Sky Rune Fire Rune Volcanic Rune Bond Rune Ward Rune
x1Grim Pillars · Level 1 · Spend Ward to cause damaging Ice-Crystal spears to erupt from the ground around you. These spears can be destroyed for an explosion of Cold damage. · Deals (3 - 99) to (5 - 149) Cold.Dmg · 80 % less damage if destroyed within 0.5 seconds by something other than you · Creation radius is 4 m · Creates 8 Grim Pillars · Eruption radius is 1.2 m · Grim Pillar duration is 10 seconds · Grim Pillars have (27 - 9536) max Life · Limit 20 Grim Pillars-Volcanic Rune Cold Rune Ward Runex1Animus Splinters · Level 1 · Expend a large amount of Ward to instantly create a short-lived copy of yourself that uses a Socketed Skill once, then vanishes. This Skill's cost is equal to the total cost of Socketed Skills. The copy cannot perform Channelled , Remote , Cooldown or Conditional Skills, or summon Minions . · This Skill's base cost is equal to (153 - 200) % of the base costs of Socketed Skills · Gains 100 % of Life and Mana Cost as Extra Ward Cost · (0 - 20) % inc. Cost Efficiency-Bloodletting Rune Sky Rune Adaptive Rune Rage Rune Soul Rune Ward Rune
x1Bitter Dead · Level 1 · Spend Ward and target an area, transforming Corpses into bitter cores that seek out enemies and Chill enemies near them. The cores explode at the end of their duration, creating runes which deal additional Cold damage over time. · Transformation radius is 3.5 m · Transforms up to (1 - 7) Corpse · Core duration is 5 seconds · Deals (9 - 319) to (14 - 478) Cold damage · Explosion radius is 2 m · Chills enemies as though dealing (26 - 888) to (39 - 1332) Cold damage · Chills enemies within 1.5 metre radius · Modifiers to Spell Dmg apply to Debuff 's DoT-Rebirth Rune Cold Rune Ward Runex1Skyfall · Level 1 · Build Glory by spending Ward . When you have max Glory , you may call down a mass of Verisium from the sky, dealing high damage at the targeted location and summoning a Temporary Minion . Targeting close to you will cause you to jump back as you cast. Consumes a Verisium Infusion , if possible, to increase the number of Minions summoned . · Deals (16 - 553) to (24 - 829) Phys.Dmg · Deals (16 - 553) to (24 - 829) Cold.Dmg · +1 second to Total Cast · Requires (50 - 270) Glory to use · Generates 100 % of Ward spent as Glory for this Skill · Creates 3 Temporary Minions · Limit 12 Temporary Minions · Impact radius is 3 m-Tempest Rune Celestial Rune Protective Rune Ward Rune Wisdom Rune Oath Rune
x1Concussive Runes · Supports Attacks , causing a Runic Shockwave to erupt under enemies they Heavy Stun . The Shockwave costs Ward , and will not Trigger if you do not have enough Ward . · Supported Skills Trigger a Runic Shockwave on Heavy Stunning an enemy · Cannot cause Stun buildup · Shockwave radius is 2 m-Cyclonic Rune Prismatic Rune Moon Runex1Triskelion Cascade · Level 1 · Tap into the power of the Triskelion Flame to Empower the next Cascadable Spell you cast. The Empowered Spell becomes centred on your location, and Cascades to six areas around you in a Triskelion pattern. · Maximum Buff duration is 4 seconds · (300 - 800) % of Empowered Skill's cast time is added to this Skill's cooldown · Empowered Skill has (31 - 40) % less area of effect · Empowered Skill deals (11 - 30) % less damage · Empowered Skill deals (0 - 10) % more damage-Arcane Rune Celestial Rune Stone Rune Ward Rune Wisdom Rune Bond Rune
x1Conductive Runes · Level 1 · Spend Ward to create a number of Hazardous Runes in a cone in front of you, which arm after a time. After arming, these Runes will activate when enemies step on them, exploding to deal Attack damage and apply Electrocution buildup. · Runes emerge within a 8.5 metre length cone · Rune duration is 10 seconds · Runes arm after 0.4 seconds · Limit 20 active Runes · Runes detonate 0.3 seconds after activation · Creates 10 Runes · Converts 100 % of Physical damage to Lightning damage · Lightning damage from this skill Contributes to Electrocution Buildup-Cyclonic Rune Lightning Rune Vision Runex1Refutation · Level 1 · Spends all your Ward to gain a short-duration Buff that causes you to Block all Blockable Hits and apply Parried to enemies from which you've Blocked a Hit . This Buff is removed if you are Heavy Stunned . While this Buff is active, you cannot be Light Stunned , but Blocking too much damage may Heavy Stun you. · Cooldown does not recover during Buff effect · While the Buff is active, automatically Block from all directions and inflict Parried to Blocked enemies · Buff duration is 4 seconds · 50 % less Stun Threshold while Buff is active · 5 % more Stun Threshold while Buff is active per 10 Ward spent · Parried Debuff makes targets take 50 % more Atk Dmg · Parried Debuff duration is (2 - 3.9) seconds · +(0 - 20) % more Stun Threshold while Buff is active-Rage Rune Prismatic Rune Stone Rune Ward Rune Wisdom Rune Death Rune
x1Repulsion · Level 1 · Target an area and Curse enemies within with a Verisium Rune, inflicting them with Fragility. Hitting these enemies causes the Curse to Trigger an explosion to deal damage in an area and apply significant Knockback to other enemies near the Cursed target, with more Stun buildup based on the Fragility on the target Hit . · Curse applies after 1.5 seconds delay · Curse does not apply to enemies above level (0 - 20) · Curse duration is (6 - 7.4) seconds · Curse applies 20 Fragility · (5 - 128) to (7 - 192) base Phys.Dmg · 200 % inc. Knockback Distance · Knocks Back Enemies · Explosion radius is 1.5 m-Cyclonic Rune Earth Rune Protective Runex1Runic Reprieve · Level 1 · Channel to create a protective bubble all around you, Blocking Hits against you. While Channelling this Skill, you cannot be Light Stunned by Hits you Block , and damage you take from Hits is also removed from Ward . Blocking Hits this way causes you to accumulate Heavy Stun buildup. You cannot recover Ward while this Skill is active. · (5 - 100) % inc. Stun Threshold while using Skill · You take (21 - 25) % of damage from Blocked Hits · Lose Ward on Block equal to the damage you took from that Hit · Requires at least 20 % of max Ward to be able to use this Skill · (0 - 40) % inc. Stun Threshold while using Skill-Bloodletting Rune Prismatic Rune Rebirth Rune Ward Rune Wisdom Rune Soul Rune
x1Frostflame Nova · Level 1 · Unleash a wave of volatile ice that feeds on flames. While the wave doesn't deal damage, the ice latches onto Ignited enemies, refreshing the duration of their active Ignite and rapidly Freezing them but preventing them from being Ignited further until the Ignite expires. · Wave radius is 3.5 m · 10 % more Freeze Buildup for each 1% of enemy's Ailment Threshold dealt by the affected Ignite per second · Hits enemies every 0.5 seconds until affected Ignite expires · Deals (2 - 81) to (3 - 122) Cold.Dmg · +(0 - 1) metre to wave radius-Cyclonic Rune Cold Rune Fire Runex1Leylines · Level 1 · While active, areas of intense runic energy are revealed to you. Standing over them grants you a powerful Spell damage boost but constantly drains your Ward . Running out of Ward causes the energy to temporarily dissipate. · Deal (10 - 29) % more Spell damage while on a Leyline · Lose (3.43 - 93.03) Ward per second while on a Leyline Cannot Recover Ward while on a Leyline · Leyline radius is 1.6 m · Leylines reappear 8 seconds after dissipating · Deal (0 - 10) % more Spell damage while on a Leyline-Arcane Rune Celestial Rune Rebirth Rune Ward Rune Wisdom Rune Life Rune
x1Fragments Of The Past · Level 1 | Martial Weapon | Unarmed · Spend Ward to create a Verisium volcano that deals damage on initial eruption and Triggers Ice Fragments . · Eruption radius is 1.2 m · Limit 1 Volcano · Volcano duration is 8 seconds · Initial eruption Triggers Ice Fragments with 2 additional Proj · Triggers Ice Fragments every 0.5 seconds · Detonation Time is 2.5 seconds · 60 % more Proj.Spd · Converts 100 % of Physical damage to Cold damage-Cyclonic Rune Tidal Rune Lightning Runex1Animus Exchange · Level 1 · Sacrifice a portion of your Life to recover Ward . Ward recovered by this Skill can Overflow . · Sacrifices up to (25 - 800) Life · Gain Ward equal to 70 % of Sacrificed Life · (0 - 20) % inc. CDRR-Arcane Rune Prismatic Rune Electrocuting Rune Ward Rune Wisdom Rune Oath Rune
x1Eternal March · Level 1 · Spend Ward to instantly Revive your Minions . Prioritises the most powerful minions first. · Spends up to (19 - 853) Ward to Revive Minions with total max Life equal to (3 - 20) times the Ward spent · Spends up to (0 - 200) additional Ward-Cyclonic Rune Cold Rune Protective Rune

Runeshape Combinations - Runes

YieldResultPriceRunesLinksYieldResultPriceRunesLinks
x1Aldur's Legacy · All Equipment: When socketed into a Unique Kalguuran or Ezomyte item, destroys the item to create a Rune imbued with that item's power70815.88 exCelestial Rune Wisdom Rune Power Rune Prismatic Rune Fire Rune Death Rune Earth Rune Protective Rune Time Rune Bond Runex1Warding Rune of Armature · Martial Weapon: Gain maximum Runic Ward equal to 15% of this Weapon's maximum damage4.192846 exWard Rune Volcanic Rune Bond Rune Stone Rune Vision Rune
x1Astrid's Creativity · All Equipment: Can have 1 additional Crafted Modifier1630.13 exWisdom Rune Arcane Rune Time Rune Adaptive Rune Power Rune Volcanic Rune Death Runex1Warding Rune of Hollowing · Caster Weapon: Gain 15% of maximum Life as Extra maximum Runic Ward, 15% less maximum Life4.173891 exWard Rune Lightning Rune Soul Rune Stone Rune Arcane Rune
x1Serle's Triumph · All Equipment: +1 Suffix Modifier allowed, local maximum mods allowed + [1]195.46396 exWisdom Rune Momentum Rune Protective Rune Moon Rune Power Rune Oath Rune Sky Rune Tidal Runex1Fenumus' Rune of Draining · Gloves: 20% increased Withered Magnitude4.1701 exDeath Rune Toxic Rune Cold Rune Time Rune Arcane Rune
x1Cadigan's Epiphany · Gloves: Destroys all Augment Sockets on the item to create a Jewel Socket169.19233 exWisdom Rune Sky Rune Oath Rune Protective Rune Power Rune Soul Rune Bloodletting Runex1Rune of Consistency · Helmets: 200% increased Critical Hit Chance, You have no Critical Damage Bonus · Caster Weapon: 50% increased Spell Damage while your Companion is in your Presence3.8516560000000006 exSky Rune Cyclonic Rune Momentum Rune Vision Rune
x1Kolr's Hunt · Gloves: Can roll Marksman modifiers99.51375000000002 exMomentum Rune Bond Rune Sky Rune Tempest Rune Power Rune Rage Rune Opulent Rune Moon Runex1Vision Rune · Martial Weapon: +90 to Accuracy Rating · Wand or Staff: 20% increased Critical Hit Chance for Spells · Armour: 12% increased Life and Mana Recovery from Flasks3.7022906000000004 exVision Rune Protective Rune
x1Masterwork Rune · All Equipment: Upgrades a socketed Rune91.32519 exPrismatic Rune Wisdom Rune Sky Rune Arcane Rune Rebirth Runex1Ire of Aldur · Weapon: Transforms all Fire and Cold modifiers on the item into equivalent Lightning modifiers3.4391952000000003 exSoul Rune Lightning Rune Electrocuting Rune Sky Rune Power Rune Wisdom Rune Celestial Rune
x1Uhtred's Sidereus · Boots: Can roll Chronomancy modifiers53.33937 exTime Rune Bond Rune Moon Rune Cyclonic Rune Power Rune Volcanic Rune Opulent Rune Cold Runex1Ancient Rune of Decay · Wands: 25% increased Withered Magnitude3.4221357 exToxic Rune Adaptive Rune Arcane Rune Opulent Rune
x1Warding Rune of Reinforcement · Armour: 20% increased Runic Ward37.288276 exLightning Rune Ward Rune Electrocuting Runex1Greater Robust Rune · All Equipment: +12 to Strength3.3918077 exRage Rune Vision Rune Rage Rune
x1Medved's Tending · Body Armours: Can roll Soul modifiers33.133340000000004 exEarth Rune Bond Rune Protective Rune Prismatic Rune Power Rune Life Rune Opulent Rune Adaptive Runex1Ancient Rune of Witchcraft · Foci: 40% increased Area of Effect of Curses3.2974118 exArcane Rune Bloodletting Rune Celestial Rune Opulent Rune
x1Hedgewitch Assandra's Rune of Wisdom · Wand or Staff: +1 to Level of all Spell Skills32.367558 exTime Rune Ward Rune Arcane Rune Wisdom Rune Sky Rune Oath Runex1Farrul's Rune of the Hunt · Martial Weapon: 50% increased Attack Damage against Rare or Unique Enemies3.1207512 exVision Rune Bloodletting Rune Bond Rune Time Rune Rage Rune
x1Warding Rune of Heart · Body Armours: Gain 5% of maximum Life as Extra maximum Runic Ward24.728693 exElectrocuting Rune Ward Rune Vision Rune Stone Runex1Greater Iron Rune · Martial Weapon: 18% increased Physical Damage · Wand or Staff: 30% increased Spell Damage · Armour: 18% increased Armour, Evasion and Energy Shield2.9357504000000003 exProtective Rune Cyclonic Rune Celestial Rune
x1Vorana's Carnage · Helmets: Can roll Berserking modifiers24.474696000000005 exRage Rune Bond Rune Cold Rune Fire Rune Power Rune Bloodletting Rune Opulent Rune Stone Runex1Lesser Glacial Rune · Martial Weapon: Adds 3 to 5 Cold Damage · Wand or Staff: Gain 6% of Damage as Extra Cold Damage · Armour: +10% to Cold Resistance2.8701661 exCold Rune Momentum Rune
x1Charging Rune · Armour: 12% increased Runic Ward Regeneration Rate24.095596000000004 exSky Rune Tidal Rune Stone Runex1Ancient Rune of the Horde · Sceptres: Minions have 8% increased Attack and Cast Speed2.7537824 exVolcanic Rune Bloodletting Rune Momentum Rune Opulent Rune
x1Greater Ward Rune · Armour: +25 to maximum Runic Ward22.469257000000002 exProtective Rune Ward Rune Lightning Runex1Breath of Aldur · Weapon: When socketed, transforms all Fire and Lightning modifiers to equivalent Cold modifiers2.6173064000000004 exSoul Rune Cold Rune Cyclonic Rune Tidal Rune Power Rune Wisdom Rune Bond Rune
x1Robust Rune · All Equipment: +9 to Strength21.953681000000003 exRage Rune Vision Runex1Lesser Body Rune · Martial Weapon: Leeches 3% of Physical Damage as Life · Wand or Staff: +30 to maximum Energy Shield · Armour: +30 to maximum Life2.5782591 exStone Rune Electrocuting Rune
x1Perfect Orb of Augmentation20.414535 exAdaptive Rune Time Rune Sky Rune Tidal Rune Rebirth Runex1Rebirth Rune · Martial Weapon: Gain 25 Life per enemy killed · Wand or Staff: 8% increased Energy Shield Recharge Rate · Armour: Regenerate 0.4% of maximum Life per second2.4633918 exVision Rune Protective Rune
x1Farrul's Rune of the Chase · Boots: 5% increased Movement Speed19.246907000000004 exTime Rune Bloodletting Rune Cyclonic Rune Wisdom Rune Death Rune Oath Runex1Saqawal's Rune of Erosion · Helmets: 25% increased Exposure Effect2.4326847000000003 exRebirth Rune Sky Rune Vision Rune Time Rune Toxic Rune
x1Rune of Foundations · Body Armours: +30 to Armour, +30 to Evasion Rating, +10 to maximum Energy Shield17.885938 exArcane Rune Cyclonic Rune Fire Rune Protective Runex1Greater Mind Rune · Martial Weapon: Leeches 4% of Physical Damage as Mana · Wand or Staff: +75 to maximum Mana · Armour: +40 to maximum Mana2.4050104 exVolcanic Rune Fire Rune Rebirth Rune
x1Lesser Robust Rune · All Equipment: +6 to Strength17.575076 exFire Rune Tempest Runex1Passion of Aldur · Weapon: Transforms all Cold and Lightning modifiers on the item into equivalent Fire modifiers2.3978075000000003 exSoul Rune Fire Rune Rage Rune Life Rune Power Rune Wisdom Rune Earth Rune
x1Katla's Gloom · Gloves: Can roll Decay modifiers17.340034000000003 exToxic Rune Bond Rune Death Rune Rebirth Rune Power Rune Vision Rune Opulent Rune Celestial Runex1Thane Girt's Rune of Wildness · Wand or Staff: 25% chance for Spell Skills to fire 2 additional Projectiles2.2924177 exRage Rune Bond Rune Rage Rune Time Rune Volcanic Rune
x1Lesser Adept Rune · All Equipment: +6 to Dexterity16.896487 exCold Rune Tempest Runex1Farrul's Rune of Grace · Boots: 8% increased Deflection Rating while moving2.0922529 exMomentum Rune Bloodletting Rune Adaptive Rune Time Rune Life Rune
x1Ancient Rune of Detonation · Crossbows: Grenades have 10% chance to activate a second time16.767593 exToxic Rune Adaptive Rune Tempest Rune Opulent Runex1Warding Rune of Bodyguards · Sceptres: Minions in your Presence have Onslaught while you are on Low Runic Ward2.0475191 exWard Rune Protective Rune Oath Rune Stone Rune Prismatic Rune
x1Greater Charging Rune · Armour: 16% increased Runic Ward Regeneration Rate15.361132000000001 exProtective Rune Ward Rune Fire Runex1Lesser Storm Rune · Martial Weapon: Adds 1 to 10 Lightning Damage · Wand or Staff: Gain 6% of Damage as Extra Lightning Damage · Armour: +10% to Lightning Resistance1.9925496000000003 exLightning Rune Momentum Rune
x1Thrud's Might · Weapon: Can roll Destruction modifiers15.20191 exTempest Rune Bond Rune Earth Rune Death Rune Power Rune Ward Rune Opulent Rune Rebirth Runex1Desert Rune · Martial Weapon: Adds 7 to 11 Fire Damage · Wand or Staff: Gain 8% of Damage as Extra Fire Damage · Armour: +14% to Fire Resistance1.9466785 exRage Rune Cyclonic Rune
x1Rune of the Blossom · Body Armours: +50 to Spirit, -1 to Spirit per 2 Levels15.137463 exMoon Rune Cyclonic Rune Lightning Rune Protective Runex1Glacial Rune · Martial Weapon: Adds 6 to 10 Cold Damage · Wand or Staff: Gain 8% of Damage as Extra Cold Damage · Armour: +14% to Cold Resistance1.8701003 exMoon Rune Cyclonic Rune
x1Rune of Accumulation · Gloves: Gain 3 Life per Enemy Hit with Attacks, Gain 1 Mana per Enemy Hit with Attacks · Crossbow, Bow or Spear: On Hitting an enemy, gains maximum added Cold damage equal to the enemy's Power for 20 seconds, up to a total of 3213.564198000000001 exEarth Rune Cyclonic Rune Fire Rune Moon Runex1Ancient Rune of Discovery · Staves: 30% chance to create an additional Remnant1.7499256000000003 exToxic Rune Celestial Rune Sky Rune Opulent Rune
x1Countess Seske's Rune of Archery · Bows: Bow Attacks fire an additional Arrow12.332123000000003 exTime Rune Tempest Rune Sky Rune Wisdom Rune Ward Rune Oath Runex1Warding Rune of Protection · Armour: Every 4 seconds, gain Guard equal to 20% of maximum Runic Ward for 2 seconds1.6998844000000002 exVision Rune Protective Rune Electrocuting Rune
x1Rune of Renown · Gloves: 50% increased Glory generation · Caster Weapon: Archon recovery period expires 30% faster11.880994000000001 exArcane Rune Electrocuting Rune Fire Rune Life Runex1Lesser Resolve Rune · All Equipment: +6 to Intelligence1.5114717000000002 exLightning Rune Tempest Rune
x1Perfect Orb of Transmutation11.862039 exAdaptive Rune Death Rune Sky Rune Oath Rune Celestial Runex1Greater Resolve Rune · All Equipment: +12 to Intelligence1.4227623 exTidal Rune Vision Rune Earth Rune
x1Iron Rune · Martial Weapon: 16% increased Physical Damage · Wand or Staff: 25% increased Spell Damage · Armour: 16% increased Armour, Evasion and Energy Shield11.657325 exProtective Rune Cyclonic Runex1Mind Rune · Martial Weapon: Leeches 3% of Physical Damage as Mana · Wand or Staff: +60 to maximum Mana · Armour: +30 to maximum Mana1.3704465000000001 exVolcanic Rune Fire Rune
x1Saqawal's Rune of the Sky · Martial Weapon: Gain 5% of Damage as Extra Damage of all Elements · Wand or Staff: Gain 5% of Damage as Extra Damage of all Elements11.482939000000002 exRebirth Rune Sky Rune Bloodletting Rune Time Rune Volcanic Runex1Thane Myrk's Rune of Summer · Martial Weapon: Adds 23 to 34 Fire Damage to Attacks against Ignited Enemies1.2241139 exFire Rune Bond Rune Rage Rune Time Rune Death Rune
x1Lesser Inspiration Rune · Martial Weapon: Gain 10 Mana per enemy killed · Wand or Staff: 20% increased Mana Regeneration Rate · Armour: 12% increased Mana Regeneration Rate11.062138000000001 exRebirth Rune Cold Runex1Ancient Rune of Animosity · Talismans: Gain 2 Druidic Prowess when you Heavy Stun a Rare or Unique Enemy1.1998515 exVolcanic Rune Momentum Rune Rage Rune Opulent Rune
x1Rune of Acrobatics · Weapon: Flasks gain 0.2 charges per Second · Boots: +0.3 metres to Dodge Roll distance11.039392000000001 exEarth Rune Cyclonic Rune Cold Rune Life Runex1Stone Rune · Martial Weapon: Causes 30% increased Stun Buildup · Wand or Staff: Gain additional Stun Threshold equal to 12% of maximum Energy Shield · Armour: +75 to Stun Threshold1.0000658000000002 exProtective Rune Tidal Rune
x1Warding Rune of Salvaging · Sceptres: Recover 3% of maximum Runic Ward when one of your Reviving Minions is Killed10.595845 exCyclonic Rune Ward Rune Moon Rune Stone Runex1Warding Rune of Desperation · Wand or Staff: Spell damage Penetrates 25% of enemy Elemental Resistances while on Low Runic Ward1.0000658000000002 exBloodletting Rune Stone Rune Electrocuting Rune
x1Rune of Reach · Helmets: Remnants you create have 15% increased effect · Wand or Staff: Remnants you create have 25% reduced effect, Remnants can be collected from 50% further away10.121970000000001 exArcane Rune Momentum Rune Lightning Rune Vision Runex1Ancient Rune of Retaliation · Shields: 8% increased Attack Speed if you have Blocked Recently1.0000658000000002 exVolcanic Rune Sky Rune Momentum Rune Opulent Rune
x1Warding Rune of Equinox · Caster Weapon: 40% less Mana Regeneration Rate, Mana Recovery from Regeneration is also applied to Runic Ward9.219712000000001 exWard Rune Tempest Rune Protective Rune Stone Rune Bloodletting Runex1Ancient Rune of Dueling · Bucklers: 30% increased Parried Debuff Magnitude1.0000658000000002 exVolcanic Rune Earth Rune Stone Rune Opulent Rune
x1Warding Rune of Annihilation · Martial Weapon: Attacks spend 5% of your maximum Runic Ward if possible to gain that much added Physical damage8.942969 exVision Rune Ward Rune Electrocuting Rune Stone Runex1Rune of Confrontation · Quarterstaff or Spear: Gain 4 Rage on Melee Hit, -10 to Maximum Rage1.0000658000000002 exSky Rune Tidal Rune Electrocuting Rune Tempest Rune
x1Adept Rune · All Equipment: +9 to Dexterity8.79512 exMoon Rune Vision Runex1Warding Rune of Obsession · Wands: All damage taken bypasses Runic Ward, Runic Ward Regeneration Rate is doubled1.0000658000000002 exWard Rune Life Rune Rage Rune Stone Rune Fire Rune
x1Inspiration Rune · Martial Weapon: Gain 20 Mana per enemy killed · Wand or Staff: 25% increased Mana Regeneration Rate · Armour: 15% increased Mana Regeneration Rate8.787538 exElectrocuting Rune Protective Runex1Thane Leld's Rune of Spring · Martial Weapon: Adds 1 to 60 Lightning Damage against Shocked Enemies0.9905883 exLightning Rune Bond Rune Volcanic Rune Time Rune Electrocuting Rune
x1Warding Rune of Disintegration · Martial Weapon: Attacks Break Armour equal to 15% of maximum Runic Ward8.635898000000001 exCold Rune Stone Rune Electrocuting Runex1Ancient Rune of Prowess · Spears: 30% chance when you gain a Charge to gain an additional Charge0.9875555000000001 exSky Rune Momentum Rune Arcane Rune Opulent Rune
x1Saqawal's Rune of Memory · Helmets: 2% increased Experience gain8.298499 exArcane Rune Sky Rune Soul Rune Time Rune Moon Runex1Warding Rune of Symbiosis · Boots: 1% increased Energy Shield Recharge Rate per 30 maximum Runic Ward0.9375143 exTempest Rune Ward Rune Life Rune Stone Rune
x1Resolve Rune · All Equipment: +9 to Intelligence8.241634 exTidal Rune Vision Runex1Lesser Desert Rune · Martial Weapon: Adds 4 to 6 Fire Damage · Wand or Staff: Gain 6% of Damage as Extra Fire Damage · Armour: +10% to Fire Resistance0.9314487 exFire Rune Momentum Rune
x1Thane Grannell's Rune of Mastery · Gloves: 30% increased Magnitude of Non-Damaging Ailments you inflict7.862534000000001 exElectrocuting Rune Bond Rune Tidal Rune Time Rune Prismatic Runex1Ancient Rune of Control · Quarterstaves: 50% increased Immobilisation buildup0.8889895 exEarth Rune Adaptive Rune Moon Rune Opulent Rune
x1Craiceann's Rune of Warding · Body Armours: 50% reduced effect of Curses on you7.604746000000001 exLife Rune Tidal Rune Cold Rune Time Rune Ward Runex1Lady Hestra's Rune of Winter · Martial Weapon: Adds 19 to 28 Cold Damage against Chilled Enemies0.8594197 exTidal Rune Cold Rune Cyclonic Rune Time Rune Tempest Rune
x1Rune of Culmination · Gloves: 50% chance to build an additional Combo on Hit · One Hand Mace or Quarterstaff: Rolls only the minimum or maximum Damage value for Physical Damage6.933739000000001 exMoon Rune Prismatic Rune Cold Rune Life Runex1Warding Rune of Courage · Helmets: 25% increased Armour and Evasion Rating while on Low Runic Ward0.6774517 exCold Rune Ward Rune Electrocuting Rune
x1Betrayal of Aldur · Weapon: Transforms all Fire, Cold and Lightning modifiers on the item into equivalent Chaos modifiers6.922366 exSoul Rune Toxic Rune Bond Rune Death Rune Power Rune Wisdom Rune Volcanic Runex1Greater Body Rune · Martial Weapon: Leeches 5% of Physical Damage as Life · Wand or Staff: +50 to maximum Energy Shield · Armour: +60 to maximum Life0.6338552000000001 exProtective Rune Volcanic Rune Stone Rune
x1Fenumus' Rune of Agony · Martial Weapon: Gain 13% of Damage as Extra Chaos Damage · Wand or Staff: Gain 13% of Damage as Extra Chaos Damage6.744189 exVolcanic Rune Toxic Rune Adaptive Rune Time Rune Vision Runex1Lesser Ward Rune · Armour: +15 to maximum Runic Ward0.6020108000000001 exArcane Rune Moon Rune
x1Warding Rune of Stability · Shields and Bucklers: +4 to Stun Threshold per 10 maximum Runic Ward6.717652 exCold Rune Ward Rune Arcane Rune Stone Runex1Greater Desert Rune · Martial Weapon: Adds 13 to 16 Fire Damage · Wand or Staff: Gain 10% of Damage as Extra Fire Damage · Armour: +18% to Fire Resistance0.5440085000000001 exRage Rune Cyclonic Rune Earth Rune
x1Ancient Rune of Shattering · One Hand Maces: 40% increased effect of Fully Broken Armour6.315806000000001 exToxic Rune Tidal Rune Lightning Rune Opulent Runex1Greater Storm Rune · Martial Weapon: Adds 1 to 30 Lightning Damage · Wand or Staff: Gain 10% of Damage as Extra Lightning Damage · Armour: +18% to Lightning Resistance0.5402175 exTidal Rune Cyclonic Rune Vision Rune
x1The Greatwolf's Rune of Claws · Gloves: Adds 5 to 12 Physical Damage to Attacks6.277896 exBloodletting Rune Rage Rune Momentum Rune Time Rune Toxic Runex1Rune of Vital Flame · One Hand Mace, Two Hand Mace or Talisman: Adds 13 to 16 Fire Damage, 15% of Skill Mana Costs Converted to Life Costs0.5159551 exVolcanic Rune Lightning Rune Earth Rune Tempest Rune
x1Craiceann's Rune of Recovery · Body Armours: 30% increased Energy Shield Recharge Rate5.807812 exDeath Rune Tidal Rune Soul Rune Time Rune Rage Runex1Lesser Stone Rune · Martial Weapon: Causes 20% increased Stun Buildup · Wand or Staff: Gain additional Stun Threshold equal to 10% of maximum Energy Shield · Armour: +50 to Stun Threshold0.5000329000000001 exStone Rune Cold Rune
x1Rune of Vitality · Weapon: +80 to maximum Life · Shields and Bucklers: Recover 15 Life when you Block5.705455 exMoon Rune Electrocuting Rune Cold Rune Adaptive Runex1Greater Adept Rune · All Equipment: +12 to Dexterity0.4583319 exMoon Rune Vision Rune Lightning Rune
x1Ward Rune · Armour: +20 to maximum Runic Ward5.580352 exVolcanic Rune Fire Runex2Blacksmith's Whetstone · Improves the quality of a martial weapon0.45628476 exFire Rune Stone Rune
x1The Greatwolf's Rune of Willpower · Body Armours: 15% of Damage is taken from Mana before Life5.57277 exTidal Rune Rage Rune Toxic Rune Time Rune Momentum Runex1Greater Glacial Rune · Martial Weapon: Adds 9 to 15 Cold Damage · Wand or Staff: Gain 10% of Damage as Extra Cold Damage · Armour: +18% to Cold Resistance0.4215592 exMoon Rune Cyclonic Rune Rage Rune
x1Warding Rune of Glancing · Body Armours: +3 to Deflection Rating per 10 maximum Runic Ward5.455249 exTidal Rune Ward Rune Protective Rune Stone Runex1Greater Inspiration Rune · Martial Weapon: Gain 30 Mana per enemy killed · Wand or Staff: 30% increased Mana Regeneration Rate · Armour: 18% increased Mana Regeneration Rate0.37367887 exElectrocuting Rune Protective Rune Rebirth Rune
x1Ancient Rune of the Titan · Two Hand Maces: 10% chance for Slam Skills you use yourself to cause an additional Aftershock5.421130000000001 exToxic Rune Bloodletting Rune Rage Rune Opulent Runex1Lesser Vision Rune · Martial Weapon: +60 to Accuracy Rating · Wand or Staff: 16% increased Critical Hit Chance for Spells · Armour: 8% increased Life and Mana Recovery from Flasks0.33330472 exRebirth Rune Electrocuting Rune
x1Body Rune · Martial Weapon: Leeches 4% of Physical Damage as Life · Wand or Staff: +40 to maximum Energy Shield · Armour: +45 to maximum Life5.235371 exProtective Rune Volcanic Runex1Greater Vision Rune · Martial Weapon: +120 to Accuracy Rating · Wand or Staff: 24% increased Critical Hit Chance for Spells · Armour: 16% increased Life and Mana Recovery from Flasks0.2953189 exVision Rune Protective Rune Cold Rune
x1Rune of the Prism · Body Armours: -10% to all Maximum Elemental Resistances, +20% to all Elemental Resistances4.977583 exSky Rune Electrocuting Rune Fire Rune Protective Runex1Lesser Mind Rune · Martial Weapon: Leeches 2% of Physical Damage as Mana · Wand or Staff: +45 to maximum Mana · Armour: +20 to maximum Mana0.27659136 exArcane Rune Electrocuting Rune
x1Fenumus' Rune of Spinning · Gloves: 8% increased Cast Speed4.628811000000001 exMomentum Rune Toxic Rune Tempest Rune Time Rune Protective Runex1Greater Rebirth Rune · Martial Weapon: Gain 35 Life per enemy killed · Wand or Staff: 10% increased Energy Shield Recharge Rate · Armour: Regenerate 0.45% of maximum Life per second0.14436128 exVision Rune Protective Rune Rebirth Rune
x1Ancient Rune of Splinters · Bows: +50% Surpassing chance to fire an additional Arrow4.579528000000001 exMoon Rune Tempest Rune Lightning Rune Opulent Runex1Greater Stone Rune · Martial Weapon: Causes 40% increased Stun Buildup · Wand or Staff: Gain additional Stun Threshold equal to 14% of maximum Energy Shield · Armour: +100 to Stun Threshold0.08749628000000001 exProtective Rune Tidal Rune Celestial Rune
x1Storm Rune · Martial Weapon: Adds 1 to 20 Lightning Damage · Wand or Staff: Gain 8% of Damage as Extra Lightning Damage · Armour: +14% to Lightning Resistance4.4354700000000005 exTidal Rune Cyclonic Runex1Lesser Charging Rune · Armour: 8% increased Runic Ward Regeneration Rate-Cyclonic Rune Tidal Rune
x1Courtesan Mannan's Rune of Cruelty · Gloves: 20% increased Magnitude of Damaging Ailments you inflict4.389978 exBloodletting Rune Cold Rune Toxic Rune Time Rune Volcanic Runex1Olroth's Boon-Oath Rune Wisdom Rune Power Rune Prismatic Rune Cold Rune Rebirth Rune Adaptive Rune Protective Rune Time Rune Bond Rune
x1Lesser Rebirth Rune · Martial Weapon: Gain 15 Life per enemy killed · Wand or Staff: 6% increased Energy Shield Recharge Rate · Armour: Regenerate 0.35% of maximum Life per second4.363441 exRebirth Rune Moon Runex1Vorana's Boon-Death Rune Wisdom Rune Power Rune Prismatic Rune Toxic Rune Moon Rune Tidal Rune Protective Rune Time Rune Bond Rune
x1Lesser Iron Rune · Martial Weapon: 14% increased Physical Damage · Wand or Staff: 20% increased Spell Damage · Armour: 14% increased Armour, Evasion and Energy Shield4.352068000000001 exStone Rune Momentum Runex1Uhtred's Boon-Ward Rune Wisdom Rune Power Rune Prismatic Rune Lightning Rune Soul Rune Arcane Rune Protective Rune Time Rune Bond Rune
x1Rune of the Hunt · Boots: 8% increased Movement Speed while Sprinting · Sceptres: Companions deal 30% increased Damage4.208010000000001 exEarth Rune Electrocuting Rune Cold Rune Volcanic Runex1Medved's Boon-Rage Rune Wisdom Rune Power Rune Prismatic Rune Rage Rune Volcanic Rune Life Rune Protective Rune Time Rune Bond Rune

Runeshape Combinations - Uniques

YieldResultPriceRunesLinksYieldResultPriceRunesLinks
x1Unique Boots Unique Boots-Celestial Rune Lightning Rune Wisdom Runex1Unique Staff Unique Staff-Celestial Rune Arcane Rune Wisdom Rune Momentum Rune
x1Unique Gloves Unique Gloves-Celestial Rune Lightning Rune Wisdom Runex1Unique Spear Unique Spear-Celestial Rune Rage Rune Wisdom Rune Momentum Rune
x1Unique Helmet Unique Helmet-Celestial Rune Tempest Rune Wisdom Runex1Unique Sceptre Unique Sceptre-Celestial Rune Protective Rune Wisdom Rune Arcane Rune
x1Unique Body Armour Unique Body Armour-Celestial Rune Prismatic Rune Wisdom Runex1Unique Quiver Unique Quiver-Celestial Rune Protective Rune Wisdom Rune Rage Rune
x1Unique Shield Unique Shield-Celestial Rune Protective Rune Wisdom Rune Prismatic Runex1Unique Quarterstaff Unique Quarterstaff-Celestial Rune Rage Rune Wisdom Rune Adaptive Rune
x1Unique Ring Unique Ring-Celestial Rune Sky Rune Cold Rune Wisdom Runex1Unique One Hand Mace Unique One Hand Mace-Celestial Rune Rage Rune Wisdom Rune Arcane Rune
x1Unique Belt Unique Belt-Celestial Rune Bond Rune Ward Rune Wisdom Runex1Unique Focus Unique Focus-Celestial Rune Protective Rune Wisdom Rune Arcane Rune
x1Unique Amulet Unique Amulet-Celestial Rune Cold Rune Fire Rune Wisdom Runex1Unique Crossbow Unique Crossbow-Celestial Rune Electrocuting Rune Wisdom Rune Momentum Rune
x1Unique Jewellery-Toxic Rune Moon Rune Wisdom Rune Cyclonic Runex1Unique Bow Unique Bow-Celestial Rune Vision Rune Wisdom Rune Momentum Rune
x1Unique Wand Unique Wand-Celestial Rune Arcane Rune Wisdom Rune Momentum Runex1Rare Unique Item Rare Unique Item-Celestial Rune Wisdom Rune Protective Rune Rage Rune Bond Rune
x1Unique Two Hand Mace Unique Two Hand Mace-Celestial Rune Rage Rune Wisdom Rune Tidal Runex1Very Rare Unique item Very Rare Unique item-Celestial Rune Wisdom Rune Moon Rune Power Rune Earth Rune Protective Rune Prismatic Rune Rebirth Rune Fire Rune
x1Unique Talisman Unique Talisman-Celestial Rune Rage Rune Wisdom Rune Bloodletting Rune

0.5 New Kalguuran Runes

CategoryIconRune (Limit 1)Effect / Mods Link
WeaponBetrayal of Aldur6.9exBetrayal of AldurTransforms all Fire Cold and Lightning modifiers on the item into equivalent Chaos modifiers
25% increased Chaos Damage
Breath of Aldur2.6exBreath of AldurWhen socketed transforms all Fire and Lightning modifiers to equivalent Cold modifiers
25% increased Cold Damage
Ire of Aldur3.4exIre of AldurTransforms all Fire and Cold modifiers on the item into equivalent Lightning modifiers
25% increased Lightning Damage
Passion of Aldur2.4exPassion of AldurTransforms all Cold and Lightning modifiers on the item into equivalent Fire modifiers
25% increased Fire Damage

0.5 New Runes

IconItemLimitEffect / Mods Link
Perfect Charging Rune1.6dPerfect Charging RuneArmour: 20% increased Runic Ward Regeneration Rate
Armour: Regenerate 25 Runic Ward per second
Perfect Robust Rune1.6dPerfect Robust RuneAll Equipment: +15 to Strength
Martial Weapon: Adds 6 to 10 Physical Damage to Attacks, Adds 6 to 10 Fire damage to Attacks Wand or Staff: +100 to Armour Armour: +20 to maximum Life, +20 to maximum Mana
Perfect Adept Rune1.5dPerfect Adept RuneAll Equipment: +15 to Dexterity
Martial Weapon: Adds 6 to 10 Physical Damage to Attacks, Adds 1 to 16 Lightning damage to Attacks Wand or Staff: +80 to Evasion Rating Armour: +20 to maximum Life, +20 to maximum Mana
Perfect Ward Rune1.5dPerfect Ward RuneArmour: +30 to maximum Runic Ward
Armour: 15% increased Global Armour, Evasion and Energy Shield
Perfect Resolve Rune1.5dPerfect Resolve RuneAll Equipment: +15 to Intelligence
Martial Weapon: Adds 6 to 10 Physical Damage to Attacks, Adds 5 to 8 Cold damage to Attacks Wand or Staff: +50 to maximum Energy Shield Armour: +20 to maximum Life, +20 to maximum Mana
Perfect Vision Rune1.4dPerfect Vision RuneMartial Weapon: +150 to Accuracy Rating Wand or Staff: 28% increased Critical Hit Chance for Spells Armour: 20% increased Life and Mana Recovery from Flasks
Martial Weapon: Attacks have +1% to Critical Hit Chance Wand or Staff: 25% increased Critical Damage Bonus Armour: +20 to maximum Life, +20 to maximum Mana
Perfect Body Rune1.3dPerfect Body RuneMartial Weapon: Leeches 6% of Physical Damage as Life Wand or Staff: +60 to maximum Energy Shield Armour: +75 to maximum Life
Martial Weapon: 5% increased maximum Life Wand or Staff: 5% increased maximum Life Armour: +20 to maximum Life, +20 to maximum Mana
Perfect Mind Rune1.3dPerfect Mind RuneMartial Weapon: Leeches 5% of Physical Damage as Mana Wand or Staff: +90 to maximum Mana Armour: +50 to maximum Mana
Martial Weapon: 5% increased maximum Mana Wand or Staff: 5% increased maximum Mana Armour: +20 to maximum Life, +20 to maximum Mana
Perfect Inspiration Rune1.3dPerfect Inspiration RuneMartial Weapon: Gain 40 Mana per enemy killed Wand or Staff: 35% increased Mana Regeneration Rate Armour: 21% increased Mana Regeneration Rate
Martial Weapon: 12% of Skill Mana Costs Converted to Life Costs Wand or Staff: 16% increased Mana Cost Efficiency Armour: +20 to maximum Life, +20 to maximum Mana
Perfect Rebirth Rune1.1dPerfect Rebirth RuneMartial Weapon: Gain 45 Life per enemy killed Wand or Staff: 12% increased Energy Shield Recharge Rate Armour: Regenerate 0.5% of maximum Life per second
Martial Weapon: Regenerate 0.4% of maximum Life per second Wand or Staff: 8% of Damage taken Recouped as Life Armour: +20 to maximum Life, +20 to maximum Mana
Perfect Stone Rune1.1dPerfect Stone RuneMartial Weapon: Causes 50% increased Stun Buildup Wand or Staff: Gain additional Stun Threshold equal to 16% of maximum Energy Shield Armour: +125 to Stun Threshold
Martial Weapon: 40% increased Damage against Immobilised Enemies Wand or Staff: 30% increased Immobilisation buildup Armour: +20 to maximum Life, +20 to maximum Mana
Perfect Storm Rune1.1dPerfect Storm RuneMartial Weapon: Adds 1 to 40 Lightning Damage Wand or Staff: Gain 12% of Damage as Extra Lightning Damage Armour: +22% to Lightning Resistance
Martial Weapon: 30% increased Magnitude of Shock you inflict Wand or Staff: 30% increased Magnitude of Shock you inflict Armour: +20 to maximum Life, +20 to maximum Mana
Perfect Desert Rune378exPerfect Desert RuneMartial Weapon: Adds 17 to 20 Fire Damage Wand or Staff: Gain 12% of Damage as Extra Fire Damage Armour: +22% to Fire Resistance
Martial Weapon: 30% increased Ignite Magnitude Wand or Staff: 30% increased Ignite Magnitude Armour: +20 to maximum Life, +20 to maximum Mana
Perfect Glacial Rune375exPerfect Glacial RuneMartial Weapon: Adds 16 to 20 Cold Damage Wand or Staff: Gain 12% of Damage as Extra Cold Damage Armour: +22% to Cold Resistance
Martial Weapon: 30% increased Freeze Buildup Wand or Staff: 30% increased Freeze Buildup Armour: +20 to maximum Life, +20 to maximum Mana
Perfect Iron Rune338exPerfect Iron RuneMartial Weapon: 20% increased Physical Damage Wand or Staff: 35% increased Spell Damage Armour: 20% increased Armour, Evasion and Energy Shield
Martial Weapon: 20% increased effect of Fully Broken Armour Wand or Staff: Break Armour on Critical Hit with Spells equal to 12% of Physical Damage dealt Armour: +20 to maximum Life, +20 to maximum Mana
Charging Rune24.1exCharging RuneArmour: 12% increased Runic Ward Regeneration Rate
Armour: Regenerate 15 Runic Ward per second
Greater Ward Rune22.5exGreater Ward RuneArmour: +25 to maximum Runic Ward
Armour: 15% increased Global Armour, Evasion and Energy Shield
Greater Charging Rune15.4exGreater Charging RuneArmour: 16% increased Runic Ward Regeneration Rate
Armour: Regenerate 20 Runic Ward per second
Ward Rune5.6exWard RuneArmour: +20 to maximum Runic Ward
Armour: 15% increased Global Armour, Evasion and Energy Shield
Lesser Ward Rune0.6exLesser Ward RuneArmour: +15 to maximum Runic Ward
Armour: 15% increased Global Armour, Evasion and Energy Shield
Lesser Charging RuneTBDLesser Charging RuneArmour: 8% increased Runic Ward Regeneration Rate
Armour: Regenerate 10 Runic Ward per second

0.5 New Runeforged Cores

IconItemLimitEffect / Mods Link
Aldur's Legacy186.8dAldur's LegacyAll Equipment: When socketed into a Unique Kalguuran or Ezomyte item, destroys the item to create a Rune imbued with that item's power
Astrid's Creativity4.3dAstrid's Creativity1All Equipment: Can have 1 additional Crafted Modifier
Serle's Triumph195exSerle's Triumph1All Equipment: +1 Suffix Modifier allowed, local maximum mods allowed + [1]
Cadigan's Epiphany169exCadigan's Epiphany1Gloves: Destroys all Augment Sockets on the item to create a Jewel Socket
Kolr's Hunt99.5exKolr's Hunt1Gloves: Can roll Marksman modifiers
Gloves: 20% increased Projectile Damage
Masterwork Rune91.3exMasterwork RuneAll Equipment: Upgrades a socketed Rune
Uhtred's Sidereus53.3exUhtred's Sidereus1Boots: Can roll Chronomancy modifiers
Boots: 10% increased Cooldown Recovery Rate
Warding Rune of Reinforcement37.3exWarding Rune of ReinforcementArmour: 20% increased Runic Ward
Armour: Gain 2% of maximum Life as Extra maximum Runic Ward
Medved's Tending33.1exMedved's Tending1Body Armours: Can roll Soul modifiers
Body Armours: 3% increased maximum Life, 3% increased maximum Mana
Warding Rune of Heart24.7exWarding Rune of Heart1Body Armours: Gain 5% of maximum Life as Extra maximum Runic Ward
Body Armours: 1% more Runic Ward Regeneration rate per 2% of maximum Runic Ward lost from Hits Recently, up to 100% more
Vorana's Carnage24.5exVorana's Carnage1Helmets: Can roll Berserking modifiers
Helmets: Gain 2 Rage on Melee Hit
Rune of Foundations17.9exRune of Foundations1Body Armours: +30 to Armour, +30 to Evasion Rating, +10 to maximum Energy Shield
Body Armours: +20 to maximum Life, +20 to maximum Mana
Katla's Gloom17.3exKatla's Gloom1Gloves: Can roll Decay modifiers
Gloves: 25% reduced Effect of Non-Damaging Ailments on you
Ancient Rune of Detonation16.8exAncient Rune of Detonation1Crossbows: Grenades have 10% chance to activate a second time
Crossbows: 40% increased Crossbow Reload Speed
Thrud's Might15.2exThrud's Might1Weapon: Can roll Destruction modifiers
Weapon: +5% to all Elemental Resistances
Rune of the Blossom15.1exRune of the Blossom1Body Armours: +50 to Spirit -1 to Spirit per 2 Levels
Body Armours: 5% increased Spirit Reservation Efficiency of Skills
Rune of Accumulation13.6exRune of Accumulation1Gloves: Gain 3 Life per Enemy Hit with Attacks Gain 1 Mana per Enemy Hit with Attacks Crossbow, Bow or Spear: On Hitting an enemy, gains maximum added Cold damage equal to the enemy's Power for 20 seconds, up to a total of 32
Gloves: +30 to maximum Life, +30 to maximum Mana Crossbow, Bow or Spear: 30% increased Freeze Buildup
Rune of Renown11.9exRune of Renown1Gloves: 50% increased Glory generation Caster Weapon: Archon recovery period expires 30% faster
Gloves: Banner Skills have 20% increased Aura Magnitudes Caster Weapon: 30% increased Archon Buff duration
Rune of Acrobatics11exRune of Acrobatics1Weapon: Flasks gain 0.2 charges per Second Boots: +0.3 metres to Dodge Roll distance
Weapon: Charms gain 0.25 charges per Second Boots: 30% increased Armour if you haven't Dodge Rolled Recently
Warding Rune of Salvaging10.6exWarding Rune of Salvaging1Sceptres: Recover 3% of maximum Runic Ward when one of your Reviving Minions is Killed
Sceptres: Recover 3% of maximum Life when one of your Minions is Revived
Rune of Reach10.1exRune of Reach1Helmets: Remnants you create have 15% increased effect Wand or Staff: Remnants you create have 25% reduced effect, Remnants can be collected from 50% further away
Helmets: Recover 3% of Maximum Mana when you collect a Remnant Wand or Staff: 20% increased Exposure Effect
Warding Rune of Equinox9.2exWarding Rune of Equinox1Caster Weapon: 40% less Mana Regeneration Rate, Mana Recovery from Regeneration is also applied to Runic Ward
Caster Weapon: 20% increased Runic Ward Regeneration Rate if you've dealt a Critical Hit Recently
Warding Rune of Annihilation8.9exWarding Rune of Annihilation1Martial Weapon: Attacks spend 5% of your maximum Runic Ward if possible to gain that much added Physical damage
Martial Weapon: 10% reduced Runic Ward Cost Efficiency
Warding Rune of Disintegration8.6exWarding Rune of DisintegrationMartial Weapon: Attacks Break Armour equal to 15% of maximum Runic Ward
Martial Weapon: Break 10% increased Armour
Rune of Culmination6.9exRune of Culmination1Gloves: 50% chance to build an additional Combo on Hit One Hand Mace or Quarterstaff: Rolls only the minimum or maximum Damage value for Physical Damage
Gloves: 5% increased Attack Speed One Hand Mace or Quarterstaff: bleed duration +% [20]
Warding Rune of Stability6.7exWarding Rune of StabilityShields and Bucklers: +4 to Stun Threshold per 10 maximum Runic Ward
Shields and Bucklers: 15% increased Stun buildup while Shapeshifted
Ancient Rune of Shattering6.3exAncient Rune of Shattering1One Hand Maces: 40% increased effect of Fully Broken Armour
One Hand Maces: Break 50% increased Armour
Rune of Vitality5.7exRune of Vitality1Weapon: +80 to maximum Life Shields and Bucklers: Recover 15 Life when you Block
Weapon: 15% increased amount of Life Leeched Shields and Bucklers: 5% increased maximum Life
Warding Rune of Glancing5.5exWarding Rune of GlancingBody Armours: +3 to Deflection Rating per 10 maximum Runic Ward
Body Armours: Prevent +1% of Damage from Deflected Hits
Ancient Rune of the Titan5.4exAncient Rune of the Titan1Two Hand Maces: 10% chance for Slam Skills you use yourself to cause an additional Aftershock
Two Hand Maces: 15% increased Area of Effect for Attacks
Rune of the Prism5exRune of the Prism1Body Armours: -10% to all Maximum Elemental Resistances, +20% to all Elemental Resistances
Body Armours: damage removed from mana before life% [20]
Ancient Rune of Splinters4.6exAncient Rune of Splinters1Bows: +50% Surpassing chance to fire an additional Arrow
Bows: 30% increased Projectile Speed
Rune of the Hunt4.2exRune of the Hunt1Boots: 8% increased Movement Speed while Sprinting Sceptres: Companions deal 30% increased Damage
Boots: 50% increased Stun Recovery Sceptres: 8% increased Mana Recovery rate while your Companion is in your Presence
Warding Rune of Armature4.2exWarding Rune of Armature1Martial Weapon: Gain maximum Runic Ward equal to 15% of this Weapon's maximum damage
Martial Weapon: 5% increased Attack Speed while missing Runic Ward
Warding Rune of Hollowing4.2exWarding Rune of Hollowing1Caster Weapon: Gain 15% of maximum Life as Extra maximum Runic Ward, 15% less maximum Life
Caster Weapon: +1% to all Maximum Elemental Resistances while on full Runic Ward
Rune of Consistency3.9exRune of Consistency1Helmets: 200% increased Critical Hit Chance, You have no Critical Damage Bonus Caster Weapon: 50% increased Spell Damage while your Companion is in your Presence
Helmets: Hits against you have 25% reduced Critical Damage Bonus Caster Weapon: 8% increased Mana Recovery rate while your Companion is in your Presence
Ancient Rune of Decay3.4exAncient Rune of Decay1Wands: 25% increased Withered Magnitude
Wands: 15% chance that when Volatility on you explodes, you regain an equivalent amount of Volatility
Ancient Rune of Witchcraft3.3exAncient Rune of Witchcraft1Foci: 40% increased Area of Effect of Curses
Foci: 15% faster Curse Activation
Ancient Rune of the Horde2.8exAncient Rune of the Horde1Sceptres: Minions have 8% increased Attack and Cast Speed
Sceptres: Minions have 10% increased Movement Speed
Warding Rune of Bodyguards2.1exWarding Rune of Bodyguards1Sceptres: Minions in your Presence have Onslaught while you are on Low Runic Ward
Sceptres: Damage of Enemies Hitting you is Unlucky if your Runic Ward has been damaged Recently
Ancient Rune of Discovery1.8exAncient Rune of Discovery1Staves: 30% chance to create an additional Remnant
Staves: +1 to maximum number of Elemental Infusions
Warding Rune of Protection1.7exWarding Rune of Protection1Armour: Every 4 seconds gain Guard equal to 20% of maximum Runic Ward for 2 seconds
Armour: 8% increased Guard gained
Ancient Rune of Animosity1.2exAncient Rune of Animosity1Talismans: Gain 2 Druidic Prowess when you Heavy Stun a Rare or Unique Enemy
Talismans: 40% increased Stun Buildup
Ancient Rune of Dueling1exAncient Rune of Dueling1Bucklers: 30% increased Parried Debuff Magnitude
Bucklers: 15% increased Block chance
Ancient Rune of Retaliation1exAncient Rune of Retaliation1Shields: 8% increased Attack Speed if you have Blocked Recently
Shields: +3% to maximum Block chance
Rune of Confrontation1exRune of Confrontation1Quarterstaff or Spear: Gain 4 Rage on Melee Hit, -10 to Maximum Rage
Quarterstaff or Spear: rage effect +% [10]
Warding Rune of Desperation1exWarding Rune of DesperationWand or Staff: Spell damage Penetrates 25% of enemy Elemental Resistances while on Low Runic Ward
Wand or Staff: 12% increased Elemental Damage
Warding Rune of Obsession1exWarding Rune of Obsession1Wands: All damage taken bypasses Runic Ward, Runic Ward Regeneration Rate is doubled
Wands: 12% increased maximum Runic Ward
Ancient Rune of Prowess1exAncient Rune of Prowess1Spears: 30% chance when you gain a Charge to gain an additional Charge
Spears: 30% increased Endurance, Frenzy and Power Charge Duration
Warding Rune of Nourishment0.9exWarding Rune of Nourishment1Armour: 15% Life Recovery from Flasks also applies to Runic Ward
Armour: 15% increased Life Recovery from Flasks
Warding Rune of Symbiosis0.9exWarding Rune of Symbiosis1Boots: 1% increased Energy Shield Recharge Rate per 30 maximum Runic Ward
Boots: Regenerate 1% of maximum Energy Shield per second
Ancient Rune of Control0.9exAncient Rune of Control1Quarterstaves: 50% increased Immobilisation buildup
Quarterstaves: 30% increased Damage against Immobilised Enemies
Warding Rune of Courage0.7exWarding Rune of CourageHelmets: 25% increased Armour and Evasion Rating while on Low Runic Ward
Helmets: 20% increased Armour and Evasion Rating when on Low Life
Rune of Vital Flame0.5exRune of Vital Flame1One Hand Mace, Two Hand Mace or Talisman: Adds 13 to 16 Fire Damage, 15% of Skill Mana Costs Converted to Life Costs
One Hand Mace, Two Hand Mace or Talisman: 30% increased Ignite Magnitude

0.5 New Idols

IconItemLimitEffect / Mods Link
Idol of Eramir34.8exIdol of Eramir1Body Armours: Skills have 10% chance to not remove Charges but still count as consuming them Sceptres: Allies in your Presence share Charges with you
Body Armours: 15% chance for Charms you use to not consume Charges Sceptres: 25% increased Endurance, Frenzy and Power Charge Duration
Idol of the Pharisee9exIdol of the Pharisee1Martial Weapon, Wand or Staff: 30% reduced maximum Mana Gain 2% of Damage as Extra Physical Damage per ten percent missing Mana Sceptres: 30% reduced Mana Cost Efficiency of Command Skills Minions deal 60% increased Damage with Command Skills
Martial Weapon, Wand or Staff: 30% reduced Mana Cost Efficiency, 12% increased Skill Speed while on Low Mana Sceptres: 25% reduced Reservation Efficiency of Minion Skills, Temporary Minion Skills have +2 to Limit of Minions summoned
Idol of Kraityn8.4exIdol of Kraityn1Gloves: 15% chance when you gain a Frenzy Charge to gain an additional Frenzy Charge Sceptres: When you generate a Frenzy Charge Allies in your Presence generate that Charge instead
Gloves: +1 to Maximum Frenzy Charges Sceptres: 40% increased Evasion Rating if you've consumed a Frenzy Charge Recently
Idol of the Martyr6.7exIdol of the Martyr1Martial Weapon, Wand or Staff: 25% reduced Spirit Meta Skills gain 40% increased Energy Sceptres: 40% reduced Presence Area of Effect Aura Skills have 25% increased Magnitudes
Martial Weapon, Wand or Staff: Invocated skills have 25% increased Maximum Energy, Meta Skills have 25% reduced Reservation Efficiency Sceptres: Allies in your Presence Regenerate 3% of your Maximum Life per second, 25% reduced Life Regeneration rate
Idol of Greust6.7exIdol of Greust1Shields: +25% of Armour also applies to Elemental Damage Bucklers: Gain Deflection Rating equal to 20% of Evasion Rating Sceptres: Companions deal 10% more Damage for each different type of dead Companion you have
Shields: 12% increased Damage for each type of Elemental Ailment on Enemy Bucklers: 12% increased Damage for each type of Elemental Ailment on Enemy Sceptres: Recover 3% of maximum Life when one of your Minions is Revived
Idol of the Sycophant5.5exIdol of the Sycophant1Martial Weapon, Wand or Staff: -20% to all Elemental Resistances Gain 20% of Damage as Extra Damage of a random Element Sceptres: Companions in your Presence have -20% to all Elemental Resistances Companions in your Presence Gain 20% of Damage as Extra Damage of a random Element
Martial Weapon, Wand or Staff: -20% to Chaos Resistance, Gain 20% of Damage as Extra Chaos Damage Sceptres: Allies in your Presence Gain 20% of Damage as Extra Chaos Damage, Companions in your Presence have -20% to Chaos Resistance
Idol of Oak4.4exIdol of Oak1Boots: 15% chance when you gain an Endurance Charge to gain an additional Endurance Charge Sceptres: When you generate an Endurance Charge Allies in your Presence generate that Charge instead
Boots: +1 to Maximum Endurance Charges Sceptres: 40% increased Armour if you've consumed an Endurance Charge Recently
Idol of Yeena3.7exIdol of Yeena1Boots: 30% increased Skill Effect Duration with Plant Skills Sceptres: Plants have a 25% chance to immediately Overgrow when they enter your Presence for the first time
Boots: Plants have a 25% chance to immediately Overgrow when they enter your Presence for the first time Sceptres: 30% increased Skill Effect Duration with Plant Skills
Idol of Alira2.3exIdol of Alira1Helmets: 15% chance when you gain a Power Charge to gain an additional Power Charge Sceptres: When you generate a Power Charge Allies in your Presence generate that Charge instead
Helmets: +1 to Maximum Power Charges Sceptres: 40% increased maximum Energy Shield if you've consumed a Power Charge Recently
Idol of Silk1exIdol of Silk1Shields: 15% increased Block chance while your Companion is in your Presence Bucklers: companions gain onslaught when you parry [1] Sceptres: Companions in your Presence gain 1 Rage on hit
Shields: +3% to maximum Block chance Bucklers: 30% increased Parry Range Sceptres: Companions have 30% increased Area of Effect
Hawk IdolTBDHawk Idol1Body Armours: 10% increased Deflection Rating Sceptres: Companions have 12% increased Attack Speed
Body Armours: +12% to Cold Resistance Sceptres: 8% increased Attack Speed while your Companion is in your Presence
Panther IdolTBDPanther Idol1Body Armours: +10% of Armour also applies to Chaos Damage Sceptres: Minions have +20% to Chaos Resistance
Body Armours: +8% to Chaos Resistance Sceptres: Minions have 20% additional Physical Damage Reduction
Stoat IdolTBDStoat Idol1Body Armours: 5% of Damage taken bypasses Energy Shield Sceptres: Companions have 25% increased maximum Life
Body Armours: +12% to Lightning Resistance Sceptres: 25% increased Damage while your Companion is in your Presence

0.5 New Infusers

IconItemEffectsLink
Vaal Catalysing Infuser2.2dVaal Catalysing InfuserImproves the quality of a ring or amulet, exceeding maximum quality by up to 10% with a chance of Corrupting it
Vaal Blacksmith's Infuser59.4exVaal Blacksmith's InfuserImproves the quality of a Martial Weapon, exceeding maximum quality by up to 10% with a chance of Corrupting it
Vaal Arcanist's Infuser1.6exVaal Arcanist's InfuserImproves the quality of a wand, staff or sceptre, exceeding maximum quality by up to 10% with a chance of Corrupting it

0.5 New Essences

IconItemEffectsLink
Essence of the Breach37.3exEssence of the BreachJewellery: +20% to Maximum Quality

0.5 New Ores

IconItemLink
Veridical Starlit Ore75.4exVeridical Starlit Ore
Warding Starlit Ore41.4exWarding Starlit Ore
Revered Starlit Ore11.6exRevered Starlit Ore
Venerable Starlit Ore2.9exVenerable Starlit Ore
Starlit OreStarlit Ore

0.5 New Fragments / Invitations

IconItemEffectsLink
Shattered TriskelionTBDShattered TriskelionCan be repaired at the Verisium Anvil.
The Triskelion ReforgedTBDThe Triskelion ReforgedTravel to the Ruins of Kingsmarch and speak to Makoru to reach the Fallen Star where this item can be used.

0.5 New Liquid Emotions

IconItemEffectsLink
Potent Liquid Ferocity2.7dPotent Liquid FerocityRemoves a random modifer and Augments a Rare Basic Jewel with a new guaranteed Crafted modifier
Potent Liquid Contempt2.5dPotent Liquid ContemptRemoves a random modifer and Augments a Rare Basic Jewel with a new guaranteed Crafted modifier
Ancient Potent Liquid Contempt1.8dAncient Potent Liquid ContemptRemoves a random modifer and Augments a Rare Time-Lost Jewel with a new guaranteed Crafted modifier
Concentrated Liquid Isolation259exConcentrated Liquid IsolationRemoves a random modifer and Augments a Rare Basic Jewel with a new guaranteed Crafted modifier
Concentrated Liquid Suffering70.3exConcentrated Liquid SufferingRemoves a random modifer and Augments a Rare Basic Jewel with a new guaranteed Crafted modifier
Concentrated Liquid Fear25.1exConcentrated Liquid FearRemoves a random modifer and Augments a Rare Basic Jewel with a new guaranteed Crafted modifier
Ancient Potent Liquid Melancholy13.8exAncient Potent Liquid MelancholyRemoves a random modifer and Augments a Rare Time-Lost Jewel with a new guaranteed Crafted modifier
Potent Liquid Melancholy5.8exPotent Liquid MelancholyRemoves a random modifer and Augments a Rare Basic Jewel with a new guaranteed Crafted modifier
Ancient Potent Liquid Ferocity5.8exAncient Potent Liquid FerocityRemoves a random modifer and Augments a Rare Time-Lost Jewel with a new guaranteed Crafted modifier
Liquid Despair5.7exLiquid DespairRemoves a random modifer and Augments a Rare Basic Jewel with a new guaranteed Crafted modifier
Ancient Concentrated Liquid Isolation5.3exAncient Concentrated Liquid IsolationRemoves a random modifer and Augments a Rare Time-Lost Jewel with a new guaranteed Crafted modifier
Ancient Concentrated Liquid Fear2.2exAncient Concentrated Liquid FearRemoves a random modifer and Augments a Rare Time-Lost Jewel with a new guaranteed Crafted modifier
Ancient Concentrated Liquid Suffering2.1exAncient Concentrated Liquid SufferingRemoves a random modifer and Augments a Rare Time-Lost Jewel with a new guaranteed Crafted modifier
Liquid Disgust1.4exLiquid DisgustRemoves a random modifer and Augments a Rare Basic Jewel with a new guaranteed Crafted modifier
Ancient Liquid Despair1.3exAncient Liquid DespairRemoves a random modifer and Augments a Rare Time-Lost Jewel with a new guaranteed Crafted modifier
Ancient Liquid Disgust0.5exAncient Liquid DisgustRemoves a random modifer and Augments a Rare Time-Lost Jewel with a new guaranteed Crafted modifier
Liquid Paranoia0.4exLiquid ParanoiaRemoves a random modifer and Augments a Rare Basic Jewel with a new guaranteed Crafted modifier
Liquid Envy0.3exLiquid EnvyRemoves a random modifer and Augments a Rare Basic Jewel with a new guaranteed Crafted modifier
Ancient Liquid Paranoia0.2exAncient Liquid ParanoiaRemoves a random modifer and Augments a Rare Time-Lost Jewel with a new guaranteed Crafted modifier
Diluted Liquid Greed0.2exDiluted Liquid GreedRemoves a random modifer and Augments a Rare Basic Jewel with a new guaranteed Crafted modifier
Ancient Liquid Envy0.1exAncient Liquid EnvyRemoves a random modifer and Augments a Rare Time-Lost Jewel with a new guaranteed Crafted modifier
Ancient Diluted Liquid Greed0.1exAncient Diluted Liquid GreedRemoves a random modifer and Augments a Rare Time-Lost Jewel with a new guaranteed Crafted modifier
Diluted Liquid Guilt0.1exDiluted Liquid GuiltRemoves a random modifer and Augments a Rare Basic Jewel with a new guaranteed Crafted modifier
Diluted Liquid Ire0.1exDiluted Liquid IreRemoves a random modifer and Augments a Rare Basic Jewel with a new guaranteed Crafted modifier
Ancient Diluted Liquid Ire<0.1exAncient Diluted Liquid IreRemoves a random modifer and Augments a Rare Time-Lost Jewel with a new guaranteed Crafted modifier
Ancient Diluted Liquid Guilt<0.1exAncient Diluted Liquid GuiltRemoves a random modifer and Augments a Rare Time-Lost Jewel with a new guaranteed Crafted modifier
Raven's ReflectionTBDRaven's ReflectionBring this to the Mirror in the Withered Willow.

0.5 New Omens

IconItemEffectsLink
Omen of Chaotic Effectiveness28.2exOmen of Chaotic EffectivenessWhile this item is active in your inventory your next Chaos Orb will replace all Modifiers on a Waystone with Modifiers that do not grant Monster Effectiveness
Call of the Shadows12.9exCall of the ShadowsAttach five of this item to the effigy in Caer Tarth to be able to perform the Rite of the Nameless. Used to start the Bodach pinnacle fight.

0.5 New Expedition Flux

IconItemEffectsLink
Void Flux22.1exVoid FluxTransforms all Fire, Cold and Lightning Resistance modifiers on an item to equivalent Chaos resistance modifiers
Blazing Flux11.5exBlazing FluxTransforms all Cold and Lightning Resistance modifiers on an item to equivalent Fire Resistance modifiers
Chilling Flux11.2exChilling FluxTransforms all Fire and Lightning Resistance modifiers on an item to equivalent Cold Resistance modifiers
Crackling Flux8.4exCrackling FluxTransforms all Fire and Cold Resistance modifiers on an item to equivalent Lightning Resistance modifiers

0.5 New Thaumaturgic Flux

IconLevelPriceLink
Thaumaturgic Flux (Level 20)2036.24ex
193.93ex
184.63ex
1719.19ex
167.33ex
158.76ex
1413.3ex
1312.65ex
1212.26ex
1127.52ex
1021.31ex
924.76ex
859.67ex
7TBD
6TBD
5TBD

0.5 New Item Bases

Item Base
Distorted Amulet
Corona Amulet
Lament Amulet
Portent Amulet
Absent Amulet
Veridical Chain
Ornate Ringmail
Grasping Mail
Ancient Mail
Primal Markings
Ancient Leggings
Heartwood Shortbow
Trarthan Cannon
Ancient Gauntlets
Ancient Visor
Tenebrous Crown
Warding Quarterstaff
Two-Stone Ring
Grasping Ring
Kinetic Ring
Mnemonic Ring
Vitalic Ring
Oneiric Ring
Biostatic Ring
Venerable Defender
Glacial Fortress
Perching Staff
Aberrant Sledge
Runic Fork
Twisted Wand

Runes of Aldur Fragments

SlotIconItemCost
Map FragmentThe Triskelion ReforgedThe Triskelion Reforged No base stats parsed yet.Shattered Triskelion The Triskelion Reforged
Map FragmentThe Triskelion ReforgedThe Triskelion Reforged No base stats parsed yet.Shattered Triskelion Runeforged Grasping Mail

0.5 New Item Bases

Distorted Amulet

Implicit: -1 Suffix Modifier allowed

  • Implicit: -1 Suffix Modifier allowed

Corona Amulet

Requires: Level 40 Implicit: This item gains bonuses from Socketed Items as though it was a Helmet

  • Requires: Level 40
  • Implicit: This item gains bonuses from Socketed Items as though it was a Helmet

Lament Amulet

Requires: Level 42 Implicit: Grants Skill: Level 11 Arctic Armour Implicit: Grants Skill: Level 11 Herald of Ash Implicit: Grants Skill: Level 11 Herald of Ice Implicit: Grants Skill: Level 11 Herald of Thunder Implicit: Grants Skill: Level 11 Plague Bearer Implicit: Grants Skill: Level 11 Barrier Invocation Implicit: Grants Skill: Level 11 Lingering Illusion Implicit: Grants Skill: Level 11 Ghost Dance Implicit: Grants Skill: Level 11 Mana Remnants Implicit: Grants Skill: Level 11 Magma Barrier Implicit: Grants Skill: Level 11 Raging Spirits Implicit: Grants Skill: Level 11 Wind Dancer Implicit: Grants Skill: Level 11 Cast on Minion Death Implicit: Grants Skill: Level 11 Scavenged Plating Implicit: Grants Skill: Level 11 War Banner Implicit: Grants Skill: Level 11 Defiance Banner Implicit: Grants Skill: Level 11 Dread Banner Implicit: Grants Skill: Level 11 Time of Need Implicit: Grants Skill: Level 11 Attrition Implicit: Grants Skill: Level 11 Charge Regulation Implicit: Grants Skill: Level 11 Shard Scavenger Implicit: Grants Skill: Level 11 Overwhelming Presence Implicit: Grants Skill: Level 11 Alchemist's Boon Implicit: Grants Skill: Level 11 Reaper's Invocation Implicit: Grants Skill: Level 11 Berserk Implicit: Grants Skill: Level 11 Herald of Plague Implicit: Grants Skill: Level 11 Herald of Blood Implicit: Grants Skill: Level 11 Withering Presence Implicit: Grants Skill: Level 11 Ravenous Swarm Implicit: Grants Skill: Level 11 Combat Frenzy Implicit: Grants Skill: Level 11 Trail of Caltrops Implicit: Grants Skill: Level 11 Convalescence Implicit: Grants Skill: Level 11 Iron Ward Implicit: Grants Skill: Level 11 Siphon Elements Implicit: Grants Skill: Level 11 Briarpatch Implicit: Grants Skill: Level 11 Savage Fury Implicit: Grants Skill: Level 11 Barkskin Implicit: -1 Prefix Modifier allowed

  • Requires: Level 42
  • Implicit: Grants Skill: Level 11 Arctic Armour
  • Implicit: Grants Skill: Level 11 Herald of Ash
  • Implicit: Grants Skill: Level 11 Herald of Ice
  • Implicit: Grants Skill: Level 11 Herald of Thunder
  • Implicit: Grants Skill: Level 11 Plague Bearer
  • Implicit: Grants Skill: Level 11 Barrier Invocation
  • Implicit: Grants Skill: Level 11 Lingering Illusion
  • Implicit: Grants Skill: Level 11 Ghost Dance
  • Implicit: Grants Skill: Level 11 Mana Remnants
  • Implicit: Grants Skill: Level 11 Magma Barrier
  • Implicit: Grants Skill: Level 11 Raging Spirits
  • Implicit: Grants Skill: Level 11 Wind Dancer
  • Implicit: Grants Skill: Level 11 Cast on Minion Death
  • Implicit: Grants Skill: Level 11 Scavenged Plating
  • Implicit: Grants Skill: Level 11 War Banner
  • Implicit: Grants Skill: Level 11 Defiance Banner
  • Implicit: Grants Skill: Level 11 Dread Banner
  • Implicit: Grants Skill: Level 11 Time of Need
  • Implicit: Grants Skill: Level 11 Attrition
  • Implicit: Grants Skill: Level 11 Charge Regulation
  • Implicit: Grants Skill: Level 11 Shard Scavenger
  • Implicit: Grants Skill: Level 11 Overwhelming Presence
  • Implicit: Grants Skill: Level 11 Alchemist's Boon
  • Implicit: Grants Skill: Level 11 Reaper's Invocation
  • Implicit: Grants Skill: Level 11 Berserk
  • Implicit: Grants Skill: Level 11 Herald of Plague
  • Implicit: Grants Skill: Level 11 Herald of Blood
  • Implicit: Grants Skill: Level 11 Withering Presence
  • Implicit: Grants Skill: Level 11 Ravenous Swarm
  • Implicit: Grants Skill: Level 11 Combat Frenzy
  • Implicit: Grants Skill: Level 11 Trail of Caltrops
  • Implicit: Grants Skill: Level 11 Convalescence
  • Implicit: Grants Skill: Level 11 Iron Ward
  • Implicit: Grants Skill: Level 11 Siphon Elements
  • Implicit: Grants Skill: Level 11 Briarpatch
  • Implicit: Grants Skill: Level 11 Savage Fury
  • Implicit: Grants Skill: Level 11 Barkskin
  • Implicit: -1 Prefix Modifier allowed

Portent Amulet

Requires: Level 42 Implicit: Grants Skill: Level 11 Wolf Pack Implicit: Grants Skill: Level 11 Blink Implicit: Grants Skill: Level 11 Elemental Invocation Implicit: Grants Skill: Level 11 Elemental Conflux Implicit: Grants Skill: Level 11 Sacrifice Implicit: Grants Skill: Level 11 Mirage Archer Implicit: Grants Skill: Level 11 Feral Invocation Implicit: -1 Suffix Modifier allowed

  • Requires: Level 42
  • Implicit: Grants Skill: Level 11 Wolf Pack
  • Implicit: Grants Skill: Level 11 Blink
  • Implicit: Grants Skill: Level 11 Elemental Invocation
  • Implicit: Grants Skill: Level 11 Elemental Conflux
  • Implicit: Grants Skill: Level 11 Sacrifice
  • Implicit: Grants Skill: Level 11 Mirage Archer
  • Implicit: Grants Skill: Level 11 Feral Invocation
  • Implicit: -1 Suffix Modifier allowed

Absent Amulet

Requires: Level 50 Implicit: Grants Skill: Level 12 Cast on Elemental Ailment Implicit: Grants Skill: Level 12 Cast on Critical Implicit: Grants Skill: Level 12 Cast on Dodge Implicit: Grants Skill: Level 12 Rhoa Mount Implicit: Grants Skill: Level 12 Archmage Implicit: Grants Skill: Level 12 Trinity Implicit: Grants Skill: Level 12 Eternal Rage Implicit: -1 Prefix Modifier allowed -1 Suffix Modifier allowed

  • Requires: Level 50
  • Implicit: Grants Skill: Level 12 Cast on Elemental Ailment
  • Implicit: Grants Skill: Level 12 Cast on Critical
  • Implicit: Grants Skill: Level 12 Cast on Dodge
  • Implicit: Grants Skill: Level 12 Rhoa Mount
  • Implicit: Grants Skill: Level 12 Archmage
  • Implicit: Grants Skill: Level 12 Trinity
  • Implicit: Grants Skill: Level 12 Eternal Rage
  • Implicit: -1 Prefix Modifier allowed -1 Suffix Modifier allowed

Veridical Chain

Requires: Level 52 Implicit: +(30 — 40) to maximum Runic Ward

  • Requires: Level 52
  • Implicit: +(30 — 40) to maximum Runic Ward

Ornate Ringmail

Armour: 225 Energy Shield: 66 Base Movement Speed: -0.04 Requires: Level 43, 45 Str, 45 Int

45 Str | 45 Int

  • Armour: 225
  • Energy Shield: 66
  • Base Movement Speed: -0.04
  • Requires: Level 43, 45 Str, 45 Int

Grasping Mail

Armour: 182 Evasion Rating: 165 Energy Shield: 50 Base Movement Speed: -0.04 Requires: Level 65, 41 Str, 41 Dex, 41 Int Implicit: Can roll Ring Modifiers Implicit: Catalysts can be applied to this item

41 Str | 41 Dex | 41 Int

  • Armour: 182
  • Evasion Rating: 165
  • Energy Shield: 50
  • Base Movement Speed: -0.04
  • Requires: Level 65, 41 Str, 41 Dex, 41 Int
  • Implicit: Can roll Ring Modifiers
  • Implicit: Catalysts can be applied to this item

Ancient Mail

Armour: 273 Energy Shield: 76 Base Movement Speed: -0.04 Requires: Level 70, 67 Str, 67 Int

67 Str | 67 Int

  • Armour: 273
  • Energy Shield: 76
  • Base Movement Speed: -0.04
  • Requires: Level 70, 67 Str, 67 Int

Primal Markings

Evasion Rating: 268 Energy Shield: 82 Base Movement Speed: -0.03 Requires: Level 70, 67 Dex, 67 Int

67 Dex | 67 Int

  • Evasion Rating: 268
  • Energy Shield: 82
  • Base Movement Speed: -0.03
  • Requires: Level 70, 67 Dex, 67 Int

Ancient Leggings

Armour: 134 Energy Shield: 37 Requires: Level 65, 56 Str, 56 Int

56 Str | 56 Int

  • Armour: 134
  • Energy Shield: 37
  • Requires: Level 65, 56 Str, 56 Int

Heartwood Shortbow

Physical Damage: 41-76 Critical Hit Chance: 5% Attacks per Second: 1.25 Requires: Level 67, 134 Dex

134 Dex

  • Physical Damage: 41-76
  • Critical Hit Chance: 5%
  • Attacks per Second: 1.25
  • Requires: Level 67, 134 Dex

Trarthan Cannon

Physical Damage: 58-134 Critical Hit Chance: 5% Attacks per Second: 1.4 Requires: Level 65, 114 Str, 63 Dex Implicit: Cannot load or fire Ammunition

114 Str | 63 Dex

  • Physical Damage: 58-134
  • Critical Hit Chance: 5%
  • Attacks per Second: 1.4
  • Requires: Level 65, 114 Str, 63 Dex
  • Implicit: Cannot load or fire Ammunition

Ancient Gauntlets

Armour: 89 Evasion Rating: 81 Requires: Level 70, 52 Str, 52 Dex

52 Str | 52 Dex

  • Armour: 89
  • Evasion Rating: 81
  • Requires: Level 70, 52 Str, 52 Dex

Ancient Visor

Armour: 179 Evasion Rating: 163 Requires: Level 65, 59 Str, 59 Dex

59 Str | 59 Dex

  • Armour: 179
  • Evasion Rating: 163
  • Requires: Level 65, 59 Str, 59 Dex

Tenebrous Crown

Armour: 179 Energy Shield: 50 Requires: Level 65, 59 Str, 59 Int

59 Str | 59 Int

  • Armour: 179
  • Energy Shield: 50
  • Requires: Level 65, 59 Str, 59 Int

Warding Quarterstaff

Physical Damage: 51-85 Critical Hit Chance: 10% Attacks per Second: 1.4 Weapon Range: 1.4 Requires: Level 65, 127 Dex, 50 Int Implicit: +(30 — 50) to maximum Runic Ward

127 Dex | 50 Int

  • Physical Damage: 51-85
  • Critical Hit Chance: 10%
  • Attacks per Second: 1.4
  • Weapon Range: 1.4
  • Requires: Level 65, 127 Dex, 50 Int
  • Implicit: +(30 — 50) to maximum Runic Ward

Two-Stone Ring

Requires: Level 35 Implicit: +(12 — 16) % to Fire and Cold Resistances

  • Requires: Level 35
  • Implicit: +(12 — 16) % to Fire and Cold Resistances

Grasping Ring

Requires: Level 40 Implicit: This item gains bonuses from Socketed Items as though it was Gloves

  • Requires: Level 40
  • Implicit: This item gains bonuses from Socketed Items as though it was Gloves

Kinetic Ring

Requires: Level 40 Implicit: Adds (6 — 9) to (11 — 15) Physical Damage to Attacks

  • Requires: Level 40
  • Implicit: Adds (6 — 9) to (11 — 15) Physical Damage to Attacks

Mnemonic Ring

Requires: Level 40 Implicit: (4 — 6) % increased maximum Mana

  • Requires: Level 40
  • Implicit: (4 — 6) % increased maximum Mana

Vitalic Ring

Requires: Level 40 Implicit: (4 — 6) % increased maximum Life

  • Requires: Level 40
  • Implicit: (4 — 6) % increased maximum Life

Oneiric Ring

Requires: Level 47 Implicit: (11 — 23) % increased Chaos Damage

  • Requires: Level 47
  • Implicit: (11 — 23) % increased Chaos Damage

Biostatic Ring

Requires: Level 52 Implicit: +1 % to all maximum Resistances

  • Requires: Level 52
  • Implicit: +1 % to all maximum Resistances

Venerable Defender

Block chance: 28% Armour: 107 Evasion Rating: 97 Base Movement Speed: -0.015 Requires: Level 62, 64 Str, 64 Dex Implicit: Grants Skill: Raise Shield

64 Str | 64 Dex

  • Block chance: 28%
  • Armour: 107
  • Evasion Rating: 97
  • Base Movement Speed: -0.015
  • Requires: Level 62, 64 Str, 64 Dex
  • Implicit: Grants Skill: Raise Shield

Glacial Fortress

Block chance: 26% Armour: 223 Base Movement Speed: -0.03 Requires: Level 70, 99 Str Implicit: Grants Skill: Raise Shield

99 Str

  • Block chance: 26%
  • Armour: 223
  • Base Movement Speed: -0.03
  • Requires: Level 70, 99 Str
  • Implicit: Grants Skill: Raise Shield

Perching Staff

Requires: Level 65, 114 Int Implicit: Grants Skill: Spiraling Conspiracy

114 Int

  • Requires: Level 65, 114 Int
  • Implicit: Grants Skill: Spiraling Conspiracy

Aberrant Sledge

Physical Damage: 74-154 Critical Hit Chance: 5% Attacks per Second: 1.2 Weapon Range: 1.5 Requires: Level 70, 163 Str

163 Str

  • Physical Damage: 74-154
  • Critical Hit Chance: 5%
  • Attacks per Second: 1.2
  • Weapon Range: 1.5
  • Requires: Level 70, 163 Str

Runic Fork

Requires: Level 65, 114 Int

114 Int

  • Requires: Level 65, 114 Int

Twisted Wand

Requires: Level 65, 114 Int Implicit: Grants Skill: Coiling Bolts

114 Int

  • Requires: Level 65, 114 Int
  • Implicit: Grants Skill: Coiling Bolts

Runes of Aldur

#

Loading Challenges & Rewards…

Challenges & Rewards

#

x1 The Runefather's Alloy

Lv70+
2.2Exalted Orb
Ward RuneRebirth RuneTime RuneCold RunePower Rune
Prismatic RuneMoon RuneWisdom Rune

x1 Swift Alloy

Lv65-74
2.9Exalted Orb
Adaptive RuneRebirth RuneSoul RuneRebirth Rune

x1 The Runebinder's Alloy

Lv70+
1.5Chaos Orb
Ward RuneRebirth RuneSoul RuneCyclonic RunePower Rune
Lightning RuneBloodletting RuneWisdom Rune

x1 Cyclonic Alloy

Lv65-74
3.3Exalted Orb
Rage RuneRebirth RuneTidal RuneCyclonic Rune

x1 Transcendent Alloy

Lv70+
45.5Exalted Orb
Sky RuneRebirth RuneMomentum RuneRage RunePower Rune
Electrocuting RuneDeath Rune

x1 Expansive Alloy

Lv30-74
4.1Exalted Orb
Volcanic RuneRebirth RuneTidal Rune

x1 Celestial Alloy

Lv70+
1.7Chaos Orb
Earth RuneRebirth RuneCelestial RuneAdaptive RunePower Rune
Soul RuneCyclonic Rune

x1 Protective Alloy

Lv30-74
2.4Exalted Orb
Sky RuneRebirth RuneBloodletting Rune

x1 Sovereign Alloy

Lv70+
25.4Exalted Orb
Adaptive RuneRebirth RuneMoon RuneToxic RunePower Rune
Oath Rune

x1 Adaptive Alloy

Lv30-74
4.7Exalted Orb
Earth RuneRebirth RuneStone Rune

x1 Mystic Alloy

Lv70+
5.7Exalted Orb
Adaptive RuneRebirth RuneTime RuneArcane RuneElectrocuting Rune

x2 Runic Alloy

Lv30-74
6.3Exalted Orb
Vision RuneRebirth RunePrismatic Rune

x1 Prismatic Alloy

Lv70+
1.8Exalted Orb
Prismatic RuneRebirth RuneAdaptive RuneOpulent RuneBond Rune

x1 Runic Alloy

Lv15-16
3.2Exalted Orb
Adaptive RuneRebirth Rune

Runeshape Combinations

#

Overview

POE2 0.5: Kalguuran Skills Overview

  • Kalguuran Skills are a 0.5 runecrafting skill family created through Remnants. They are powered by Runic Ward instead of Mana and are intentionally tracked as temporary 0.5 content until their long-term game status is clear.
  • POE2 currently includes 23 Kalguuran Skills and 7 Kalguuran Supports that can be crafted from Remnants. The entries now pass through the PoE2 gem pipeline as remnant-sourced gem rows, so the skill and support cards below can reuse the normal gem-card renderer while staying clearly marked as Kalguuran.
  • Keep this group near the top of the Content Update 0.5 section during early league intake. If these skills stay core, the remnant source metadata can be promoted into normal gem grouping later; if they leave, the temporary source group can be removed without touching regular gem parsing.

Source video for the 0.5 Kalguuran skill family, kept as the overview lead while the parsed skill and support cards carry the detailed gem data below.

Length
2:39
Released
May 27, 2026
What / where
Remnant-crafted Kalguuran skills and supports that spend Runic Ward instead of Mana; obtained from Kalguuran Remnants and listed on POE2DB.

Kalguuran Skills

#

POE2 0.5: Kalguuran Skills Overview

  • Kalguuran Skills are a 0.5 runecrafting skill family created through Remnants. They are powered by Runic Ward instead of Mana and are intentionally tracked as temporary 0.5 content until their long-term game status is clear.
  • POE2 currently includes 23 Kalguuran Skills and 7 Kalguuran Supports that can be crafted from Remnants. The entries now pass through the PoE2 gem pipeline as remnant-sourced gem rows, so the skill and support cards below can reuse the normal gem-card renderer while staying clearly marked as Kalguuran.
  • Keep this group near the top of the Content Update 0.5 section during early league intake. If these skills stay core, the remnant source metadata can be promoted into normal gem grouping later; if they leave, the temporary source group can be removed without touching regular gem parsing.

Source video for the 0.5 Kalguuran skill family, kept as the overview lead while the parsed skill and support cards carry the detailed gem data below.

Length
2:39
Released
May 27, 2026
What / where
Remnant-crafted Kalguuran skills and supports that spend Runic Ward instead of Mana; obtained from Kalguuran Remnants and listed on POE2DB.

Overview

#

Overview

Skills and items

Kalguuran Skills

Animus Exchange

Spell

Skill

Lv. 1+
Animus Exchange

SpellSkillKalguuranRunic WardRemnant

Cost
(15 - 101) Mana(15 - 101) Mana101 Mana101 Mana
Cooldown
4.00 s4.00 s
Cast
0.60 sec0.60 sec

From: Kalguuran RemnantsKalguuran Remnants

Req: Level 1+Level 1+

Sacrifice a portion of your Life to recover Runic Ward . Runic Ward recovered by this Skill can Overflow .Sacrifice a portion of your Life to recover Runic Ward . Runic Ward recovered by this Skill can Overflow .

Core Mods

  • Sacrifices up to (25 - 800) LifeSacrifices up to (25 - 800) LifeSacrifices up to 800 LifeSacrifices up to 800 Life
  • Gain Ward equal to 70 % of Sacrificed LifeGain Runic Ward equal to 70 % of Sacrificed Life

q20: (0 - 20) % inc. CDRR(0 - 20) % increased Cooldown Recovery Rate20 % inc. CDRR20 % increased Cooldown Recovery Rate

Gemling Quality Effect

  • Gemling q20: Gain Ward equal to (0 - 5) % of Sacrificed LifeGain Runic Ward equal to (0 - 5) % of Sacrificed LifeGain Ward equal to 5 % of Sacrificed LifeGain Runic Ward equal to 5 % of Sacrificed Life

Kalguuran Skills

Animus Splinters

Meta

Skill

Lv. 1+
Animus Splinters

MetaSkillKalguuranRunic WardRemnant

Cost
0 Ward0 Ward
Cooldown
8.00 s8.00 s

From: Kalguuran RemnantsKalguuran Remnants

Req: Level 1+Level 1+

Expend a large amount of Runic Ward to instantly create a short-lived copy of yourself that uses a Socketed Skill once, then vanishes. This Skill's cost is equal to the total cost of Socketed Skills. The copy cannot perform Channelled , Remote , Cooldown or Conditional Skills, or summon Minions .Expend a large amount of Runic Ward to instantly create a short-lived copy of yourself that uses a Socketed Skill once, then vanishes. This Skill's cost is equal to the total cost of Socketed Skills. The copy cannot perform Channelled , Remote , Cooldown or Conditional Skills, or summon Minions .

Animus Splinters

  • This Skill's base cost is equal to (153 - 200) % of the base costs of Socketed SkillsThis Skill's base cost is equal to (153 - 200) % of the base costs of Socketed SkillsThis Skill's base cost is equal to 200 % of the base costs of Socketed SkillsThis Skill's base cost is equal to 200 % of the base costs of Socketed Skills
  • Gains 100 % of Life and Mana Cost as Extra Ward CostGains 100 % of Life and Mana Cost as Extra Runic Ward Cost

q20: (0 - 20) % inc. Cost Efficiency(0 - 20) % increased Cost Efficiency20 % inc. Cost Efficiency20 % increased Cost Efficiency

Gemling Quality Effect

  • Gemling q20: (0 - 20) % inc. Skill Effect Dur.(0 - 20) % increased Skill Effect Duration20 % inc. Skill Effect Dur.20 % increased Skill Effect Duration

Kalguuran Skills

Bitter Dead

Spell

Skill

Lv. 1+
Bitter Dead

SpellAoEColdRepeatableSkillKalguuranRunic Ward

Cost
(11 - 59) Ward(11 - 59) Ward59 Ward59 Ward
Cast
0.75 sec0.75 sec

From: Kalguuran RemnantsKalguuran Remnants

Req: Level 1+Level 1+

Spend Ward and target an area, transforming Corpses into bitter cores that seek out enemies and Chill enemies near them. The cores explode at the end of their duration, creating runes which deal additional Cold damage over time.Spend Ward and target an area, transforming Corpses into bitter cores that seek out enemies and Chill enemies near them. The cores explode at the end of their duration, creating runes which deal additional Cold damage over time.

Bitter Dead

  • Transformation radius is 3.5 mTransformation radius is 3.5 metres
  • Transforms up to (1 - 7) CorpseTransforms up to (1 - 7) CorpseTransforms up to 7 CorpseTransforms up to 7 Corpse
  • Core duration is 5 secondsCore duration is 5 seconds

Explosion

Crit%
12.00%12.00%
  • Deals (9 - 319) to (14 - 478) Cold damageDeals (9 - 319) to (14 - 478) Cold damageDeals 319 to 478 Cold damageDeals 319 to 478 Cold damage
  • Explosion radius is 2 mExplosion radius is 2 metres

Core

  • Chills enemies as though dealing (26 - 888) to (39 - 1332) Cold damageChills enemies as though dealing (26 - 888) to (39 - 1332) Cold damageChills enemies as though dealing 888 to 1332 Cold damageChills enemies as though dealing 888 to 1332 Cold damage
  • Chills enemies within 1.5 metre radiusChills enemies within 1.5 metre radius

Rune

  • Modifiers to Spell Dmg apply to Debuff 's DoTModifiers to Spell Damage apply to Debuff 's Damage over Time
  • Deals (6.5 - 221.4) Cold damage per secondDeals (6.5 - 221.4) Cold damage per secondDeals 221.4 Cold damage per secondDeals 221.4 Cold damage per second
  • Rune radius is 1.5 mRune radius is 1.5 metres
  • Rune duration is 10 secondsRune duration is 10 seconds

q20: Transforms +(0 - 1) CorpseTransforms +(0 - 1) CorpseTransforms +1 CorpseTransforms +1 Corpse

Gemling Quality Effect

  • Gemling q20: (0 - 10) % chance to not destroy Consumed Corpse(0 - 10) % chance to not destroy Consumed Corpse10 % chance to not destroy Consumed Corpse10 % chance to not destroy Consumed Corpse

Kalguuran Skills

Conductive Runes

Attack

Skill

Lv. 1+
Conductive Runes

AttackAoELightningDurationHazardSkillKalguuran

Cost
(15 - 81) Ward(15 - 81) Ward81 Ward81 Ward
Crit%
7.00%7.00%

From: Kalguuran RemnantsKalguuran Remnants

Req: Level 1+Level 1+

Spend Runic Ward to create a number of Hazardous Runes in a cone in front of you, which arm after a time. After arming, these Runes will activate when enemies step on them, exploding to deal Attack damage and apply Electrocution buildup.Spend Runic Ward to create a number of Hazardous Runes in a cone in front of you, which arm after a time. After arming, these Runes will activate when enemies step on them, exploding to deal Attack damage and apply Electrocution buildup.

Conductive Runes

  • Runes emerge within a 8.5 metre length coneRunes emerge within a 8.5 metre length cone
  • Rune duration is 10 secondsRune duration is 10 seconds
  • Runes arm after 0.4 secondsRunes arm after 0.4 seconds
  • Limit 20 active RunesLimit 20 active Runes
  • Runes detonate 0.3 seconds after activationRunes detonate 0.3 seconds after activation
  • Creates 10 RunesCreates 10 Runes

Explosion

Atk Dmg
(50 - 204)%(50 - 204)%204%204%
  • Converts 100 % of Physical damage to Lightning damageConverts 100 % of Physical damage to Lightning damage
  • Lightning damage from this skill Contributes to Electrocution BuildupLightning damage from this skill Contributes to Electrocution Buildup
  • Rune explosion radius is 1.4 mRune explosion radius is 1.4 metres
  • (1 - 16) to (11 - 304) base Light.Dmg(1 - 16) to (11 - 304) base Lightning Damage16 to 304 base Light.Dmg16 to 304 base Lightning Damage
  • 50 % more Electrocution buildup from Hits with this skill50 % more Electrocution buildup from Hits with this skill

Gemling Quality Effect

  • Gemling q20: Runes emerge within a (0 - 0.6) metre length coneRunes emerge within a (0 - 0.6) metre length coneRunes emerge within a 0.6 metre length coneRunes emerge within a 0.6 metre length cone

Kalguuran Skills

Detonate Living

Spell

Skill

Lv. 1+
Detonate Living

SpellAoEPhysicalRepeatableSkillKalguuranRunic Ward

Cost
(11 - 59) Ward(11 - 59) Ward59 Ward59 Ward
Cast
0.65 sec0.65 sec
Crit%
12.00%12.00%

From: Kalguuran RemnantsKalguuran Remnants

Req: Level 1+Level 1+

Hit an enemy under the Culling Strike Threshold , causing them to violently explode, damaging surrounding enemies. Highlights enemies under the Culling Strike Threshold .Hit an enemy under the Culling Strike Threshold , causing them to violently explode, damaging surrounding enemies. Highlights enemies under the Culling Strike Threshold .

Detonate Living

  • Deals (1 - 30) to (2 - 46) Phys.DmgDeals (1 - 30) to (2 - 46) Physical DamageDeals 30 to 46 Phys.DmgDeals 30 to 46 Physical Damage
  • Culling StrikeCulling Strike

Explosion

  • Explosion radius is 2.6 mExplosion radius is 2.6 metres
  • Deals (28 - 177) to (42 - 265) Phys.DmgDeals (28 - 177) to (42 - 265) Physical DamageDeals 177 to 265 Phys.DmgDeals 177 to 265 Physical Damage
  • Deals Physical damage equal to (6.6 - 14.2) % of Corpse's max LifeDeals Physical damage equal to (6.6 - 14.2) % of Corpse's maximum LifeDeals Physical damage equal to 14.2 % of Corpse's max LifeDeals Physical damage equal to 14.2 % of Corpse's maximum Life

q20: Deals Physical damage equal to (0 - 2) % of Corpse's max LifeDeals Physical damage equal to (0 - 2) % of Corpse's maximum LifeDeals Physical damage equal to 2 % of Corpse's max LifeDeals Physical damage equal to 2 % of Corpse's maximum Life

Kalguuran Skills

Eternal March

Spell

Skill

Lv. 1+
Eternal March

SpellMinionSkillKalguuranRunic WardRemnant

Cooldown
4.00 s4.00 s
Cast
InstantInstant

From: Kalguuran RemnantsKalguuran Remnants

Req: Level 1+Level 1+

Spend Runic Ward to instantly Revive your Minions . Prioritises the most powerful minions first.Spend Runic Ward to instantly Revive your Minions . Prioritises the most powerful minions first.

Core Mods

  • Spends up to (19 - 853) Ward to Revive Minions with total max Life equal to (3 - 20) times the Ward spentSpends up to (19 - 853) Runic Ward to Revive Minions with total maximum Life equal to (3 - 20) times the Runic Ward spentSpends up to 853 Ward to Revive Minions with total max Life equal to 20 times the Ward spentSpends up to 853 Runic Ward to Revive Minions with total maximum Life equal to 20 times the Runic Ward spent

q20: Spends up to (0 - 200) additional WardSpends up to (0 - 200) additional Runic WardSpends up to 200 additional WardSpends up to 200 additional Runic Ward

Gemling Quality Effect

  • Gemling q20: (0 - 40) % inc. CDRR(0 - 40) % increased Cooldown Recovery Rate40 % inc. CDRR40 % increased Cooldown Recovery Rate

Kalguuran Skills

Explosive Transmutation

Buff

Skill

Lv. 1+
Explosive Transmutation

BuffSpellPersistentAoETriggerPhysicalLightning

Reservation
30 Spirit30 Spirit

From: Kalguuran RemnantsKalguuran Remnants

Req: Level 1+Level 1+

While active, picking up Remnants Triggers a deadly explosion, dealing damage at the location of the Remnant based on the type of Remnant picked up.While active, picking up Remnants Triggers a deadly explosion, dealing damage at the location of the Remnant based on the type of Remnant picked up.

Explosive Transmutation

  • Trigger Transmutation Explosion on picking up a RemnantTrigger Transmutation Explosion on picking up a Remnant

Physical

Cost
(7 - 30) Ward(7 - 30) Ward30 Ward30 Ward
Cooldown
0.50 s (5 Times)0.50 s (5 Times)
Cast
InstantInstant
Crit%
14.00%14.00%
  • Deals (4 - 149) to (7 - 223) Phys.DmgDeals (4 - 149) to (7 - 223) Physical DamageDeals 149 to 223 Phys.DmgDeals 149 to 223 Physical Damage
  • Explosion radius is 1.8 mExplosion radius is 1.8 metres

Cold

  • Explosion radius is 1.8 mExplosion radius is 1.8 metres
  • Deals (4 - 103) to (6 - 155) Cold.DmgDeals (4 - 103) to (6 - 155) Cold DamageDeals 103 to 155 Cold.DmgDeals 103 to 155 Cold Damage

Fire

  • Explosion radius is 1.8 mExplosion radius is 1.8 metres
  • Deals (4 - 116) to (6 - 174) Fire.DmgDeals (4 - 116) to (6 - 174) Fire DamageDeals 116 to 174 Fire.DmgDeals 116 to 174 Fire Damage

Lightning

  • Explosion radius is 1.8 mExplosion radius is 1.8 metres
  • Deals (1 - 16) to (9 - 295) Light.DmgDeals (1 - 16) to (9 - 295) Lightning DamageDeals 16 to 295 Light.DmgDeals 16 to 295 Lightning Damage

Chaos

  • Explosion radius is 1.8 mExplosion radius is 1.8 metres
  • Deals (4 - 139) to (8 - 259) Chaos.DmgDeals (4 - 139) to (8 - 259) Chaos DamageDeals 139 to 259 Chaos.DmgDeals 139 to 259 Chaos Damage

q20: +(0 - 0.2) m to Explosion radius+(0 - 0.2) metres to Explosion radius+0.2 m to Explosion radius+0.2 metres to Explosion radius

Gemling Quality Effect

  • Gemling q20: (0 - 30) % inc. Ward Cost Efficiency(0 - 30) % increased Runic Ward Cost Efficiency30 % inc. Ward Cost Efficiency30 % increased Runic Ward Cost Efficiency

Kalguuran Skills

Fragments Of The Past

Attack

Skill

Lv. 1+
Fragments Of The Past

SkillKalguuranRunic WardRemnantAttackAoEProjectile

Cost
(11 - 59) Ward(11 - 59) Ward59 Ward59 Ward
Atk Speed
60% of base60% of base
Atk Dmg
(50 - 204)% of base(50 - 204)% of base204% of base204% of base
Proj.Spd
3.2 m/s3.2 metres per Second

From: Kalguuran RemnantsKalguuran Remnants

Requires: Martial WeaponMartial WeaponUnarmedUnarmed

Req: Level 1+ | Class: Martial Weapon, UnarmedLevel 1+ | Class: Martial Weapon, Unarmed

Spend Runic Ward to create a Verisium volcano that deals damage on initial eruption and Triggers Ice Fragments .Spend Runic Ward to create a Verisium volcano that deals damage on initial eruption and Triggers Ice Fragments .

Fragments of the Past

  • Eruption radius is 1.2 mEruption radius is 1.2 metres
  • Limit 1 VolcanoLimit 1 Volcano
  • Volcano duration is 8 secondsVolcano duration is 8 seconds
  • Initial eruption Triggers Ice Fragments with 2 additional ProjInitial eruption Triggers Ice Fragments with 2 additional Projectiles
  • Triggers Ice Fragments every 0.5 secondsTriggers Ice Fragments every 0.5 seconds

Ice Fragments

Atk Dmg
(45 - 163)% of base(45 - 163)% of base163% of base163% of base
Proj.Spd
3.2 m/s3.2 metres per Second
  • Detonation Time is 2.5 secondsDetonation Time is 2.5 seconds
  • 60 % more Proj.Spd60 % more Projectile Speed
  • Converts 100 % of Physical damage to Cold damageConverts 100 % of Physical damage to Cold damage
  • Fires 2 ProjFires 2 Projectiles
  • Explosion radius is 1.8 mExplosion radius is 1.8 metres

q20: Explosion radius is (0 - 0.4) mExplosion radius is (0 - 0.4) metresExplosion radius is 0.4 mExplosion radius is 0.4 metres

Gemling Quality Effect

  • Gemling q20: Volcano duration is (0 - 1) secondVolcano duration is (0 - 1) secondVolcano duration is 1 secondVolcano duration is 1 second

Kalguuran Skills

Frostflame Nova

Spell

Skill

Lv. 1+
Frostflame Nova

SpellAoEColdFireNovaRepeatableSkill

Cost
(11 - 59) Ward(11 - 59) Ward59 Ward59 Ward
Cast
0.70 sec0.70 sec

From: Kalguuran RemnantsKalguuran Remnants

Req: Level 1+Level 1+

Unleash a wave of volatile ice that feeds on flames. While the wave doesn't deal damage, the ice latches onto Ignited enemies, refreshing the duration of their active Ignite and rapidly Freezing them but preventing them from being Ignited further until the Ignite expires.Unleash a wave of volatile ice that feeds on flames. While the wave doesn't deal damage, the ice latches onto Ignited enemies, refreshing the duration of their active Ignite and rapidly Freezing them but preventing them from being Ignited further until the Ignite expires.

Wave

  • Wave radius is 3.5 mWave radius is 3.5 metres

Volatile Ice

Crit%
12.00%12.00%
  • 10 % more Freeze Buildup for each 1% of enemy's Ailment Threshold dealt by the affected Ignite per second10 % more Freeze Buildup for each 1% of enemy's Ailment Threshold dealt by the affected Ignite per second
  • Hits enemies every 0.5 seconds until affected Ignite expiresHits enemies every 0.5 seconds until affected Ignite expires
  • Deals (2 - 81) to (3 - 122) Cold.DmgDeals (2 - 81) to (3 - 122) Cold DamageDeals 81 to 122 Cold.DmgDeals 81 to 122 Cold Damage

Gemling Quality Effect

  • Gemling q20: (0 - 20) % inc. Dmg with Hits against Frozen Enemies(0 - 20) % increased Damage with Hits against Frozen Enemies20 % inc. Dmg with Hits against Frozen Enemies20 % increased Damage with Hits against Frozen Enemies

Kalguuran Skills

Grim Pillars

Spell

Skill

Lv. 1+
Grim Pillars

SpellAoEColdDurationNovaSkillKalguuran

Cost
(15 - 81) Ward(15 - 81) Ward81 Ward81 Ward
Cast
0.70 sec0.70 sec
Crit%
12.00%12.00%

From: Kalguuran RemnantsKalguuran Remnants

Req: Level 1+Level 1+

Spend Runic Ward to cause damaging Ice-Crystal spears to erupt from the ground around you. These spears can be destroyed for an explosion of Cold damage.Spend Runic Ward to cause damaging Ice-Crystal spears to erupt from the ground around you. These spears can be destroyed for an explosion of Cold damage.

Pillars

  • Deals (3 - 99) to (5 - 149) Cold.DmgDeals (3 - 99) to (5 - 149) Cold DamageDeals 99 to 149 Cold.DmgDeals 99 to 149 Cold Damage
  • Creation radius is 4 mCreation radius is 4 metres
  • Creates 8 Grim PillarsCreates 8 Grim Pillars
  • Eruption radius is 1.2 mEruption radius is 1.2 metres
  • Grim Pillar duration is 10 secondsGrim Pillar duration is 10 seconds
  • Grim Pillars have (27 - 9536) max LifeGrim Pillars have (27 - 9536) maximum LifeGrim Pillars have 9536 max LifeGrim Pillars have 9536 maximum Life
  • Limit 20 Grim PillarsLimit 20 Grim Pillars

Explosion

  • 50 % more Freeze Buildup50 % more Freeze Buildup
  • Explosion radius is 2 mExplosion radius is 2 metres
  • Deals (5 - 159) to (7 - 239) Cold.DmgDeals (5 - 159) to (7 - 239) Cold DamageDeals 159 to 239 Cold.DmgDeals 159 to 239 Cold Damage

q20: Creates +(0 - 2) Grim PillarsCreates +(0 - 2) Grim PillarsCreates +2 Grim PillarsCreates +2 Grim Pillars

Kalguuran Skills

Hollow Shell

Spell

Skill

Lv. 1+
Hollow Shell

SpellBuffAoENovaSkillKalguuranRunic Ward

Cost
(3 - 13) Ward(3 - 13) Ward13 Ward13 Ward
Cast
0.60 sec0.60 sec

From: Kalguuran RemnantsKalguuran Remnants

Req: Level 1+Level 1+

Sacrifice your Runic Ward to send out an energy pulse that grants nearby Allies Guard .Sacrifice your Runic Ward to send out an energy pulse that grants nearby Allies Guard .

Core Mods

  • Pulse spends 100% of your Ward to grant Allies Guard equal to (45 - 64) % of Ward spentPulse spends 100% of your Runic Ward to grant Allies Guard equal to (45 - 64) % of Runic Ward spentPulse spends 100% of your Ward to grant Allies Guard equal to 64 % of Ward spentPulse spends 100% of your Runic Ward to grant Allies Guard equal to 64 % of Runic Ward spent
  • Pulse radius is (3 - 4) mPulse radius is (3 - 4) metresPulse radius is 4 mPulse radius is 4 metres
  • Guard duration is 6 secondsGuard duration is 6 seconds
  • Cannot affect the same target more than once every 6 secondsCannot affect the same target more than once every 6 seconds

q20: Pulse grants Guard equal to an additional (0 - 5) % of Ward spentPulse grants Guard equal to an additional (0 - 5) % of Runic Ward spentPulse grants Guard equal to an additional 5 % of Ward spentPulse grants Guard equal to an additional 5 % of Runic Ward spent

Gemling Quality Effect

  • Gemling q20: +(0 - 2) seconds to Guard duration+(0 - 2) seconds to Guard duration+2 seconds to Guard duration+2 seconds to Guard duration

Kalguuran Skills

Leylines

Buff

Skill

Lv. 1+
Leylines

BuffPersistentAoEDurationSkillKalguuranRunic Ward

Reservation
30 Spirit30 Spirit

From: Kalguuran RemnantsKalguuran Remnants

Req: Level 1+Level 1+

While active, areas of intense runic energy are revealed to you. Standing over them grants you a powerful Spell damage boost but constantly drains your Runic Ward . Running out of Runic Ward causes the energy to temporarily dissipate.While active, areas of intense runic energy are revealed to you. Standing over them grants you a powerful Spell damage boost but constantly drains your Runic Ward . Running out of Runic Ward causes the energy to temporarily dissipate.

Core Mods

  • Deal (10 - 29) % more Spell damage while on a LeylineDeal (10 - 29) % more Spell damage while on a LeylineDeal 29 % more Spell damage while on a LeylineDeal 29 % more Spell damage while on a Leyline
  • Lose (3.43 - 93.03) Ward per second while on a Leyline Cannot Recover Ward while on a LeylineLose (3.43 - 93.03) Runic Ward per second while on a Leyline Cannot Recover Runic Ward while on a LeylineLose 93.03 Ward per second while on a Leyline Cannot Recover Ward while on a LeylineLose 93.03 Runic Ward per second while on a Leyline Cannot Recover Runic Ward while on a Leyline
  • Leyline radius is 1.6 mLeyline radius is 1.6 metres
  • Leylines reappear 8 seconds after dissipatingLeylines reappear 8 seconds after dissipating

q20: Deal (0 - 10) % more Spell damage while on a LeylineDeal (0 - 10) % more Spell damage while on a LeylineDeal 10 % more Spell damage while on a LeylineDeal 10 % more Spell damage while on a Leyline

Gemling Quality Effect

  • Gemling q20: Leyline radius is (0 - 1) metreLeyline radius is (0 - 1) metreLeyline radius is 1 metreLeyline radius is 1 metre

Kalguuran Skills

Powered by Verisium

Spell

Skill

Lv. 1+
Powered by Verisium

SpellRepeatableSkillKalguuranRunic WardRemnant

Cost
(20 - 155) Ward(20 - 155) Ward155 Ward155 Ward
Cooldown
(7.00 - 5.10) s(7.00 - 5.10) s5.10 s5.10 s
Cast
0.70 sec0.70 sec

From: Kalguuran RemnantsKalguuran Remnants

Req: Level 1+Level 1+

Spends Ward to generate Verisium Infusions , which can be used in place of any Elemental Infusions .Spends Ward to generate Verisium Infusions , which can be used in place of any Elemental Infusions .

Core Mods

  • Generates (1 - 4) Verisium InfusionGenerates (1 - 4) Verisium InfusionGenerates 4 Verisium InfusionGenerates 4 Verisium Infusion

q20: (0 - 50) % inc. Verisium Infusion duration(0 - 50) % increased Verisium Infusion duration50 % inc. Verisium Infusion duration50 % increased Verisium Infusion duration

Gemling Quality Effect

  • Gemling q20: (0 - 20) % chance to gain an additional Infusion(0 - 20) % chance to gain an additional Infusion20 % chance to gain an additional Infusion20 % chance to gain an additional Infusion

Kalguuran Skills

Rain of Blades

Attack

Skill

Lv. 1+
Rain of Blades

AttackBuffAoETriggerDurationSkillKalguuran

Cost
(11 - 59) Ward(11 - 59) Ward59 Ward59 Ward
Cooldown
10.00 s10.00 s

From: Kalguuran RemnantsKalguuran Remnants

Requires: Martial WeaponMartial Weapon

Req: Level 1+ | Class: Martial WeaponLevel 1+ | Class: Martial Weapon

Pour your Runic Ward into conjuring blades. For the duration of the Buff , these blades fall on enemies Hit by your Projectile Attacks .Pour your Runic Ward into conjuring blades. For the duration of the Buff , these blades fall on enemies Hit by your Projectile Attacks .

Rain of Blades

  • Buff duration is 5 secondsBuff duration is 5 seconds

Falling Blade

Cost
(5 - 27) Ward(5 - 27) Ward27 Ward27 Ward
Cooldown
0.30 s (5 Times)0.30 s (5 Times)
Atk Dmg
(80 - 232)% of base(80 - 232)% of base232% of base232% of base
  • Hits are PinningHits are Pinning
  • Impact radius is 1.2 mImpact radius is 1.2 metres

q20: (0 - 20) % inc. CDRR(0 - 20) % increased Cooldown Recovery Rate20 % inc. CDRR20 % increased Cooldown Recovery Rate

Gemling Quality Effect

  • Gemling q20: (0 - 30) % inc. Immobilisation buildup(0 - 30) % increased Immobilisation buildup30 % inc. Immobilisation buildup30 % increased Immobilisation buildup

Kalguuran Skills

Refutation

Buff

Skill

Lv. 1+
Refutation

BuffSpellDurationRepeatableSkillKalguuranRunic Ward

Cost
(3 - 13) Ward(3 - 13) Ward13 Ward13 Ward
Cooldown
(11.90 - 10.00) s(11.90 - 10.00) s10.00 s10.00 s
Cast
0.65 sec0.65 sec

From: Kalguuran RemnantsKalguuran Remnants

Req: Level 1+Level 1+

Spends all your Ward to gain a short-duration Buff that causes you to Block all Blockable Hits and apply Parried to enemies from which you've Blocked a Hit . This Buff is removed if you are Heavy Stunned . While this Buff is active, you cannot be Light Stunned , but Blocking too much damage may Heavy Stun you.Spends all your Ward to gain a short-duration Buff that causes you to Block all Blockable Hits and apply Parried to enemies from which you've Blocked a Hit . This Buff is removed if you are Heavy Stunned . While this Buff is active, you cannot be Light Stunned , but Blocking too much damage may Heavy Stun you.

Core Mods

  • Cooldown does not recover during Buff effectCooldown does not recover during Buff effect
  • While the Buff is active, automatically Block from all directions and inflict Parried to Blocked enemiesWhile the Buff is active, automatically Block from all directions and inflict Parried to Blocked enemies
  • Buff duration is 4 secondsBuff duration is 4 seconds
  • 50 % less Stun Threshold while Buff is active50 % less Stun Threshold while Buff is active
  • 5 % more Stun Threshold while Buff is active per 10 Ward spent5 % more Stun Threshold while Buff is active per 10 Runic Ward spent
  • Parried Debuff makes targets take 50 % more Atk DmgParried Debuff makes targets take 50 % more Attack Damage
  • Parried Debuff duration is (2 - 3.9) secondsParried Debuff duration is (2 - 3.9) secondsParried Debuff duration is 3.9 secondsParried Debuff duration is 3.9 seconds

q20: +(0 - 20) % more Stun Threshold while Buff is active+(0 - 20) % more Stun Threshold while Buff is active+20 % more Stun Threshold while Buff is active+20 % more Stun Threshold while Buff is active

Gemling Quality Effect

  • Gemling q20: Buff duration is (0 - 1) secondBuff duration is (0 - 1) secondBuff duration is 1 secondBuff duration is 1 second

Kalguuran Skills

Remnants of Kalguur

Buff

Skill

Lv. 1+
Remnants of Kalguur

BuffPersistentRemnantSkillKalguuranRunic Ward

Reservation
30 Spirit30 Spirit

From: Kalguuran RemnantsKalguuran Remnants

Req: Level 1+Level 1+

While active, enemies you Stun or kill have a chance to generate a Runic Ward Remnant . These Remnants can Overflow your Runic Ward .While active, enemies you Stun or kill have a chance to generate a Runic Ward Remnant . These Remnants can Overflow your Runic Ward .

Core Mods

  • Remnants last for 8 secondsRemnants last for 8 seconds
  • 50 % chance to spawn a Remnant on Stunning an Enemy, no more than once every 3 seconds50 % chance to spawn a Remnant on Stunning an Enemy, no more than once every 3 seconds
  • 25 % chance to spawn a Remnant on killing an enemy25 % chance to spawn a Remnant on killing an enemy
  • Each Remnant grants (5 - 205) WardEach Remnant grants (5 - 205) Runic WardEach Remnant grants 205 WardEach Remnant grants 205 Runic Ward

q20: +(0 - 5) % chance to spawn a Remnant on Stunning an Enemy +(0 - 5) % chance to spawn a Remnant on killing an enemy+(0 - 5) % chance to spawn a Remnant on Stunning an Enemy +(0 - 5) % chance to spawn a Remnant on killing an enemy+5 % chance to spawn a Remnant on Stunning an Enemy +5 % chance to spawn a Remnant on killing an enemy+5 % chance to spawn a Remnant on Stunning an Enemy +5 % chance to spawn a Remnant on killing an enemy

Gemling Quality Effect

  • Gemling q20: % chance to spawn a Remnant on Stunning an Enemy% chance to spawn a Remnant on Stunning an Enemy

Kalguuran Skills

Repulsion

Spell

Skill

Lv. 1+
Repulsion

SpellAttackAoETriggerPhysicalDurationCurse

Cost
(15 - 116) Ward(15 - 116) Ward116 Ward116 Ward
Cast
0.50 sec0.50 sec

From: Kalguuran RemnantsKalguuran Remnants

Req: Level 1+Level 1+

Target an area and Curse enemies within with a Verisium Rune, inflicting them with Fragility. Hitting these enemies causes the Curse to Trigger an explosion to deal damage in an area and apply significant Knockback to other enemies near the Cursed target, with more Stun buildup based on the Fragility on the target Hit .Target an area and Curse enemies within with a Verisium Rune, inflicting them with Fragility. Hitting these enemies causes the Curse to Trigger an explosion to deal damage in an area and apply significant Knockback to other enemies near the Cursed target, with more Stun buildup based on the Fragility on the target Hit .

Repulsion

  • Curse applies after 1.5 seconds delayCurse applies after 1.5 seconds delay
  • Curse does not apply to enemies above level (0 - 20)Curse does not apply to enemies above level (0 - 20)Curse does not apply to enemies above level 20Curse does not apply to enemies above level 20
  • Curse duration is (6 - 7.4) secondsCurse duration is (6 - 7.4) secondsCurse duration is 7.4 secondsCurse duration is 7.4 seconds
  • Curse applies 20 FragilityCurse applies 20 Fragility

Repulsion Wave

Cost
0 Ward0 Ward
Cooldown
0.50 s (5 Times)0.50 s (5 Times)
Cast
InstantInstant
Crit%
6.00%6.00%
Atk Dmg
(50 - 204)% of base(50 - 204)% of base204% of base204% of base
  • (5 - 128) to (7 - 192) base Phys.Dmg(5 - 128) to (7 - 192) base Physical Damage128 to 192 base Phys.Dmg128 to 192 base Physical Damage
  • 200 % inc. Knockback Distance200 % increased Knockback Distance
  • Knocks Back EnemiesKnocks Back Enemies
  • Explosion radius is 1.5 mExplosion radius is 1.5 metres
  • 10 % more Stun buildup on Hit per Fragility on the target10 % more Stun buildup on Hit per Fragility on the target

q20: (0 - 40) % more Stun buildup(0 - 40) % more Stun buildup40 % more Stun buildup40 % more Stun buildup

Gemling Quality Effect

  • Gemling q20: +(0 - 20) % more damage against Immobilised enemies+(0 - 20) % more damage against Immobilised enemies+20 % more damage against Immobilised enemies+20 % more damage against Immobilised enemies

Kalguuran Skills

Runic Reprieve

Spell

Skill

Lv. 1+
Runic Reprieve

SpellChannellingSkillKalguuranRunic WardRemnant

Cost
(3 - 13) Ward per second(3 - 13) Ward per second13 Ward per second13 Ward per second
Cast
0.12 sec0.12 sec

From: Kalguuran RemnantsKalguuran Remnants

Req: Level 1+Level 1+

Channel to create a protective bubble all around you, Blocking Hits against you. While Channelling this Skill, you cannot be Light Stunned by Hits you Block , and damage you take from Hits is also removed from Runic Ward . Blocking Hits this way causes you to accumulate Heavy Stun buildup. You cannot recover Runic Ward while this Skill is active.Channel to create a protective bubble all around you, Blocking Hits against you. While Channelling this Skill, you cannot be Light Stunned by Hits you Block , and damage you take from Hits is also removed from Runic Ward . Blocking Hits this way causes you to accumulate Heavy Stun buildup. You cannot recover Runic Ward while this Skill is active.

Core Mods

  • (5 - 100) % inc. Stun Threshold while using Skill(5 - 100) % increased Stun Threshold while using Skill100 % inc. Stun Threshold while using Skill100 % increased Stun Threshold while using Skill
  • You take (21 - 25) % of damage from Blocked HitsYou take (21 - 25) % of damage from Blocked HitsYou take 25 % of damage from Blocked HitsYou take 25 % of damage from Blocked Hits
  • Lose Ward on Block equal to the damage you took from that HitLose Runic Ward on Block equal to the damage you took from that Hit
  • Requires at least 20 % of max Ward to be able to use this SkillRequires at least 20 % of maximum Runic Ward to be able to use this Skill

q20: (0 - 40) % inc. Stun Threshold while using Skill(0 - 40) % increased Stun Threshold while using Skill40 % inc. Stun Threshold while using Skill40 % increased Stun Threshold while using Skill

Gemling Quality Effect

  • Gemling q20: You take (0 - 10) % of damage from Blocked HitsYou take (0 - 10) % of damage from Blocked HitsYou take 10 % of damage from Blocked HitsYou take 10 % of damage from Blocked Hits

Kalguuran Skills

Skyfall

Spell

Skill

Lv. 1+
Skyfall

SpellMinionAoEPhysicalColdConditionalRepeatable

Cost
(25 - 135) Ward(25 - 135) Ward135 Ward135 Ward
Cast
1.00 sec1.00 sec
Crit%
14.00%14.00%

From: Kalguuran RemnantsKalguuran Remnants

Req: Level 1+Level 1+

Build Glory by spending Runic Ward . When you have maximum Glory , you may call down a mass of Verisium from the sky, dealing high damage at the targeted location and summoning a Temporary Minion . Targeting close to you will cause you to jump back as you cast. Consumes a Verisium Infusion , if possible, to increase the number of Minions summoned .Build Glory by spending Runic Ward . When you have maximum Glory , you may call down a mass of Verisium from the sky, dealing high damage at the targeted location and summoning a Temporary Minion . Targeting close to you will cause you to jump back as you cast. Consumes a Verisium Infusion , if possible, to increase the number of Minions summoned .

Skyfall

  • Deals (16 - 553) to (24 - 829) Phys.DmgDeals (16 - 553) to (24 - 829) Physical DamageDeals 553 to 829 Phys.DmgDeals 553 to 829 Physical Damage
  • Deals (16 - 553) to (24 - 829) Cold.DmgDeals (16 - 553) to (24 - 829) Cold DamageDeals 553 to 829 Cold.DmgDeals 553 to 829 Cold Damage
  • +1 second to Total Cast+1 second to Total Cast Time
  • Requires (50 - 270) Glory to useRequires (50 - 270) Glory to useRequires 270 Glory to useRequires 270 Glory to use
  • Generates 100 % of Ward spent as Glory for this SkillGenerates 100 % of Runic Ward spent as Glory for this Skill
  • Creates 3 Temporary MinionsCreates 3 Temporary Minions
  • Limit 12 Temporary MinionsLimit 12 Temporary Minions
  • Impact radius is 3 mImpact radius is 3 metres

Verisium-Infused

  • +1 second to Total Cast+1 second to Total Cast Time
  • Generates 100 % of Ward spent as Glory for this SkillGenerates 100 % of Runic Ward spent as Glory for this Skill
  • Creates 6 Temporary MinionsCreates 6 Temporary Minions
  • Limit 12 Temporary MinionsLimit 12 Temporary Minions
  • Impact radius is 3 mImpact radius is 3 metres
  • Deals (16 - 553) to (24 - 829) Phys.DmgDeals (16 - 553) to (24 - 829) Physical DamageDeals 553 to 829 Phys.DmgDeals 553 to 829 Physical Damage
  • Deals (16 - 553) to (24 - 829) Cold.DmgDeals (16 - 553) to (24 - 829) Cold DamageDeals 553 to 829 Cold.DmgDeals 553 to 829 Cold Damage

q20: (0 - 10) % chance to Echo(0 - 10) % chance to Echo10 % chance to Echo10 % chance to Echo

Gemling Quality Effect

  • Gemling q20: (0 - 20) % inc. Dmg with Hits against Frozen Enemies(0 - 20) % increased Damage with Hits against Frozen Enemies20 % inc. Dmg with Hits against Frozen Enemies20 % increased Damage with Hits against Frozen Enemies

Kalguuran Skills

Triskelion Cascade

Spell

Skill

Lv. 1+
Triskelion Cascade

SpellBuffDurationSkillKalguuranRunic WardRemnant

Cost
(20 - 155) Ward(20 - 155) Ward155 Ward155 Ward
Cooldown
1.00 s1.00 s
Cast
0.45 sec0.45 sec

From: Kalguuran RemnantsKalguuran Remnants

Req: Level 1+Level 1+

Tap into the power of the Triskelion Flame to Empower the next Cascadable Spell you cast. The Empowered Spell becomes centred on your location, and Cascades to six areas around you in a Triskelion pattern.Tap into the power of the Triskelion Flame to Empower the next Cascadable Spell you cast. The Empowered Spell becomes centred on your location, and Cascades to six areas around you in a Triskelion pattern.

Core Mods

  • Maximum Buff duration is 4 secondsMaximum Buff duration is 4 seconds
  • (300 - 800) % of Empowered Skill's cast time is added to this Skill's cooldown(300 - 800) % of Empowered Skill's cast time is added to this Skill's cooldown800 % of Empowered Skill's cast time is added to this Skill's cooldown800 % of Empowered Skill's cast time is added to this Skill's cooldown
  • Empowered Skill has (31 - 40) % less area of effectEmpowered Skill has (31 - 40) % less area of effectEmpowered Skill has 40 % less area of effectEmpowered Skill has 40 % less area of effect
  • Empowered Skill deals (11 - 30) % less damageEmpowered Skill deals (11 - 30) % less damageEmpowered Skill deals 30 % less damageEmpowered Skill deals 30 % less damage

q20: Empowered Skill deals (0 - 10) % more damageEmpowered Skill deals (0 - 10) % more damageEmpowered Skill deals 10 % more damageEmpowered Skill deals 10 % more damage

Gemling Quality Effect

  • Gemling q20: Empowered Skill has (0 - 5) % more area of effectEmpowered Skill has (0 - 5) % more area of effectEmpowered Skill has 5 % more area of effectEmpowered Skill has 5 % more area of effect

Kalguuran Skills

Verisium Manifestations

Buff

Skill

Lv. 1+
Verisium Manifestations

BuffMinionPersistentDurationSkillKalguuranRunic Ward

Reservation
30 Spirit30 Spirit

From: Kalguuran RemnantsKalguuran Remnants

Req: Level 1+Level 1+

While active, Hitting with an Attack will spend Runic Ward to summon a Verisium Manifestation, a short-lived Temporary Minion that rapidly Attacks nearby enemies, ignoring commands. Enemies will not directly engage these Minions , and can pass through them.While active, Hitting with an Attack will spend Runic Ward to summon a Verisium Manifestation, a short-lived Temporary Minion that rapidly Attacks nearby enemies, ignoring commands. Enemies will not directly engage these Minions , and can pass through them.

Verisium Manifestations

  • Trigger Manifest Rune on Hitting with an AttackTrigger Manifest Rune on Hitting with an Attack

Manifest Rune

Cost
(7 - 30) Ward(7 - 30) Ward30 Ward30 Ward
Cooldown
0.50 s (5 Times)0.50 s (5 Times)
  • Limit 10 Summoned Verisium ManifestationsLimit 10 Summoned Verisium Manifestations
  • Manifestation duration is 8 secondsManifestation duration is 8 seconds

q20: +(0 - 2) s to Manifestation duration+(0 - 2) s to Manifestation duration+2 s to Manifestation duration+2 s to Manifestation duration

Gemling Quality Effect

  • Gemling q20: +(0 - 2) to Verisium Manifestation Limit+(0 - 2) to Verisium Manifestation Limit+2 to Verisium Manifestation Limit+2 to Verisium Manifestation Limit

Kalguuran Skills

Voltaic Barrier

Attack

Skill

Lv. 1+
Voltaic Barrier

AttackAoETriggerLightningChainingSkillKalguuran

Cost
(20 - 108) Ward(20 - 108) Ward108 Ward108 Ward
Attack Time
0.75 sec0.75 sec
Atk Dmg
(20 - 62)% of base(20 - 62)% of base62% of base62% of base

From: Kalguuran RemnantsKalguuran Remnants

Requires: TalismanTalismanMartial WeaponMartial Weapon

Req: Level 1+ | Class: Talisman, Martial WeaponLevel 1+ | Class: Talisman, Martial Weapon

Raise a pair of electrified pylons in front of you which project a wall of electricity between them, damaging and Electrocuting enemies caught between them. Projectiles you fire through the wall become energised, and discharge that energy on Hit as Chaining Lightning beams.Raise a pair of electrified pylons in front of you which project a wall of electricity between them, damaging and Electrocuting enemies caught between them. Projectiles you fire through the wall become energised, and discharge that energy on Hit as Chaining Lightning beams.

Voltaic Barrier

  • Converts 100 % of Physical damage to Lightning damageConverts 100 % of Physical damage to Lightning damage
  • 300 % more Electrocution buildup300 % more Electrocution buildup
  • Lightning damage from this skill Contributes to Electrocution BuildupLightning damage from this skill Contributes to Electrocution Buildup
  • Cannot ShockCannot Shock
  • Wall length is 6 mWall length is 6 metres
  • Wall duration is 6 secondsWall duration is 6 seconds
  • Wall Hits enemies every 0.25 secondsWall Hits enemies every 0.25 seconds

Beam

Cost
0 Ward0 Ward
Atk Dmg
(40 - 125)% of base(40 - 125)% of base125% of base125% of base
  • Converts 100 % of Physical damage to Lightning damageConverts 100 % of Physical damage to Lightning damage
  • Chains 3 timesChains 3 times
  • Beam targeting radius is 2 mBeam targeting radius is 2 metres
  • Fires beams at up to 3 additional Enemies near the targetFires beams at up to 3 additional Enemies near the target

q20: (0 - 40) % inc. Skill Effect Dur.(0 - 40) % increased Skill Effect Duration40 % inc. Skill Effect Dur.40 % increased Skill Effect Duration

Gemling Quality Effect

  • Gemling q20: Chains +(0 - 2) timesChains +(0 - 2) timesChains +2 timesChains +2 times

Kalguuran Skills

Wardbound Minions

Spell

Skill

Lv. 1+
Wardbound Minions

SpellMinionDurationRepeatableSkillKalguuranRunic Ward

Cost
(11 - 59) Ward(11 - 59) Ward59 Ward59 Ward
Cast
0.75 sec0.75 sec

From: Kalguuran RemnantsKalguuran Remnants

Req: Level 1+Level 1+

Spend all your Runic Ward to summon Temporary Wardbound Casters. These Minions target nearby enemies with damaging Cold Spells .Spend all your Runic Ward to summon Temporary Wardbound Casters. These Minions target nearby enemies with damaging Cold Spells .

Core Mods

  • Limit (15 - 24) Summoned Wardbound MinionsLimit (15 - 24) Summoned Wardbound MinionsLimit 24 Summoned Wardbound MinionsLimit 24 Summoned Wardbound Minions
  • Minion duration is 15 secondsMinion duration is 15 seconds
  • Minions disperse after casting 6 SpellsMinions disperse after casting 6 Spells
  • Summon one Wardbound Minion on Skill use and an additional Minion for each additional (11 - 59) Ward spentSummon one Wardbound Minion on Skill use and an additional Minion for each additional (11 - 59) Runic Ward spentSummon one Wardbound Minion on Skill use and an additional Minion for each additional 59 Ward spentSummon one Wardbound Minion on Skill use and an additional Minion for each additional 59 Runic Ward spent

q20: +(0 - 2) Spell casts before dispersing+(0 - 2) Spell casts before dispersing+2 Spell casts before dispersing+2 Spell casts before dispersing

Gemling Quality Effect

  • Gemling q20: +(0 - 5) s to Minion duration+(0 - 5) s to Minion duration+5 s to Minion duration+5 s to Minion duration

Skills

#

Details

Kalguuran Skills

Animus Exchange

Spell

Skill

Lv. 1+
Animus Exchange

SpellSkillKalguuranRunic WardRemnant

Cost
(15 - 101) Mana(15 - 101) Mana101 Mana101 Mana
Cooldown
4.00 s4.00 s
Cast
0.60 sec0.60 sec

From: Kalguuran RemnantsKalguuran Remnants

Req: Level 1+Level 1+

SacrificeSacrifice

Sacrificing is loss of a resource (commonly Life, Mana or Energy Shield ) that does not count as taking damage. You cannot Sacrifice a resource you do not have. Sacrificing Life cannot reduce you below 1 Life, but Sacrifices you cause on others (such as Sacrificing Minion Life) can lead to their death.
a portion of your Life to recover Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
. Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
recovered by this Skill can OverflowOverflow

Recovery which Overflows its maximum can be recovered up to 1.5 times that maximum.
.
SacrificeSacrifice

Sacrificing is loss of a resource (commonly Life, Mana or Energy Shield ) that does not count as taking damage. You cannot Sacrifice a resource you do not have. Sacrificing Life cannot reduce you below 1 Life, but Sacrifices you cause on others (such as Sacrificing Minion Life) can lead to their death.
a portion of your Life to recover Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
. Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
recovered by this Skill can OverflowOverflow

Recovery which Overflows its maximum can be recovered up to 1.5 times that maximum.
.

Core Mods

  • SacrificesSacrifice

    Sacrificing is loss of a resource (commonly Life, Mana or Energy Shield ) that does not count as taking damage. You cannot Sacrifice a resource you do not have. Sacrificing Life cannot reduce you below 1 Life, but Sacrifices you cause on others (such as Sacrificing Minion Life) can lead to their death.
    up to (25 - 800) Life
    SacrificesSacrifice

    Sacrificing is loss of a resource (commonly Life, Mana or Energy Shield ) that does not count as taking damage. You cannot Sacrifice a resource you do not have. Sacrificing Life cannot reduce you below 1 Life, but Sacrifices you cause on others (such as Sacrificing Minion Life) can lead to their death.
    up to (25 - 800) Life
    SacrificesSacrifice

    Sacrificing is loss of a resource (commonly Life, Mana or Energy Shield ) that does not count as taking damage. You cannot Sacrifice a resource you do not have. Sacrificing Life cannot reduce you below 1 Life, but Sacrifices you cause on others (such as Sacrificing Minion Life) can lead to their death.
    up to 800 Life
    SacrificesSacrifice

    Sacrificing is loss of a resource (commonly Life, Mana or Energy Shield ) that does not count as taking damage. You cannot Sacrifice a resource you do not have. Sacrificing Life cannot reduce you below 1 Life, but Sacrifices you cause on others (such as Sacrificing Minion Life) can lead to their death.
    up to 800 Life
  • Gain WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    equal to 70 % of Sacrificed Life
    Gain Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    equal to 70 % of Sacrificed Life

q20: (0 - 20) % inc. CDRR(0 - 20) % increased Cooldown Recovery Rate20 % inc. CDRR20 % increased Cooldown Recovery Rate

Gemling Quality Effect

  • Gemling q20: Gain Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    equal to (0 - 5) % of Sacrificed Life
    Gain Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    equal to (0 - 5) % of Sacrificed Life
    Gain Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    equal to 5 % of Sacrificed Life
    Gain Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    equal to 5 % of Sacrificed Life

Kalguuran Skills

Bitter Dead

Spell

Skill

Lv. 1+
Bitter Dead

SpellAoEColdRepeatableSkillKalguuranRunic Ward

Cost
(11 - 59) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
(11 - 59) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
59 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
59 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
Cast
0.75 sec0.75 sec

From: Kalguuran RemnantsKalguuran Remnants

Req: Level 1+Level 1+

Spend WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
and target an area, transforming CorpsesCorpse

Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain Allies do not leave usable Corpses.
into bitter cores that seek out enemies and ChillChill

Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%. ColdCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
enemies near them. The cores explode at the end of their duration, creating runes which deal additional ColdCold

Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply ChillChill and build up Freeze , but cannot build up Heavy Stun .
damage over time.
Spend WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
and target an area, transforming CorpsesCorpse

Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain Allies do not leave usable Corpses.
into bitter cores that seek out enemies and ChillChill

Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%. ColdCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
enemies near them. The cores explode at the end of their duration, creating runes which deal additional ColdCold

Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply ChillChill and build up Freeze , but cannot build up Heavy Stun .
damage over time.

Bitter Dead

  • Transformation radius is 3.5 mTransformation radius is 3.5 metres
  • Transforms up to (1 - 7) CorpseCorpse

    Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain Allies do not leave usable Corpses.
    Transforms up to (1 - 7) CorpseCorpse

    Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain Allies do not leave usable Corpses.
    Transforms up to 7 CorpseCorpse

    Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain Allies do not leave usable Corpses.
    Transforms up to 7 CorpseCorpse

    Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain Allies do not leave usable Corpses.
  • Core duration is 5 secondsCore duration is 5 seconds

Explosion

Crit%
12.00%12.00%
  • Deals (9 - 319) to (14 - 478) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply ChillChill and build up Freeze , but cannot build up Heavy Stun .
    damage
    Deals (9 - 319) to (14 - 478) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply ChillChill and build up Freeze , but cannot build up Heavy Stun .
    damage
    Deals 319 to 478 ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply ChillChill and build up Freeze , but cannot build up Heavy Stun .
    damage
    Deals 319 to 478 ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply ChillChill and build up Freeze , but cannot build up Heavy Stun .
    damage
  • Explosion radius is 2 mExplosion radius is 2 metres

Core

  • ChillsChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%. ColdCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    enemies as though dealing (26 - 888) to (39 - 1332) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply ChillChill and build up Freeze , but cannot build up Heavy Stun .
    damage
    ChillsChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%. ColdCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    enemies as though dealing (26 - 888) to (39 - 1332) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply ChillChill and build up Freeze , but cannot build up Heavy Stun .
    damage
    ChillsChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%. ColdCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    enemies as though dealing 888 to 1332 ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply ChillChill and build up Freeze , but cannot build up Heavy Stun .
    damage
    ChillsChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%. ColdCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    enemies as though dealing 888 to 1332 ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply ChillChill and build up Freeze , but cannot build up Heavy Stun .
    damage
  • ChillsChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%. ColdCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    enemies within 1.5 metre radius
    ChillsChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%. ColdCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    enemies within 1.5 metre radius

Rune

  • Modifiers to Spell Dmg apply to Debuff 's DoTModifiers to Spell Damage apply to Debuff 's Damage over Time
  • Deals (6.5 - 221.4) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply ChillChill and build up Freeze , but cannot build up Heavy Stun .
    damage per second
    Deals (6.5 - 221.4) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply ChillChill and build up Freeze , but cannot build up Heavy Stun .
    damage per second
    Deals 221.4 ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply ChillChill and build up Freeze , but cannot build up Heavy Stun .
    damage per second
    Deals 221.4 ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply ChillChill and build up Freeze , but cannot build up Heavy Stun .
    damage per second
  • Rune radius is 1.5 mRune radius is 1.5 metres
  • Rune duration is 10 secondsRune duration is 10 seconds

q20: Transforms +(0 - 1) CorpseCorpse

Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain Allies do not leave usable Corpses.
Transforms +(0 - 1) CorpseCorpse

Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain Allies do not leave usable Corpses.
Transforms +1 CorpseCorpse

Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain Allies do not leave usable Corpses.
Transforms +1 CorpseCorpse

Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain Allies do not leave usable Corpses.

Gemling Quality Effect

  • Gemling q20: (0 - 10) % chance to not destroy Consumed CorpseCorpse

    Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain Allies do not leave usable Corpses.
    (0 - 10) % chance to not destroy Consumed CorpseCorpse

    Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain Allies do not leave usable Corpses.
    10 % chance to not destroy Consumed CorpseCorpse

    Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain Allies do not leave usable Corpses.
    10 % chance to not destroy Consumed CorpseCorpse

    Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain Allies do not leave usable Corpses.

Kalguuran Skills

Detonate Living

Spell

Skill

Lv. 1+
Detonate Living

SpellAoEPhysicalRepeatableSkillKalguuranRunic Ward

Cost
(11 - 59) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
(11 - 59) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
59 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
59 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
Cast
0.65 sec0.65 sec
Crit%
12.00%12.00%

From: Kalguuran RemnantsKalguuran Remnants

Req: Level 1+Level 1+

HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
an enemy under the Culling StrikeCulling_Strike

Culling Strikes kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the HitHit is applied.
Threshold , causing them to violently explode, damaging surrounding enemies. Highlights enemies under the Culling StrikeCulling_Strike

Culling Strikes kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the HitHit is applied.
Threshold .
HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
an enemy under the Culling StrikeCulling_Strike

Culling Strikes kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the HitHit is applied.
Threshold , causing them to violently explode, damaging surrounding enemies. Highlights enemies under the Culling StrikeCulling_Strike

Culling Strikes kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the HitHit is applied.
Threshold .

Detonate Living

  • Deals (1 - 30) to (2 - 46) Phys.DmgDeals (1 - 30) to (2 - 46) Physical DamageDeals 30 to 46 Phys.DmgDeals 30 to 46 Physical Damage
  • Culling StrikeCulling_Strike

    Culling Strikes kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the HitHit is applied.
    Culling StrikeCulling_Strike

    Culling Strikes kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the HitHit is applied.

Explosion

  • Explosion radius is 2.6 mExplosion radius is 2.6 metres
  • Deals (28 - 177) to (42 - 265) Phys.DmgDeals (28 - 177) to (42 - 265) Physical DamageDeals 177 to 265 Phys.DmgDeals 177 to 265 Physical Damage
  • Deals Physical damage equal to (6.6 - 14.2) % of Corpse's max LifeDeals Physical damage equal to (6.6 - 14.2) % of Corpse's maximum LifeDeals Physical damage equal to 14.2 % of Corpse's max LifeDeals Physical damage equal to 14.2 % of Corpse's maximum Life

q20: Deals Physical damage equal to (0 - 2) % of Corpse's max LifeDeals Physical damage equal to (0 - 2) % of Corpse's maximum LifeDeals Physical damage equal to 2 % of Corpse's max LifeDeals Physical damage equal to 2 % of Corpse's maximum Life

Kalguuran Skills

Eternal March

Spell

Skill

Lv. 1+
Eternal March

SpellMinionSkillKalguuranRunic WardRemnant

Cooldown
4.00 s4.00 s
Cast
InstantInstant

From: Kalguuran RemnantsKalguuran Remnants

Req: Level 1+Level 1+

Spend Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
to instantly Revive your Minions . Prioritises the most powerful minions first.
Spend Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
to instantly Revive your Minions . Prioritises the most powerful minions first.

Core Mods

  • Spends up to (19 - 853) WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    to Revive Minions with total max Life equal to (3 - 20) times the WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    spent
    Spends up to (19 - 853) Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    to Revive Minions with total maximum Life equal to (3 - 20) times the Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    spent
    Spends up to 853 WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    to Revive Minions with total max Life equal to 20 times the WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    spent
    Spends up to 853 Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    to Revive Minions with total maximum Life equal to 20 times the Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    spent

q20: Spends up to (0 - 200) additional WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
Spends up to (0 - 200) additional Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
Spends up to 200 additional WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
Spends up to 200 additional Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .

Gemling Quality Effect

  • Gemling q20: (0 - 40) % inc. CDRR(0 - 40) % increased Cooldown Recovery Rate40 % inc. CDRR40 % increased Cooldown Recovery Rate

Kalguuran Skills

Explosive Transmutation

Buff

Skill

Lv. 1+
Explosive Transmutation

BuffSpellPersistentAoETriggerPhysicalLightning

Reservation
30 Spirit30 Spirit

From: Kalguuran RemnantsKalguuran Remnants

Req: Level 1+Level 1+

While active, picking up Remnants Triggers a deadly explosion, dealing damage at the location of the Remnant based on the type of Remnant picked up.While active, picking up Remnants Triggers a deadly explosion, dealing damage at the location of the Remnant based on the type of Remnant picked up.

Explosive Transmutation

  • Trigger Transmutation Explosion on picking up a RemnantTrigger Transmutation Explosion on picking up a Remnant

Physical

Cost
(7 - 30) Ward(7 - 30) Ward30 Ward30 Ward
Cooldown
0.50 s (5 Times)0.50 s (5 Times)
Cast
InstantInstant
Crit%
14.00%14.00%
  • Deals (4 - 149) to (7 - 223) Phys.DmgDeals (4 - 149) to (7 - 223) Physical DamageDeals 149 to 223 Phys.DmgDeals 149 to 223 Physical Damage
  • Explosion radius is 1.8 mExplosion radius is 1.8 metres

Cold

  • Explosion radius is 1.8 mExplosion radius is 1.8 metres
  • Deals (4 - 103) to (6 - 155) Cold.DmgDeals (4 - 103) to (6 - 155) Cold DamageDeals 103 to 155 Cold.DmgDeals 103 to 155 Cold Damage

Fire

  • Explosion radius is 1.8 mExplosion radius is 1.8 metres
  • Deals (4 - 116) to (6 - 174) Fire.DmgDeals (4 - 116) to (6 - 174) Fire DamageDeals 116 to 174 Fire.DmgDeals 116 to 174 Fire Damage

Lightning

  • Explosion radius is 1.8 mExplosion radius is 1.8 metres
  • Deals (1 - 16) to (9 - 295) Light.DmgDeals (1 - 16) to (9 - 295) Lightning DamageDeals 16 to 295 Light.DmgDeals 16 to 295 Lightning Damage

Chaos

  • Explosion radius is 1.8 mExplosion radius is 1.8 metres
  • Deals (4 - 139) to (8 - 259) Chaos.DmgDeals (4 - 139) to (8 - 259) Chaos DamageDeals 139 to 259 Chaos.DmgDeals 139 to 259 Chaos Damage

q20: +(0 - 0.2) m to Explosion radius+(0 - 0.2) metres to Explosion radius+0.2 m to Explosion radius+0.2 metres to Explosion radius

Gemling Quality Effect

  • Gemling q20: (0 - 30) % inc. Ward Cost Efficiency(0 - 30) % increased Runic Ward Cost Efficiency30 % inc. Ward Cost Efficiency30 % increased Runic Ward Cost Efficiency

Kalguuran Skills

Frostflame Nova

Spell

Skill

Lv. 1+
Frostflame Nova

SpellAoEColdFireNovaRepeatableSkill

Cost
(11 - 59) Ward(11 - 59) Ward59 Ward59 Ward
Cast
0.70 sec0.70 sec

From: Kalguuran RemnantsKalguuran Remnants

Req: Level 1+Level 1+

Unleash a wave of volatile ice that feeds on flames. While the wave doesn't deal damage, the ice latches onto Ignited enemies, refreshing the duration of their active IgniteIgnite

Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit . Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
and rapidly Freezing them but preventing them from being Ignited further until the IgniteIgnite

Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit . Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
expires.
Unleash a wave of volatile ice that feeds on flames. While the wave doesn't deal damage, the ice latches onto Ignited enemies, refreshing the duration of their active IgniteIgnite

Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit . Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
and rapidly Freezing them but preventing them from being Ignited further until the IgniteIgnite

Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit . Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
expires.

Wave

  • Wave radius is 3.5 mWave radius is 3.5 metres

Volatile Ice

Crit%
12.00%12.00%
  • 10 % more FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default. Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    Buildup for each 1% of enemy's Ailment Threshold dealt by the affected IgniteIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit . Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    per second
    10 % more FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default. Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    Buildup for each 1% of enemy's Ailment Threshold dealt by the affected IgniteIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit . Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    per second
  • Hits enemies every 0.5 seconds until affected IgniteIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit . Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    expires
    Hits enemies every 0.5 seconds until affected IgniteIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit . Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    expires
  • Deals (2 - 81) to (3 - 122) Cold.DmgDeals (2 - 81) to (3 - 122) Cold DamageDeals 81 to 122 Cold.DmgDeals 81 to 122 Cold Damage

Gemling Quality Effect

  • Gemling q20: (0 - 20) % inc. Dmg with Hits against Frozen Enemies(0 - 20) % increased Damage with Hits against Frozen Enemies20 % inc. Dmg with Hits against Frozen Enemies20 % increased Damage with Hits against Frozen Enemies

Kalguuran Skills

Grim Pillars

Spell

Skill

Lv. 1+
Grim Pillars

SpellAoEColdDurationNovaSkillKalguuran

Cost
(15 - 81) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
(15 - 81) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
81 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
81 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
Cast
0.70 sec0.70 sec
Crit%
12.00%12.00%

From: Kalguuran RemnantsKalguuran Remnants

Req: Level 1+Level 1+

Spend Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
to cause damaging Ice-Crystal spears to erupt from the ground around you. These spears can be destroyed for an explosion of ColdCold

Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
damage.
Spend Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
to cause damaging Ice-Crystal spears to erupt from the ground around you. These spears can be destroyed for an explosion of ColdCold

Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
damage.

Pillars

  • Deals (3 - 99) to (5 - 149) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    .Dmg
    Deals (3 - 99) to (5 - 149) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
    Deals 99 to 149 ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    .Dmg
    Deals 99 to 149 ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
  • Creation radius is 4 mCreation radius is 4 metres
  • Creates 8 Grim PillarsCreates 8 Grim Pillars
  • Eruption radius is 1.2 mEruption radius is 1.2 metres
  • Grim Pillar duration is 10 secondsGrim Pillar duration is 10 seconds
  • Grim Pillars have (27 - 9536) max LifeGrim Pillars have (27 - 9536) maximum LifeGrim Pillars have 9536 max LifeGrim Pillars have 9536 maximum Life
  • Limit 20 Grim PillarsLimit 20 Grim Pillars

Explosion

  • 50 % more Freeze Buildup50 % more Freeze Buildup
  • Explosion radius is 2 mExplosion radius is 2 metres
  • Deals (5 - 159) to (7 - 239) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    .Dmg
    Deals (5 - 159) to (7 - 239) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
    Deals 159 to 239 ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    .Dmg
    Deals 159 to 239 ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage

q20: Creates +(0 - 2) Grim PillarsCreates +(0 - 2) Grim PillarsCreates +2 Grim PillarsCreates +2 Grim Pillars

Kalguuran Skills

Hollow Shell

Spell

Skill

Lv. 1+
Hollow Shell

SpellBuffAoENovaSkillKalguuranRunic Ward

Cost
(3 - 13) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
(3 - 13) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
13 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
13 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
Cast
0.60 sec0.60 sec

From: Kalguuran RemnantsKalguuran Remnants

Req: Level 1+Level 1+

Sacrifice your Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
to send out an energy pulse that grants nearby AlliesAllies

Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
GuardGuard

Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted. You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
.
Sacrifice your Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
to send out an energy pulse that grants nearby AlliesAllies

Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
GuardGuard

Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted. You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
.

Core Mods

  • Pulse spends 100% of your WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    to grant AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
    GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted. You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
    equal to (45 - 64) % of WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    spent
    Pulse spends 100% of your Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    to grant AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
    GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted. You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
    equal to (45 - 64) % of Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    spent
    Pulse spends 100% of your WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    to grant AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
    GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted. You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
    equal to 64 % of WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    spent
    Pulse spends 100% of your Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    to grant AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
    GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted. You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
    equal to 64 % of Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    spent
  • Pulse radius is (3 - 4) mPulse radius is (3 - 4) metresPulse radius is 4 mPulse radius is 4 metres
  • GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted. You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
    duration is 6 seconds
    GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted. You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
    duration is 6 seconds
  • Cannot affect the same target more than once every 6 secondsCannot affect the same target more than once every 6 seconds

q20: Pulse grants GuardGuard

Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted. You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
equal to an additional (0 - 5) % of WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
spent
Pulse grants GuardGuard

Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted. You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
equal to an additional (0 - 5) % of Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
spent
Pulse grants GuardGuard

Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted. You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
equal to an additional 5 % of WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
spent
Pulse grants GuardGuard

Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted. You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
equal to an additional 5 % of Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
spent

Gemling Quality Effect

  • Gemling q20: +(0 - 2) seconds to GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted. You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
    duration
    +(0 - 2) seconds to GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted. You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
    duration
    +2 seconds to GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted. You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
    duration
    +2 seconds to GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted. You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
    duration

Kalguuran Skills

Powered by Verisium

Spell

Skill

Lv. 1+
Powered by Verisium

SpellRepeatableSkillKalguuranRunic WardRemnant

Cost
(20 - 155) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
(20 - 155) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
155 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
155 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
Cooldown
(7.00 - 5.10) s(7.00 - 5.10) s5.10 s5.10 s
Cast
0.70 sec0.70 sec

From: Kalguuran RemnantsKalguuran Remnants

Req: Level 1+Level 1+

Spends WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
to generate Verisium InfusionsVerisium_Infusion

A Verisium Infusion can be used instead of any of the Elemental InfusionsElementalInfusion . Skills will prioritise using non-Verisium Infusions. Verisium Infusions last for 20 seconds or until Consumed by another Skill. Your maximum number of Verisium Infusions is equal to the maximum number of any single type of Elemental InfusionElementalInfusion you can have (3 by default).
, which can be used in place of any Elemental InfusionsElementalInfusion

Some Skills create Elemental Infusion Remnants when specific conditions are met. Picking up the Remnant grants you the Infusion for 20 seconds or until it is Consumed by another Skill. You can have up to 3 of each Infusion by default. Skills that can Consume Infusions specifically mention the type(s) of Infusion they can Consume and the benefits for doing so. If a Skill repeats or reoccurs, each of them must Consume an Infusion separately to gain the effect.
.
Spends WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
to generate Verisium InfusionsVerisium_Infusion

A Verisium Infusion can be used instead of any of the Elemental InfusionsElementalInfusion . Skills will prioritise using non-Verisium Infusions. Verisium Infusions last for 20 seconds or until Consumed by another Skill. Your maximum number of Verisium Infusions is equal to the maximum number of any single type of Elemental InfusionElementalInfusion you can have (3 by default).
, which can be used in place of any Elemental InfusionsElementalInfusion

Some Skills create Elemental Infusion Remnants when specific conditions are met. Picking up the Remnant grants you the Infusion for 20 seconds or until it is Consumed by another Skill. You can have up to 3 of each Infusion by default. Skills that can Consume Infusions specifically mention the type(s) of Infusion they can Consume and the benefits for doing so. If a Skill repeats or reoccurs, each of them must Consume an Infusion separately to gain the effect.
.

Core Mods

  • Generates (1 - 4) Verisium InfusionVerisium_Infusion

    A Verisium Infusion can be used instead of any of the Elemental InfusionsElementalInfusion . Skills will prioritise using non-Verisium Infusions. Verisium Infusions last for 20 seconds or until Consumed by another Skill. Your maximum number of Verisium Infusions is equal to the maximum number of any single type of Elemental InfusionElementalInfusion you can have (3 by default).
    Generates (1 - 4) Verisium InfusionVerisium_Infusion

    A Verisium Infusion can be used instead of any of the Elemental InfusionsElementalInfusion . Skills will prioritise using non-Verisium Infusions. Verisium Infusions last for 20 seconds or until Consumed by another Skill. Your maximum number of Verisium Infusions is equal to the maximum number of any single type of Elemental InfusionElementalInfusion you can have (3 by default).
    Generates 4 Verisium InfusionVerisium_Infusion

    A Verisium Infusion can be used instead of any of the Elemental InfusionsElementalInfusion . Skills will prioritise using non-Verisium Infusions. Verisium Infusions last for 20 seconds or until Consumed by another Skill. Your maximum number of Verisium Infusions is equal to the maximum number of any single type of Elemental InfusionElementalInfusion you can have (3 by default).
    Generates 4 Verisium InfusionVerisium_Infusion

    A Verisium Infusion can be used instead of any of the Elemental InfusionsElementalInfusion . Skills will prioritise using non-Verisium Infusions. Verisium Infusions last for 20 seconds or until Consumed by another Skill. Your maximum number of Verisium Infusions is equal to the maximum number of any single type of Elemental InfusionElementalInfusion you can have (3 by default).

q20: (0 - 50) % inc. Verisium InfusionVerisium_Infusion

A Verisium Infusion can be used instead of any of the Elemental InfusionsElementalInfusion . Skills will prioritise using non-Verisium Infusions. Verisium Infusions last for 20 seconds or until Consumed by another Skill. Your maximum number of Verisium Infusions is equal to the maximum number of any single type of Elemental InfusionElementalInfusion you can have (3 by default).
duration
(0 - 50) % increased Verisium InfusionVerisium_Infusion

A Verisium Infusion can be used instead of any of the Elemental InfusionsElementalInfusion . Skills will prioritise using non-Verisium Infusions. Verisium Infusions last for 20 seconds or until Consumed by another Skill. Your maximum number of Verisium Infusions is equal to the maximum number of any single type of Elemental InfusionElementalInfusion you can have (3 by default).
duration
50 % inc. Verisium InfusionVerisium_Infusion

A Verisium Infusion can be used instead of any of the Elemental InfusionsElementalInfusion . Skills will prioritise using non-Verisium Infusions. Verisium Infusions last for 20 seconds or until Consumed by another Skill. Your maximum number of Verisium Infusions is equal to the maximum number of any single type of Elemental InfusionElementalInfusion you can have (3 by default).
duration
50 % increased Verisium InfusionVerisium_Infusion

A Verisium Infusion can be used instead of any of the Elemental InfusionsElementalInfusion . Skills will prioritise using non-Verisium Infusions. Verisium Infusions last for 20 seconds or until Consumed by another Skill. Your maximum number of Verisium Infusions is equal to the maximum number of any single type of Elemental InfusionElementalInfusion you can have (3 by default).
duration

Gemling Quality Effect

  • Gemling q20: (0 - 20) % chance to gain an additional Infusion(0 - 20) % chance to gain an additional Infusion20 % chance to gain an additional Infusion20 % chance to gain an additional Infusion

Kalguuran Skills

Refutation

Buff

Skill

Lv. 1+
Refutation

BuffSpellDurationRepeatableSkillKalguuranRunic Ward

Cost
(3 - 13) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
(3 - 13) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
13 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
13 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
Cooldown
(11.90 - 10.00) s(11.90 - 10.00) s10.00 s10.00 s
Cast
0.65 sec0.65 sec

From: Kalguuran RemnantsKalguuran Remnants

Req: Level 1+Level 1+

Spends all your WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
to gain a short-duration Buff that causes you to BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
all Blockable Hits and apply Parried to enemies from which you've Blocked a HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
. This Buff is removed if you are Heavy Stunned . While this Buff is active, you cannot be Light Stunned , but Blocking too much damage may Heavy StunHeavy_Stun

Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards. Physical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.
you.
Spends all your WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
to gain a short-duration Buff that causes you to BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
all Blockable Hits and apply Parried to enemies from which you've Blocked a HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
. This Buff is removed if you are Heavy Stunned . While this Buff is active, you cannot be Light Stunned , but Blocking too much damage may Heavy StunHeavy_Stun

Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards. Physical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.
you.

Core Mods

  • Cooldown does not recover during Buff effectCooldown does not recover during Buff effect
  • While the Buff is active, automatically BlockBlock

    Blocking completely prevents the damage of an incoming HitHit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    from all directions and inflict Parried to Blocked enemies
    While the Buff is active, automatically BlockBlock

    Blocking completely prevents the damage of an incoming HitHit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    from all directions and inflict Parried to Blocked enemies
  • Buff duration is 4 secondsBuff duration is 4 seconds
  • 50 % less Stun Threshold while Buff is active50 % less Stun Threshold while Buff is active
  • 5 % more Stun Threshold while Buff is active per 10 WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    spent
    5 % more Stun Threshold while Buff is active per 10 Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    spent
  • Parried DebuffParriedDebuff

    Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.
    makes targets take 50 % more Atk Dmg
    Parried DebuffParriedDebuff

    Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.
    makes targets take 50 % more Attack Damage
  • Parried DebuffParriedDebuff

    Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.
    duration is (2 - 3.9) seconds
    Parried DebuffParriedDebuff

    Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.
    duration is (2 - 3.9) seconds
    Parried DebuffParriedDebuff

    Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.
    duration is 3.9 seconds
    Parried DebuffParriedDebuff

    Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.
    duration is 3.9 seconds

q20: +(0 - 20) % more Stun Threshold while Buff is active+(0 - 20) % more Stun Threshold while Buff is active+20 % more Stun Threshold while Buff is active+20 % more Stun Threshold while Buff is active

Gemling Quality Effect

  • Gemling q20: Buff duration is (0 - 1) secondBuff duration is (0 - 1) secondBuff duration is 1 secondBuff duration is 1 second

Kalguuran Skills

Runic Reprieve

Spell

Skill

Lv. 1+
Runic Reprieve

SpellChannellingSkillKalguuranRunic WardRemnant

Cost
(3 - 13) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
per second
(3 - 13) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
per second
13 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
per second
13 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
per second
Cast
0.12 sec0.12 sec

From: Kalguuran RemnantsKalguuran Remnants

Req: Level 1+Level 1+

Channel to create a protective bubble all around you, Blocking Hits against you. While ChannellingChannelling

Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
this Skill, you cannot be Light Stunned by Hits you BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
, and damage you take from Hits is also removed from Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
. Blocking Hits this way causes you to accumulate Heavy StunHeavy_Stun

Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards. Physical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.
buildup. You cannot recover Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
while this Skill is active.
Channel to create a protective bubble all around you, Blocking Hits against you. While ChannellingChannelling

Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
this Skill, you cannot be Light Stunned by Hits you BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
, and damage you take from Hits is also removed from Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
. Blocking Hits this way causes you to accumulate Heavy StunHeavy_Stun

Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards. Physical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.
buildup. You cannot recover Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
while this Skill is active.

Core Mods

  • (5 - 100) % inc. Stun Threshold while using Skill(5 - 100) % increased Stun Threshold while using Skill100 % inc. Stun Threshold while using Skill100 % increased Stun Threshold while using Skill
  • You take (21 - 25) % of damage from Blocked HitsYou take (21 - 25) % of damage from Blocked HitsYou take 25 % of damage from Blocked HitsYou take 25 % of damage from Blocked Hits
  • Lose WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    on BlockBlock

    Blocking completely prevents the damage of an incoming HitHit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    equal to the damage you took from that HitHit

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    Lose Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    on BlockBlock

    Blocking completely prevents the damage of an incoming HitHit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    equal to the damage you took from that HitHit

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
  • Requires at least 20 % of max WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    to be able to use this Skill
    Requires at least 20 % of maximum Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    to be able to use this Skill

q20: (0 - 40) % inc. Stun Threshold while using Skill(0 - 40) % increased Stun Threshold while using Skill40 % inc. Stun Threshold while using Skill40 % increased Stun Threshold while using Skill

Gemling Quality Effect

  • Gemling q20: You take (0 - 10) % of damage from Blocked HitsYou take (0 - 10) % of damage from Blocked HitsYou take 10 % of damage from Blocked HitsYou take 10 % of damage from Blocked Hits

Kalguuran Skills

Skyfall

Spell

Skill

Lv. 1+
Skyfall

SpellMinionAoEPhysicalColdConditionalRepeatable

Cost
(25 - 135) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
(25 - 135) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
135 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
135 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
Cast
1.00 sec1.00 sec
Crit%
14.00%14.00%

From: Kalguuran RemnantsKalguuran Remnants

Req: Level 1+Level 1+

Build GloryGlory

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 Power . 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.
by spending Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
. When you have maximum GloryGlory

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 Power . 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.
, you may call down a mass of Verisium from the sky, dealing high damage at the targeted location and summoning a Temporary MinionTemporary_Minion

A Temporary Minion is a Minion that does not revive after it dies.
. Targeting close to you will cause you to jump back as you cast. ConsumesConsume

Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources. Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
a Verisium InfusionVerisium_Infusion

A Verisium Infusion can be used instead of any of the Elemental Infusions . Skills will prioritise using non-Verisium Infusions. Verisium Infusions last for 20 seconds or until Consumed by another Skill. Your maximum number of Verisium Infusions is equal to the maximum number of any single type of Elemental Infusion you can have (3 by default).
, if possible, to increase the number of Minions summoned .
Build GloryGlory

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 Power . 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.
by spending Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
. When you have maximum GloryGlory

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 Power . 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.
, you may call down a mass of Verisium from the sky, dealing high damage at the targeted location and summoning a Temporary MinionTemporary_Minion

A Temporary Minion is a Minion that does not revive after it dies.
. Targeting close to you will cause you to jump back as you cast. ConsumesConsume

Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources. Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
a Verisium InfusionVerisium_Infusion

A Verisium Infusion can be used instead of any of the Elemental Infusions . Skills will prioritise using non-Verisium Infusions. Verisium Infusions last for 20 seconds or until Consumed by another Skill. Your maximum number of Verisium Infusions is equal to the maximum number of any single type of Elemental Infusion you can have (3 by default).
, if possible, to increase the number of Minions summoned .

Skyfall

  • Deals (16 - 553) to (24 - 829) Phys.DmgDeals (16 - 553) to (24 - 829) Physical DamageDeals 553 to 829 Phys.DmgDeals 553 to 829 Physical Damage
  • Deals (16 - 553) to (24 - 829) Cold.DmgDeals (16 - 553) to (24 - 829) Cold DamageDeals 553 to 829 Cold.DmgDeals 553 to 829 Cold Damage
  • +1 second to Total Cast+1 second to Total Cast Time
  • Requires (50 - 270) GloryGlory

    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 Power . 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.
    to use
    Requires (50 - 270) GloryGlory

    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 Power . 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.
    to use
    Requires 270 GloryGlory

    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 Power . 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.
    to use
    Requires 270 GloryGlory

    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 Power . 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.
    to use
  • Generates 100 % of WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    spent as GloryGlory

    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 Power . 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.
    for this Skill
    Generates 100 % of Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    spent as GloryGlory

    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 Power . 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.
    for this Skill
  • Creates 3 Temporary MinionsTemporary_Minion

    A Temporary Minion is a Minion that does not revive after it dies.
    Creates 3 Temporary MinionsTemporary_Minion

    A Temporary Minion is a Minion that does not revive after it dies.
  • Limit 12 Temporary MinionsTemporary_Minion

    A Temporary Minion is a Minion that does not revive after it dies.
    Limit 12 Temporary MinionsTemporary_Minion

    A Temporary Minion is a Minion that does not revive after it dies.
  • Impact radius is 3 mImpact radius is 3 metres

Verisium-Infused

  • +1 second to Total Cast+1 second to Total Cast Time
  • Generates 100 % of WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    spent as GloryGlory

    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 Power . 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.
    for this Skill
    Generates 100 % of Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    spent as GloryGlory

    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 Power . 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.
    for this Skill
  • Creates 6 Temporary MinionsTemporary_Minion

    A Temporary Minion is a Minion that does not revive after it dies.
    Creates 6 Temporary MinionsTemporary_Minion

    A Temporary Minion is a Minion that does not revive after it dies.
  • Limit 12 Temporary MinionsTemporary_Minion

    A Temporary Minion is a Minion that does not revive after it dies.
    Limit 12 Temporary MinionsTemporary_Minion

    A Temporary Minion is a Minion that does not revive after it dies.
  • Impact radius is 3 mImpact radius is 3 metres
  • Deals (16 - 553) to (24 - 829) Phys.DmgDeals (16 - 553) to (24 - 829) Physical DamageDeals 553 to 829 Phys.DmgDeals 553 to 829 Physical Damage
  • Deals (16 - 553) to (24 - 829) Cold.DmgDeals (16 - 553) to (24 - 829) Cold DamageDeals 553 to 829 Cold.DmgDeals 553 to 829 Cold Damage

q20: (0 - 10) % chance to Echo(0 - 10) % chance to Echo10 % chance to Echo10 % chance to Echo

Gemling Quality Effect

  • Gemling q20: (0 - 20) % inc. Dmg with Hits against Frozen Enemies(0 - 20) % increased Damage with Hits against Frozen Enemies20 % inc. Dmg with Hits against Frozen Enemies20 % increased Damage with Hits against Frozen Enemies

Kalguuran Skills

Triskelion Cascade

Spell

Skill

Lv. 1+
Triskelion Cascade

SpellBuffDurationSkillKalguuranRunic WardRemnant

Cost
(20 - 155) Ward(20 - 155) Ward155 Ward155 Ward
Cooldown
1.00 s1.00 s
Cast
0.45 sec0.45 sec

From: Kalguuran RemnantsKalguuran Remnants

Req: Level 1+Level 1+

Tap into the power of the Triskelion Flame to Empower the next CascadableCascadable

Warcries , and Non- Channelling Spells that affect an area around you or a targeted location, are Cascadable. Certain effects can cause Cascadable Skills to Cascade, making them also affect other locations, or to Echo, affecting the same targeted location again after a delay. A Cascadable Spell that Repeats will not Cascade or Echo while Repeating .
Spell you cast. The EmpoweredEmpowered

Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
Spell becomes centred on your location, and Cascades to six areas around you in a Triskelion pattern.
Tap into the power of the Triskelion Flame to Empower the next CascadableCascadable

Warcries , and Non- Channelling Spells that affect an area around you or a targeted location, are Cascadable. Certain effects can cause Cascadable Skills to Cascade, making them also affect other locations, or to Echo, affecting the same targeted location again after a delay. A Cascadable Spell that Repeats will not Cascade or Echo while Repeating .
Spell you cast. The EmpoweredEmpowered

Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
Spell becomes centred on your location, and Cascades to six areas around you in a Triskelion pattern.

Core Mods

  • Maximum Buff duration is 4 secondsMaximum Buff duration is 4 seconds
  • (300 - 800) % of EmpoweredEmpowered

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Skill's cast time is added to this Skill's cooldown
    (300 - 800) % of EmpoweredEmpowered

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Skill's cast time is added to this Skill's cooldown
    800 % of EmpoweredEmpowered

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Skill's cast time is added to this Skill's cooldown
    800 % of EmpoweredEmpowered

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Skill's cast time is added to this Skill's cooldown
  • EmpoweredEmpowered

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Skill has (31 - 40) % less area of effect
    EmpoweredEmpowered

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Skill has (31 - 40) % less area of effect
    EmpoweredEmpowered

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Skill has 40 % less area of effect
    EmpoweredEmpowered

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Skill has 40 % less area of effect
  • EmpoweredEmpowered

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Skill deals (11 - 30) % less damage
    EmpoweredEmpowered

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Skill deals (11 - 30) % less damage
    EmpoweredEmpowered

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Skill deals 30 % less damage
    EmpoweredEmpowered

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Skill deals 30 % less damage

q20: EmpoweredEmpowered

Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
Skill deals (0 - 10) % more damage
EmpoweredEmpowered

Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
Skill deals (0 - 10) % more damage
EmpoweredEmpowered

Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
Skill deals 10 % more damage
EmpoweredEmpowered

Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
Skill deals 10 % more damage

Gemling Quality Effect

  • Gemling q20: EmpoweredEmpowered

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Skill has (0 - 5) % more area of effect
    EmpoweredEmpowered

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Skill has (0 - 5) % more area of effect
    EmpoweredEmpowered

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Skill has 5 % more area of effect
    EmpoweredEmpowered

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Skill has 5 % more area of effect

Kalguuran Skills

Wardbound Minions

Spell

Skill

Lv. 1+
Wardbound Minions

SpellMinionDurationRepeatableSkillKalguuranRunic Ward

Cost
(11 - 59) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
(11 - 59) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
59 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
59 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
Cast
0.75 sec0.75 sec

From: Kalguuran RemnantsKalguuran Remnants

Req: Level 1+Level 1+

Spend all your Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
to summon Temporary Wardbound Casters. These Minions target nearby enemies with damaging ColdCold

Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
Spells .
Spend all your Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
to summon Temporary Wardbound Casters. These Minions target nearby enemies with damaging ColdCold

Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
Spells .

Core Mods

  • Limit (15 - 24) Summoned Wardbound MinionsLimit (15 - 24) Summoned Wardbound MinionsLimit 24 Summoned Wardbound MinionsLimit 24 Summoned Wardbound Minions
  • Minion duration is 15 secondsMinion duration is 15 seconds
  • Minions disperse after casting 6 SpellsMinions disperse after casting 6 Spells
  • Summon one Wardbound Minion on Skill use and an additional Minion for each additional (11 - 59) WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    spent
    Summon one Wardbound Minion on Skill use and an additional Minion for each additional (11 - 59) Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    spent
    Summon one Wardbound Minion on Skill use and an additional Minion for each additional 59 WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    spent
    Summon one Wardbound Minion on Skill use and an additional Minion for each additional 59 Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    spent

q20: +(0 - 2) Spell casts before dispersing+(0 - 2) Spell casts before dispersing+2 Spell casts before dispersing+2 Spell casts before dispersing

Gemling Quality Effect

  • Gemling q20: +(0 - 5) s to Minion duration+(0 - 5) s to Minion duration+5 s to Minion duration+5 s to Minion duration

Spells

#

Details

Kalguuran Skills

Conductive Runes

Attack

Skill

Lv. 1+
Conductive Runes

AttackAoELightningDurationHazardSkillKalguuran

Cost
(15 - 81) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
(15 - 81) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
81 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
81 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
Crit%
7.00%7.00%

From: Kalguuran RemnantsKalguuran Remnants

Req: Level 1+Level 1+

Spend Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
to create a number of Hazardous Runes in a cone in front of you, which arm after a time. After arming, these Runes will activate when enemies step on them, exploding to deal Attack damage and apply Electrocution buildup.
Spend Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
to create a number of Hazardous Runes in a cone in front of you, which arm after a time. After arming, these Runes will activate when enemies step on them, exploding to deal Attack damage and apply Electrocution buildup.

Conductive Runes

  • Runes emerge within a 8.5 metre length coneRunes emerge within a 8.5 metre length cone
  • Rune duration is 10 secondsRune duration is 10 seconds
  • Runes arm after 0.4 secondsRunes arm after 0.4 seconds
  • Limit 20 active RunesLimit 20 active Runes
  • Runes detonate 0.3 seconds after activationRunes detonate 0.3 seconds after activation
  • Creates 10 RunesCreates 10 Runes

Explosion

Atk Dmg
(50 - 204)%(50 - 204)%204%204%
  • Converts 100 % of Physical damage to Lightning damageConverts 100 % of Physical damage to Lightning damage
  • Lightning damage from this skill Contributes to Electrocution BuildupLightning damage from this skill Contributes to Electrocution Buildup
  • Rune explosion radius is 1.4 mRune explosion radius is 1.4 metres
  • (1 - 16) to (11 - 304) base Light.Dmg(1 - 16) to (11 - 304) base Lightning Damage16 to 304 base Light.Dmg16 to 304 base Lightning Damage
  • 50 % more Electrocution buildup from Hits with this skill50 % more Electrocution buildup from Hits with this skill

Gemling Quality Effect

  • Gemling q20: Runes emerge within a (0 - 0.6) metre length coneRunes emerge within a (0 - 0.6) metre length coneRunes emerge within a 0.6 metre length coneRunes emerge within a 0.6 metre length cone

Kalguuran Skills

Fragments Of The Past

Attack

Skill

Lv. 1+
Fragments Of The Past

SkillKalguuranRunic WardRemnantAttackAoEProjectile

Cost
(11 - 59) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
(11 - 59) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
59 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
59 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
Atk Speed
60% of base60% of base
Atk Dmg
(50 - 204)% of base(50 - 204)% of base204% of base204% of base
Proj.Spd
3.2 m/s3.2 metres per Second

From: Kalguuran RemnantsKalguuran Remnants

Requires: Martial WeaponMartial WeaponUnarmedUnarmed

Req: Level 1+ | Class: Martial Weapon, UnarmedLevel 1+ | Class: Martial Weapon, Unarmed

Spend Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
to create a Verisium volcano that deals damage on initial eruption and Triggers Ice FragmentsIceFragment

Ice Fragments are created by a variety of Skills and Detonate in an Area to deal Cold damage. If a Skill creates multiple Ice Fragments at the same time, only one of them can damage a single enemy. Some skills can interact with Ice Fragments. Unless otherwise specified, each Ice Fragment can only interact with a single Skill use during its lifetime.
.
Spend Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
to create a Verisium volcano that deals damage on initial eruption and Triggers Ice FragmentsIceFragment

Ice Fragments are created by a variety of Skills and Detonate in an Area to deal Cold damage. If a Skill creates multiple Ice Fragments at the same time, only one of them can damage a single enemy. Some skills can interact with Ice Fragments. Unless otherwise specified, each Ice Fragment can only interact with a single Skill use during its lifetime.
.

Fragments of the Past

  • Eruption radius is 1.2 mEruption radius is 1.2 metres
  • Limit 1 VolcanoLimit 1 Volcano
  • Volcano duration is 8 secondsVolcano duration is 8 seconds
  • Initial eruption Triggers Ice FragmentsIceFragment

    Ice Fragments are created by a variety of Skills and Detonate in an Area to deal Cold damage. If a Skill creates multiple Ice Fragments at the same time, only one of them can damage a single enemy. Some skills can interact with Ice Fragments. Unless otherwise specified, each Ice Fragment can only interact with a single Skill use during its lifetime.
    with 2 additional Proj
    Initial eruption Triggers Ice FragmentsIceFragment

    Ice Fragments are created by a variety of Skills and Detonate in an Area to deal Cold damage. If a Skill creates multiple Ice Fragments at the same time, only one of them can damage a single enemy. Some skills can interact with Ice Fragments. Unless otherwise specified, each Ice Fragment can only interact with a single Skill use during its lifetime.
    with 2 additional Projectiles
  • Triggers Ice FragmentsIceFragment

    Ice Fragments are created by a variety of Skills and Detonate in an Area to deal Cold damage. If a Skill creates multiple Ice Fragments at the same time, only one of them can damage a single enemy. Some skills can interact with Ice Fragments. Unless otherwise specified, each Ice Fragment can only interact with a single Skill use during its lifetime.
    every 0.5 seconds
    Triggers Ice FragmentsIceFragment

    Ice Fragments are created by a variety of Skills and Detonate in an Area to deal Cold damage. If a Skill creates multiple Ice Fragments at the same time, only one of them can damage a single enemy. Some skills can interact with Ice Fragments. Unless otherwise specified, each Ice Fragment can only interact with a single Skill use during its lifetime.
    every 0.5 seconds

Ice Fragments

Atk Dmg
(45 - 163)% of base(45 - 163)% of base163% of base163% of base
Proj.Spd
3.2 m/s3.2 metres per Second
  • Detonation Time is 2.5 secondsDetonation Time is 2.5 seconds
  • 60 % more Proj.Spd60 % more Projectile Speed
  • Converts 100 % of Physical damage to Cold damageConverts 100 % of Physical damage to Cold damage
  • Fires 2 ProjFires 2 Projectiles
  • Explosion radius is 1.8 mExplosion radius is 1.8 metres

q20: Explosion radius is (0 - 0.4) mExplosion radius is (0 - 0.4) metresExplosion radius is 0.4 mExplosion radius is 0.4 metres

Gemling Quality Effect

  • Gemling q20: Volcano duration is (0 - 1) secondVolcano duration is (0 - 1) secondVolcano duration is 1 secondVolcano duration is 1 second

Kalguuran Skills

Rain of Blades

Attack

Skill

Lv. 1+
Rain of Blades

AttackBuffAoETriggerDurationSkillKalguuran

Cost
(11 - 59) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
(11 - 59) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
59 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
59 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
Cooldown
10.00 s10.00 s

From: Kalguuran RemnantsKalguuran Remnants

Requires: Martial WeaponMartial Weapon

Req: Level 1+ | Class: Martial WeaponLevel 1+ | Class: Martial Weapon

Pour your Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
into conjuring blades. For the duration of the Buff , these blades fall on enemies HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
by your ProjectileProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
Attacks .
Pour your Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
into conjuring blades. For the duration of the Buff , these blades fall on enemies HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
by your ProjectileProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
Attacks .

Rain of Blades

  • Buff duration is 5 secondsBuff duration is 5 seconds

Falling Blade

Cost
(5 - 27) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
(5 - 27) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
27 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
27 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
Cooldown
0.30 s (5 Times)0.30 s (5 Times)
Atk Dmg
(80 - 232)% of base(80 - 232)% of base232% of base232% of base
  • Hits are PinningHits are Pinning
  • Impact radius is 1.2 mImpact radius is 1.2 metres

q20: (0 - 20) % inc. CDRR(0 - 20) % increased Cooldown Recovery Rate20 % inc. CDRR20 % increased Cooldown Recovery Rate

Gemling Quality Effect

  • Gemling q20: (0 - 30) % inc. Immobilisation buildup(0 - 30) % increased Immobilisation buildup30 % inc. Immobilisation buildup30 % increased Immobilisation buildup

Kalguuran Skills

Voltaic Barrier

Attack

Skill

Lv. 1+
Voltaic Barrier

AttackAoETriggerLightningChainingSkillKalguuran

Cost
(20 - 108) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
(20 - 108) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
108 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
108 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
Attack Time
0.75 sec0.75 sec
Atk Dmg
(20 - 62)% of base(20 - 62)% of base62% of base62% of base

From: Kalguuran RemnantsKalguuran Remnants

Requires: TalismanTalismanMartial WeaponMartial Weapon

Req: Level 1+ | Class: Talisman, Martial WeaponLevel 1+ | Class: Talisman, Martial Weapon

Raise a pair of electrified pylons in front of you which project a wall of electricity between them, damaging and Electrocuting enemies caught between them. ProjectilesProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
you fire through the wall become energised, and discharge that energy on HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
as Chaining LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
beams.
Raise a pair of electrified pylons in front of you which project a wall of electricity between them, damaging and Electrocuting enemies caught between them. ProjectilesProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
you fire through the wall become energised, and discharge that energy on HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
as Chaining LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
beams.

Voltaic Barrier

  • Converts 100 % of Physical damage to LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage
    Converts 100 % of Physical damage to LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage
  • 300 % more Electrocution buildup300 % more Electrocution buildup
  • LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage from this skill Contributes to Electrocution Buildup
    LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage from this skill Contributes to Electrocution Buildup
  • Cannot ShockCannot Shock
  • Wall length is 6 mWall length is 6 metres
  • Wall duration is 6 secondsWall duration is 6 seconds
  • Wall Hits enemies every 0.25 secondsWall Hits enemies every 0.25 seconds

Beam

Cost
0 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
0 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
Atk Dmg
(40 - 125)% of base(40 - 125)% of base125% of base125% of base
  • Converts 100 % of Physical damage to LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage
    Converts 100 % of Physical damage to LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage
  • ChainsChain

    Effects that Chain are redirected to another target after colliding with an enemy. ProjectilesProjectile Splitting , Piercing or Forking take priority over Chaining. ProjectilesProjectile have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
    3 times
    ChainsChain

    Effects that Chain are redirected to another target after colliding with an enemy. ProjectilesProjectile Splitting , Piercing or Forking take priority over Chaining. ProjectilesProjectile have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
    3 times
  • Beam targeting radius is 2 mBeam targeting radius is 2 metres
  • Fires beams at up to 3 additional Enemies near the targetFires beams at up to 3 additional Enemies near the target

q20: (0 - 40) % inc. Skill Effect Dur.(0 - 40) % increased Skill Effect Duration40 % inc. Skill Effect Dur.40 % increased Skill Effect Duration

Gemling Quality Effect

  • Gemling q20: ChainsChain

    Effects that Chain are redirected to another target after colliding with an enemy. ProjProjectile Splitting , Piercing or Forking take priority over Chaining. ProjProjectile have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
    +(0 - 2) times
    ChainsChain

    Effects that Chain are redirected to another target after colliding with an enemy. ProjectilesProjectile Splitting , Piercing or Forking take priority over Chaining. ProjectilesProjectile have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
    +(0 - 2) times
    ChainsChain

    Effects that Chain are redirected to another target after colliding with an enemy. ProjProjectile Splitting , Piercing or Forking take priority over Chaining. ProjProjectile have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
    +2 times
    ChainsChain

    Effects that Chain are redirected to another target after colliding with an enemy. ProjectilesProjectile Splitting , Piercing or Forking take priority over Chaining. ProjectilesProjectile have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
    +2 times

Attacks

#

Details

Kalguuran Skills

Animus Splinters

Meta

Skill

Lv. 1+
Animus Splinters

MetaSkillKalguuranRunic WardRemnant

Cost
0 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
0 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
Cooldown
8.00 s8.00 s

From: Kalguuran RemnantsKalguuran Remnants

Req: Level 1+Level 1+

Expend a large amount of Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
to instantly create a short-lived copy of yourself that uses a Socketed Skill once, then vanishes. This Skill's cost is equal to the total cost of Socketed Skills. The copy cannot perform Channelled , RemoteRemote

Remote Skills are Skills that are performed for you by a different entity, such as a Totem , Trap , or Clone. Minions are not Remote Skills.
, Cooldown or Conditional Skills, or summon Minions .
Expend a large amount of Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
to instantly create a short-lived copy of yourself that uses a Socketed Skill once, then vanishes. This Skill's cost is equal to the total cost of Socketed Skills. The copy cannot perform Channelled , RemoteRemote

Remote Skills are Skills that are performed for you by a different entity, such as a Totem , Trap , or Clone. Minions are not Remote Skills.
, Cooldown or Conditional Skills, or summon Minions .

Animus Splinters

  • This Skill's base cost is equal to (153 - 200) % of the base costs of Socketed SkillsThis Skill's base cost is equal to (153 - 200) % of the base costs of Socketed SkillsThis Skill's base cost is equal to 200 % of the base costs of Socketed SkillsThis Skill's base cost is equal to 200 % of the base costs of Socketed Skills
  • Gains 100 % of Life and Mana Cost as Extra WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    Cost
    Gains 100 % of Life and Mana Cost as Extra Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    Cost

q20: (0 - 20) % inc. Cost Efficiency(0 - 20) % increased Cost Efficiency20 % inc. Cost Efficiency20 % increased Cost Efficiency

Gemling Quality Effect

  • Gemling q20: (0 - 20) % inc. Skill Effect Dur.(0 - 20) % increased Skill Effect Duration20 % inc. Skill Effect Dur.20 % increased Skill Effect Duration

Kalguuran Skills

Leylines

Buff

Skill

Lv. 1+
Leylines

BuffPersistentAoEDurationSkillKalguuranRunic Ward

Reservation
30 Spirit30 Spirit

From: Kalguuran RemnantsKalguuran Remnants

Req: Level 1+Level 1+

While active, areas of intense runic energy are revealed to you. Standing over them grants you a powerful Spell damage boost but constantly drains your Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
. Running out of Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
causes the energy to temporarily dissipate.
While active, areas of intense runic energy are revealed to you. Standing over them grants you a powerful Spell damage boost but constantly drains your Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
. Running out of Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
causes the energy to temporarily dissipate.

Core Mods

  • Deal (10 - 29) % more Spell damage while on a LeylineDeal (10 - 29) % more Spell damage while on a LeylineDeal 29 % more Spell damage while on a LeylineDeal 29 % more Spell damage while on a Leyline
  • Lose (3.43 - 93.03) WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    per second while on a Leyline Cannot Recover WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    while on a Leyline
    Lose (3.43 - 93.03) Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    per second while on a Leyline Cannot Recover Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    while on a Leyline
    Lose 93.03 WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    per second while on a Leyline Cannot Recover WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    while on a Leyline
    Lose 93.03 Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    per second while on a Leyline Cannot Recover Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    while on a Leyline
  • Leyline radius is 1.6 mLeyline radius is 1.6 metres
  • Leylines reappear 8 seconds after dissipatingLeylines reappear 8 seconds after dissipating

q20: Deal (0 - 10) % more Spell damage while on a LeylineDeal (0 - 10) % more Spell damage while on a LeylineDeal 10 % more Spell damage while on a LeylineDeal 10 % more Spell damage while on a Leyline

Gemling Quality Effect

  • Gemling q20: Leyline radius is (0 - 1) metreLeyline radius is (0 - 1) metreLeyline radius is 1 metreLeyline radius is 1 metre

Kalguuran Skills

Remnants of Kalguur

Buff

Skill

Lv. 1+
Remnants of Kalguur

BuffPersistentRemnantSkillKalguuranRunic Ward

Reservation
30 Spirit30 Spirit

From: Kalguuran RemnantsKalguuran Remnants

Req: Level 1+Level 1+

While active, enemies you StunStun

Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount). Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other. Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
or kill have a chance to generate a Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
Remnant . These Remnants can OverflowOverflow

Recovery which Overflows its maximum can be recovered up to 1.5 times that maximum.
your Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
.
While active, enemies you StunStun

Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount). Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other. Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
or kill have a chance to generate a Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
Remnant . These Remnants can OverflowOverflow

Recovery which Overflows its maximum can be recovered up to 1.5 times that maximum.
your Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
.

Core Mods

  • Remnants last for 8 secondsRemnants last for 8 seconds
  • 50 % chance to spawn a Remnant on Stunning an Enemy, no more than once every 3 seconds50 % chance to spawn a Remnant on Stunning an Enemy, no more than once every 3 seconds
  • 25 % chance to spawn a Remnant on killing an enemy25 % chance to spawn a Remnant on killing an enemy
  • Each Remnant grants (5 - 205) WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    Each Remnant grants (5 - 205) Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    Each Remnant grants 205 WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    Each Remnant grants 205 Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .

q20: +(0 - 5) % chance to spawn a Remnant on Stunning an Enemy +(0 - 5) % chance to spawn a Remnant on killing an enemy+(0 - 5) % chance to spawn a Remnant on Stunning an Enemy +(0 - 5) % chance to spawn a Remnant on killing an enemy+5 % chance to spawn a Remnant on Stunning an Enemy +5 % chance to spawn a Remnant on killing an enemy+5 % chance to spawn a Remnant on Stunning an Enemy +5 % chance to spawn a Remnant on killing an enemy

Gemling Quality Effect

  • Gemling q20: % chance to spawn a Remnant on Stunning an Enemy% chance to spawn a Remnant on Stunning an Enemy

Kalguuran Skills

Repulsion

Spell

Skill

Lv. 1+
Repulsion

SpellAttackAoETriggerPhysicalDurationCurse

Cost
(15 - 116) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
(15 - 116) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
116 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
116 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
Cast
0.50 sec0.50 sec

From: Kalguuran RemnantsKalguuran Remnants

Req: Level 1+Level 1+

Target an area and Curse enemies within with a Verisium Rune, inflicting them with Fragility. Hitting these enemies causes the Curse to Trigger an explosion to deal damage in an area and apply significant KnockbackKnockback

Knockback pushes Enemies away when HitHit .
to other enemies near the Cursed target, with more StunStun

Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount). Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other. Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
buildup based on the Fragility on the target HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
.
Target an area and Curse enemies within with a Verisium Rune, inflicting them with Fragility. Hitting these enemies causes the Curse to Trigger an explosion to deal damage in an area and apply significant KnockbackKnockback

Knockback pushes Enemies away when HitHit .
to other enemies near the Cursed target, with more StunStun

Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount). Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other. Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
buildup based on the Fragility on the target HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
.

Repulsion

  • Curse applies after 1.5 seconds delayCurse applies after 1.5 seconds delay
  • Curse does not apply to enemies above level (0 - 20)Curse does not apply to enemies above level (0 - 20)Curse does not apply to enemies above level 20Curse does not apply to enemies above level 20
  • Curse duration is (6 - 7.4) secondsCurse duration is (6 - 7.4) secondsCurse duration is 7.4 secondsCurse duration is 7.4 seconds
  • Curse applies 20 FragilityCurse applies 20 Fragility

Repulsion Wave

Cost
0 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
0 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
Cooldown
0.50 s (5 Times)0.50 s (5 Times)
Cast
InstantInstant
Crit%
6.00%6.00%
Atk Dmg
(50 - 204)% of base(50 - 204)% of base204% of base204% of base
  • (5 - 128) to (7 - 192) base Phys.Dmg(5 - 128) to (7 - 192) base Physical Damage128 to 192 base Phys.Dmg128 to 192 base Physical Damage
  • 200 % inc. KnockbackKnockback

    Knockback pushes Enemies away when HitHit .
    Distance
    200 % increased KnockbackKnockback

    Knockback pushes Enemies away when HitHit .
    Distance
  • Knocks Back EnemiesKnocks Back Enemies
  • Explosion radius is 1.5 mExplosion radius is 1.5 metres
  • 10 % more StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount). Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other. Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup on HitHit

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    per Fragility on the target
    10 % more StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount). Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other. Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup on HitHit

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    per Fragility on the target

q20: (0 - 40) % more StunStun

Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount). Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other. Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
buildup
(0 - 40) % more StunStun

Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount). Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other. Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
buildup
40 % more StunStun

Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount). Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other. Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
buildup
40 % more StunStun

Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount). Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other. Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
buildup

Gemling Quality Effect

  • Gemling q20: +(0 - 20) % more damage against Immobilised enemies+(0 - 20) % more damage against Immobilised enemies+20 % more damage against Immobilised enemies+20 % more damage against Immobilised enemies

Kalguuran Skills

Verisium Manifestations

Buff

Skill

Lv. 1+
Verisium Manifestations

BuffMinionPersistentDurationSkillKalguuranRunic Ward

Reservation
30 Spirit30 Spirit

From: Kalguuran RemnantsKalguuran Remnants

Req: Level 1+Level 1+

While active, Hitting with an Attack will spend Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
to summon a Verisium Manifestation, a short-lived Temporary MinionTemporary_Minion

A Temporary Minion is a Minion that does not revive after it dies.
that rapidly Attacks nearby enemies, ignoring commands. Enemies will not directly engage these Minions , and can pass through them.
While active, Hitting with an Attack will spend Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
to summon a Verisium Manifestation, a short-lived Temporary MinionTemporary_Minion

A Temporary Minion is a Minion that does not revive after it dies.
that rapidly Attacks nearby enemies, ignoring commands. Enemies will not directly engage these Minions , and can pass through them.

Verisium Manifestations

  • Trigger Manifest Rune on Hitting with an AttackTrigger Manifest Rune on Hitting with an Attack

Manifest Rune

Cost
(7 - 30) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
(7 - 30) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
30 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
30 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
Cooldown
0.50 s (5 Times)0.50 s (5 Times)
  • Limit 10 Summoned Verisium ManifestationsLimit 10 Summoned Verisium Manifestations
  • Manifestation duration is 8 secondsManifestation duration is 8 seconds

q20: +(0 - 2) s to Manifestation duration+(0 - 2) s to Manifestation duration+2 s to Manifestation duration+2 s to Manifestation duration

Gemling Quality Effect

  • Gemling q20: +(0 - 2) to Verisium Manifestation Limit+(0 - 2) to Verisium Manifestation Limit+2 to Verisium Manifestation Limit+2 to Verisium Manifestation Limit

Other

#

Overview

Skills and items

Kalguuran Supports

Concussive Runes

Support

Support

Lv. ?
Concussive Runes

SupportAttackAoEMeleeSlamTriggerKalguuran

Category
Concussive RunesConcussive Runes
Concussive Runes skill icon

From: Kalguuran RemnantsKalguuran Remnants

Supports Attacks , causing a Runic Shockwave to erupt under enemies they Heavy Stun . The Shockwave costs Runic Ward , and will not Trigger if you do not have enough Runic Ward .Supports Attacks , causing a Runic Shockwave to erupt under enemies they Heavy Stun . The Shockwave costs Runic Ward , and will not Trigger if you do not have enough Runic Ward .

Kalguuran Supports

Fist Of Kalguur

Support

Support

Lv. ?
Fist Of Kalguur

SupportAttackAoEMeleeSlamTriggerPhysical

Category
Fist of WarFist of War
Fist Of Kalguur skill icon

From: Kalguuran RemnantsKalguuran Remnants

Supports Slams you use yourself, allowing them to spend large amounts of Runic Ward to become Runically Boosted. Runically Boosted Slams are Empowered with extra Physical damage and create a rune the first time they hit an enemy. The rune erupts in an Aftershock after a duration. Cannot support Channelling Skills.Supports Slams you use yourself, allowing them to spend large amounts of Runic Ward to become Runically Boosted. Runically Boosted Slams are Empowered with extra Physical damage and create a rune the first time they hit an enemy. The rune erupts in an Aftershock after a duration. Cannot support Channelling Skills.

Kalguuran Supports

Healing Runes

Support

Support

Lv. ?
Healing Runes

SupportBuffPersistentKalguuranRunic WardRemnantSkill

Category
Healing RunesHealing Runes
Additional Reservation
10 Spirit10 Spirit
Healing Runes skill icon

From: Kalguuran RemnantsKalguuran Remnants

Supports Persistent Buff Skills, causing you to lose Runic Ward and heal nearby allies based on the Ward lost. Healing done is split between allies who are not on full Life.Supports Persistent Buff Skills, causing you to lose Runic Ward and heal nearby allies based on the Ward lost. Healing done is split between allies who are not on full Life.

Core Mods

  • Lose up to 10 % of your max Ward every 5 seconds to heal nearby allies for a total of 200 % of the amount of Ward lostLose up to 10 % of your maximum Runic Ward every 5 seconds to heal nearby allies for a total of 200 % of the amount of Ward lost

Kalguuran Supports

Runeforged Blades

Support

Support

Lv. ?
Runeforged Blades

SupportAttackProjectileTriggerPayoffKalguuranRunic Ward

Runeforged Blades skill icon

From: Kalguuran RemnantsKalguuran Remnants

Supports Attacks you use yourself, causing them to Consume Fully Broken Armour on enemies to fire a nova of runic Projectiles at the cost of Runic Ward . The Projectiles cannot Hit the enemy from which they originated. Cannot support skills that Consume Broken Armour .Supports Attacks you use yourself, causing them to Consume Fully Broken Armour on enemies to fire a nova of runic Projectiles at the cost of Runic Ward . The Projectiles cannot Hit the enemy from which they originated. Cannot support skills that Consume Broken Armour .

Kalguuran Supports

Runic Extraction

Support

Support

Lv. ?
Runic Extraction

SupportRemnantKalguuranRunic WardSkill

Category
Runic ExtractionRunic Extraction
Runic Extraction skill icon

From: Kalguuran RemnantsKalguuran Remnants

Supports any Skill that deals damage. Enemies you kill with supported Skills have a chance to drop a Verisium Infusion Remnant .Supports any Skill that deals damage. Enemies you kill with supported Skills have a chance to drop a Verisium Infusion Remnant .

Core Mods

  • Remnants created by Supported Skills last for 8 secondsRemnants created by Supported Skills last for 8 seconds
  • Supported Skills Gain 20 % of Life and Mana Cost as Extra Ward CostSupported Skills Gain 20 % of Life and Mana Cost as Extra Runic Ward Cost
  • Supported Skills have 35 % chance create a Verisium Infusion Remnant on killSupported Skills have 35 % chance create a Verisium Infusion Remnant on kill

Kalguuran Supports

Runic Infusion

Support

Support

Lv. ?
Runic Infusion

SupportAttackPhysicalKalguuranRunic WardRemnantSkill

Category
Runic InfusionRunic Infusion
Runic Infusion skill icon

From: Kalguuran RemnantsKalguuran Remnants

Supports Attacks you use or Trigger yourself, causing them to cost Runic Ward to use but deal additional Physical damage based on their Runic Ward cost. Cannot Support Channelling Skills, Sustained Skills, or Skills without a cost.Supports Attacks you use or Trigger yourself, causing them to cost Runic Ward to use but deal additional Physical damage based on their Runic Ward cost. Cannot Support Channelling Skills, Sustained Skills, or Skills without a cost.

Core Mods

  • Supported Skills cost an additional 20 % of max WardSupported Skills cost an additional 20 % of maximum Runic Ward
  • Supported Skills deal added Physical damage equal to 25 % of Ward costSupported Skills deal added Physical damage equal to 25 % of Runic Ward cost

Kalguuran Supports

Scouring Flame

Support

Support

Lv. ?
Scouring Flame

SupportFireKalguuranRunic WardRemnantSkill

Category
Searing FlameSearing Flame
Scouring Flame skill icon

From: Kalguuran RemnantsKalguuran Remnants

Supports any skill that Hits enemies, causing inflicted Ignites to deal more damage but the skill to gain a Runic Ward cost.Supports any skill that Hits enemies, causing inflicted Ignites to deal more damage but the skill to gain a Runic Ward cost.

Core Mods

  • Supported Skills Gain 25 % of Life and Mana Cost as Extra Ward CostSupported Skills Gain 25 % of Life and Mana Cost as Extra Runic Ward Cost
  • 50 % more Magnitude of Ignite inflicted with Supported Skills50 % more Magnitude of Ignite inflicted with Supported Skills

Supports

#
Choose equipment
Runeforging Bases
IconStageItem
DefencesMoveOtherReq.Cost
Runeforged Rusted CuirassNormal baseRusted Cuirass45 AR-0.05--
RuneforgedRuneforged Rusted Cuirass45 AR 29 Ward-0.05--Verisium x20
RunemasteredRunemastered Rusted Cuirass38244 AR 110 Ward-0.05-61Verisium x230
Normal baseChampion Cuirass58446 AR-0.05-92Verisium x39
RuneforgedRuneforged Champion Cuirass58--0.05+(7501000) to maximum Runic Ward92
Normal baseConqueror Plate68496 AR-0.05(3040) % increased Stun Threshold121Verisium x759
RuneforgedRuneforged Conqueror Plate68595 AR-0.05(3040) % increased Stun Threshold121
Runeforged Chieftain CuirassNormal baseChieftain Cuirass50390 AR-0.05-80Verisium x220
RuneforgedRuneforged Chieftain Cuirass50390 AR 69 Ward-0.05-80
Normal baseWarlord Cuirass80496 AR-0.05+(1525) % of Armour also applies to Elemental Damage121Verisium x465
RuneforgedRuneforged Warlord Cuirass80446 AR 86 Ward-0.05+(1525) % of Armour also applies to Elemental Damage121
Runeforged Steel PlateNormal baseSteel Plate27228 AR-0.05-45
RuneforgedRuneforged Steel Plate27228 AR 64 Ward-0.05-45Verisium x75
RunemasteredRunemastered Steel Plate40271 AR 43 Ward-0.05-65Verisium x260
Normal baseElegant Plate54418 AR-0.05-86Verisium x255
RuneforgedRuneforged Elegant Plate54397 AR 73 Ward-0.05-86
Normal baseOrnate Plate70496 AR-0.05Regenerate (1.52.5) % of maximum Life per second121Verisium x480
RuneforgedRuneforged Ornate Plate70273 AR 236 Ward-0.05Regenerate (1.52.5) % of maximum Life per second121
Runeforged Maraketh CuirassNormal baseMaraketh Cuirass20178 AR-0.05-34
RuneforgedRuneforged Maraketh Cuirass20178 AR 61 Ward-0.05-34Verisium x50
RunemasteredRunemastered Maraketh Cuirass38275 AR 28 Ward-0.05-61Verisium x250
Runeforged Vaal CuirassNormal baseVaal Cuirass37298 AR-0.05-60
RuneforgedRuneforged Vaal Cuirass37298 AR 70 Ward-0.05-60Verisium x130
RunemasteredRunemastered Vaal Cuirass55340 AR 93 Ward-0.05-87Verisium x820
Normal baseStone Cuirass62474 AR-0.05-98Verisium x330
RuneforgedRuneforged Stone Cuirass62403 AR 103 Ward-0.05-98
Normal baseUtzaal Cuirass75496 AR-0.05(3040) % increased Stun Threshold121Verisium x460
RuneforgedRuneforged Utzaal Cuirass75421 AR 107 Ward-0.05(3040) % increased Stun Threshold121
Runeforged Raider PlateNormal baseRaider Plate16150 AR-0.05-28
RuneforgedRuneforged Raider Plate16150 AR 53 Ward-0.05-28Verisium x45
RunemasteredRunemastered Raider Plate3861 AR 221 Ward-0.05-61Verisium x250
Runeforged Full PlateNormal baseFull Plate33270 AR-0.05-54
RuneforgedRuneforged Full Plate33270 AR 69 Ward-0.05-54Verisium x105
RunemasteredRunemastered Full Plate45231 AR 126 Ward-0.05-72Verisium x320
Normal baseHeavy Plate59453 AR-0.05-94Verisium x300
RuneforgedRuneforged Heavy Plate59340 AR 158 Ward-0.05-94
Runeforged Iron CuirassNormal baseIron Cuirass11115 AR-0.05-21
RuneforgedRuneforged Iron Cuirass11115 AR 43 Ward-0.05-21Verisium x30
RunemasteredRunemastered Iron Cuirass38260 AR 55 Ward-0.05-61Verisium x230
Normal baseSoldier Cuirass65570 AR-0.05-121Verisium x405
RuneforgedRuneforged Soldier Cuirass65173 AR 365 Ward-0.05-121
Runeforged Juggernaut PlateNormal baseJuggernaut Plate45355 AR-0.05-72Verisium x180
RuneforgedRuneforged Juggernaut Plate45355 AR 76 Ward-0.05-72
Runeforged Fur PlateNormal baseFur Plate466 AR-0.05-10
RuneforgedRuneforged Fur Plate (FourBodyStr2Verisium)466 AR 33 Ward-0.05-10Verisium x25
RuneforgedRuneforged Fur Plate (FourBodyStr2VerisiumUnique1)38275 AR 69 Ward-0.05-61Verisium x400
Runeforged Knight ArmourNormal baseKnight Armour45195 AR 176 ER-0.04-4141
RuneforgedRuneforged Knight Armour45195 AR 176 ER 85 Ward-0.04-4141Verisium x180
RunemasteredRunemastered Knight Armour55175 AR 159 ER 93 Ward-0.04-4949Verisium x600
RunemasteredRunemastered Knight Armour55175 AR 159 ER 93 Ward-0.04-4949Verisium x750
RunemasteredRunemastered Knight Armour55175 AR 159 ER 93 Ward-0.04-4949Verisium x830
Runeforged Vagabond ArmourNormal baseVagabond Armour1683 AR 71 ER-0.04-1717
RuneforgedRuneforged Vagabond Armour1683 AR 71 ER 53 Ward-0.04-1717Verisium x45
RunemasteredRunemastered Vagabond Armour38143 AR 128 ER 41 Ward-0.04-3535Verisium x260
Runeforged Chain MailNormal baseChain Mail25 AR 16 ER-0.04--
RuneforgedRuneforged Chain Mail25 AR 16 ER 29 Ward-0.04--Verisium x20
RunemasteredRunemastered Chain Mail38151 AR 135 ER 55 Ward-0.04-3535Verisium x240
Runeforged Scale MailNormal baseScale Mail37164 AR 147 ER-0.04-3434
RuneforgedRuneforged Scale Mail37164 AR 147 ER 78 Ward-0.04-3434Verisium x130
RunemasteredRunemastered Scale Mail55187 AR 170 ER 75 Ward-0.04-4949Verisium x830
Normal baseGolden Mail62261 AR 237 ER-0.04-5454Verisium x330
RuneforgedRuneforged Golden Mail62235 AR 214 ER 124 Ward-0.04-5454
Normal baseDeath Mail75313 AR 285 ER-0.04-6767Verisium x485
RuneforgedRuneforged Death Mail7568 AR 62 ER 408 Ward-0.04-6767
Runemastered Grasping MailNormal baseRuneforged Grasping Mail65232 AR 211 ER 107 Ward-0.04Can roll Ring ModifiersCatalysts can be applied to this item6161Verisium x10 Source rows: x2
RunemasteredRunemastered Grasping Mail (FourBodyStrDexInt3Verisium5)65421 AR 150 Ward-0.04Can roll Ring ModifiersCatalysts can be applied to this item112
Runeforged Rogue ArmourNormal baseRogue Armour1163 AR 53 ER-0.04-1313
RuneforgedRuneforged Rogue Armour1163 AR 53 ER 43 Ward-0.04-1313Verisium x30
RunemasteredRunemastered Rogue Armour38118 AR 105 ER 83 Ward-0.04-3535Verisium x250
Normal baseDastard Armour65303 AR 276 ER-0.04+(6080) to maximum Life6767Verisium x390
RuneforgedRuneforged Dastard Armour65150 AR 137 ER 236 Ward-0.04+(6080) to maximum Life6767
Runeforged Cloaked MailNormal baseCloaked Mail26121 AR 107 ER-0.04-2525
RuneforgedRuneforged Cloaked Mail26121 AR 107 ER 73 Ward-0.04-2525Verisium x70
RunemasteredRunemastered Cloaked Mail40114 AR 102 ER 115 Ward-0.04-3636Verisium x250
Normal baseMantled Mail54230 AR 208 ER-0.04-4848Verisium x255
RuneforgedRuneforged Mantled Mail54218 AR 198 ER 73 Ward-0.04-4848
Normal baseShrouded Mail70273 AR 248 ER-0.04+(2025) % to Fire Resistance6767
RuneforgedRuneforged Shrouded Mail (FourBodyStrDex4aEndgameVerisium)70232 AR 211 ER 107 Ward-0.04+(2025) % to Fire Resistance6767Verisium x465
RuneforgedRuneforged Shrouded Mail (FourBodyStrDex4cEndgameVerisium)70232 AR 211 ER 107 Ward-0.04+(2025) % to Lightning Resistance6767Verisium x475
RuneforgedRuneforged Shrouded Mail (FourBodyStrDex4bEndgameVerisium)70232 AR 211 ER 107 Ward-0.04+(2025) % to Cold Resistance6767Verisium x480
Runemastered Heroic ArmourNormal baseHeroic Armour65273 AR 248 ER-0.04+(6080) to maximum Life6767Verisium x4920
RunemasteredRunemastered Heroic Armour65136 AR 124 ER 215 Ward-0.04+(6080) to maximum Life6767
Runeforged Ancestral MailNormal baseAncestral Mail50214 AR 194 ER-0.04-4444
RuneforgedRuneforged Ancestral Mail50214 AR 194 ER 86 Ward-0.04-4444Verisium x220
RunemasteredRunemastered Ancestral Mail65191 AR 174 ER 107 Ward-0.04-5757Verisium x1140
Normal baseThane Mail80273 AR 248 ER-0.04Hits against you have (1525) % reduced Critical Damage Bonus6767Verisium x475
RuneforgedRuneforged Thane Mail80259 AR 236 ER 64 Ward-0.04Hits against you have (1525) % reduced Critical Damage Bonus6767
Runeforged Explorer ArmourNormal baseExplorer Armour33149 AR 132 ER-0.04-3131
RuneforgedRuneforged Explorer Armour33149 AR 132 ER 74 Ward-0.04-3131Verisium x105
RunemasteredRunemastered Explorer Armour55199 AR 180 ER 56 Ward-0.04-4949Verisium x810
RunemasteredRunemastered Explorer Armour55199 AR 180 ER 56 Ward-0.04-4949Verisium x2500
Normal baseTrailblazer Armour59249 AR 226 ER-0.04-5252Verisium x300
RuneforgedRuneforged Trailblazer Armour59187 AR 170 ER 158 Ward-0.04-5252
Runeforged Shaman MantleNormal baseShaman Mantle28129 AR 41 ES-0.04-2626
RuneforgedRuneforged Shaman Mantle28129 AR 41 ES 77 Ward-0.04-2626Verisium x80
RunemasteredRunemastered Shaman Mantle38141 AR 42 ES 44 Ward-0.04-3535Verisium x440
Normal baseOccultist Mantle54230 AR 65 ES-0.04-4848Verisium x255
RuneforgedRuneforged Occultist Mantle54184 AR 52 ES 128 Ward-0.04-4848
Normal baseConjurer Mantle70273 AR 76 ES-0.04+(2030) to Spirit6767Verisium x475
RuneforgedRuneforged Conjurer Mantle70232 AR 64 ES 107 Ward-0.04+(2030) to Spirit6767
Runemastered Ornate RingmailNormal baseOrnate Ringmail43225 AR 66 ES-0.04-4545Verisium x3740
RunemasteredRunemastered Ornate Ringmail55210 AR 60 ES 112 Ward-0.04-5757
Normal baseAncient Mail70273 AR 76 ES-0.04-6767Verisium x1300
RunemasteredRunemastered Ancient Mail70218 AR 61 ES 86 Ward-0.04-6767
Runeforged Pelt MantleNormal basePelt Mantle1059 AR 24 ES-0.04-1212Verisium x30
RuneforgedRuneforged Pelt Mantle1059 AR 24 ES 41 Ward-0.04-1212
Normal baseWolfskin Mantle65313 AR 87 ES-0.04-6767Verisium x390
RuneforgedRuneforged Wolfskin Mantle6563 AR 17 ES 417 Ward-0.04-6767
Runemastered Revered VestmentsNormal baseRevered Vestments65273 AR 76 ES-0.04+1 % to all Maximum Elemental Resistances6767
RunemasteredRunemastered Revered Vestments (FourBodyStrInt11VerisiumUnique1)70232 AR 64 ES 86 Ward-0.04+1 % to all Maximum Elemental Resistances(3050) % increased effect of Arcane Surge on you6767Verisium x30
RunemasteredRunemastered Revered Vestments (FourBodyStrInt11VerisiumUnique2)70199 AR 88 ES 86 Ward-0.04+1 % to all Maximum Elemental Resistances(1015) % of Damage taken from Hits bypasses Energy Shield if Energy Shield is below half5785Verisium x30
RunemasteredRunemastered Revered Vestments (FourBodyStrInt11VerisiumUnique3)70164 AR 45 ES 301 Ward-0.04+1 % to all Maximum Elemental Resistances6767Verisium x30
Normal baseRunemastered Revered Vestments70232 AR 64 ES 86 Ward-0.04+1 % to all Maximum Elemental Resistances(3050) % increased effect of Arcane Surge on you6767Verisium x7150
RunemasteredRunemastered Revered Vestments (FourBodyStrInt11VerisiumUnique2)70199 AR 88 ES 86 Ward-0.04+1 % to all Maximum Elemental Resistances(1015) % of Damage taken from Hits bypasses Energy Shield if Energy Shield is below half5785
Runeforged Tideseer MantleNormal baseTideseer Mantle51218 AR 63 ES-0.04-4545
RuneforgedRuneforged Tideseer Mantle51218 AR 63 ES 87 Ward-0.04-4545Verisium x230
RunemasteredRunemastered Tideseer Mantle6555 AR 15 ES 129 Ward-0.04-5757Verisium x1160
Normal baseSeastorm Mantle80273 AR 76 ES-0.04(814) % of Damage taken Recouped as Life6767Verisium x470
RuneforgedRuneforged Seastorm Mantle8068 AR 19 ES 344 Ward-0.04(814) % of Damage taken Recouped as Life6767
Runemastered Grasping MailNormal baseRuneforged Grasping Mail65232 AR 64 ES 107 Ward-0.04Can roll Ring ModifiersCatalysts can be applied to this item6161Verisium x10 Source rows: x2
RunemasteredRunemastered Grasping Mail (FourBodyStrDexInt3Verisium7)65117 ES 150 Ward-0.04Can roll Ring ModifiersCatalysts can be applied to this item112
Runeforged Mail VestmentsNormal baseMail Vestments1683 AR 30 ES-0.04-1717
RuneforgedRuneforged Mail Vestments1683 AR 30 ES 53 Ward-0.04-1717Verisium x45
RunemasteredRunemastered Mail Vestments38118 AR 35 ES 83 Ward-0.04-3535Verisium x250
Runemastered Corvus MantleNormal baseCorvus Mantle68273 AR 76 ES-0.04+(2030) to Spirit6767Verisium x24
RunemasteredRunemastered Corvus Mantle70218 AR 61 ES 86 Ward-0.04+(2030) to Spirit6767
Runeforged Cleric VestmentsNormal baseCleric Vestments45195 AR 57 ES-0.04-4141
RuneforgedRuneforged Cleric Vestments45195 AR 57 ES 85 Ward-0.04-4141Verisium x180
RunemasteredRunemastered Cleric Vestments55187 AR 53 ES 75 Ward-0.04-4949Verisium x470
Runeforged Sacrificial MantleNormal baseSacrificial Mantle36160 AR 48 ES-0.04-3333
RuneforgedRuneforged Sacrificial Mantle36160 AR 48 ES 77 Ward-0.04-3333Verisium x120
RunemasteredRunemastered Sacrificial Mantle55210 AR 60 ES 37 Ward-0.04-4949Verisium x460
Normal baseHeartcarver Mantle62261 AR 73 ES-0.04-5454Verisium x330
RuneforgedRuneforged Heartcarver Mantle62222 AR 62 ES 103 Ward-0.04-5454
Normal baseDeath Mantle75273 AR 76 ES-0.04+1 % to all Maximum Elemental Resistances6767Verisium x465
RuneforgedRuneforged Death Mantle75164 AR 45 ES 215 Ward-0.04+1 % to all Maximum Elemental Resistances6767
Runeforged Pilgrim VestmentsNormal basePilgrim Vestments25 AR 16 ES-0.04--
RuneforgedRuneforged Pilgrim Vestments25 AR 16 ES 29 Ward-0.04--Verisium x20
RunemasteredRunemastered Pilgrim Vestments38202 AR 60 ES 55 Ward-0.04-3535Verisium x230
Runeforged Ironclad VestmentsNormal baseIronclad Vestments33149 AR 46 ES-0.04-3131Verisium x105
RuneforgedRuneforged Ironclad Vestments33149 AR 46 ES 74 Ward-0.04-3131
Normal basePlated Vestments59249 AR 70 ES-0.04-5252
RuneforgedRuneforged Plated Vestments59187 AR 53 ES 158 Ward-0.04-5252Verisium x300
RunemasteredRunemastered Ironclad Vestments55210 AR 60 ES 37 Ward-0.04-4949Verisium x820
Runemastered Gilded VestmentsNormal baseGilded Vestments52222 AR 63 ES-0.04-4646Verisium x5360
RunemasteredRunemastered Gilded Vestments65218 AR 61 ES 86 Ward-0.04-5757
Runeforged Scout's VestNormal baseScout's Vest33240 ER-0.03-54
RuneforgedRuneforged Scout's Vest33240 ER 69 Ward-0.03-54Verisium x105
RunemasteredRunemastered Scout's Vest55270 ER 130 Ward-0.03-87Verisium x460
Normal baseRunner Vest59412 ER-0.03-94Verisium x300
RuneforgedRuneforged Runner Vest59350 ER 119 Ward-0.03-94
Runeforged Pathfinder CoatNormal basePathfinder Coat1196 ER-0.03-21
RuneforgedRuneforged Pathfinder Coat1196 ER 43 Ward-0.03-21Verisium x30
RunemasteredRunemastered Pathfinder Coat38219 ER 55 Ward-0.03-61Verisium x240
Normal baseSwiftstalker Coat65451 ER-0.03(2030) % reduced Slowing Potency of Debuffs on You121Verisium x405
RuneforgedRuneforged Swiftstalker Coat65429 ER 64 Ward-0.03(2030) % reduced Slowing Potency of Debuffs on You121
Runeforged Shrouded VestNormal baseShrouded Vest16128 ER-0.03-28
RuneforgedRuneforged Shrouded Vest16128 ER 53 Ward-0.03-28Verisium x45
RunemasteredRunemastered Shrouded Vest38164 ER 138 Ward-0.03-61Verisium x450
Runeforged Quilted VestNormal baseQuilted Vest449 ER-0.03-10
RuneforgedRuneforged Quilted Vest449 ER 33 Ward-0.03-10Verisium x25
RunemasteredRunemastered Quilted Vest38178 ER 152 Ward-0.03-61Verisium x230
Runeforged Rhoahide CoatNormal baseRhoahide Coat22168 ER-0.03-37
RuneforgedRuneforged Rhoahide Coat22168 ER 65 Ward-0.03-37Verisium x50
RunemasteredRunemastered Rhoahide Coat38219 ER 69 Ward-0.03-61Verisium x450
Runeforged Leather VestNormal baseLeather Vest30 ER-0.03--
RuneforgedRuneforged Leather Vest30 ER 29 Ward-0.03--Verisium x20
RunemasteredRunemastered Leather Vest3882 ER 165 Ward-0.03-61Verisium x230
Normal baseStrider Vest52366 ER-0.03-83Verisium x9200
RunemasteredRunemastered Strider Vest70384 ER 107 Ward-0.03-103
Normal baseArmoured Vest73451 ER-0.03(3040) % increased Elemental Ailment Threshold121Verisium x6760
RunemasteredRunemastered Armoured Vest80361 ER 129 Ward-0.03(3040) % increased Elemental Ailment Threshold121
Runeforged Smuggler CoatNormal baseSmuggler Coat51359 ER-0.03-82
RuneforgedRuneforged Smuggler Coat51359 ER 70 Ward-0.03-82Verisium x230
RunemasteredRunemastered Smuggler Coat65406 ER 86 Ward-0.03-103Verisium x5000
Normal baseCorsair Coat80451 ER-0.035 % increased Movement Speed121Verisium x470
RuneforgedRuneforged Corsair Coat80384 ER 107 Ward-0.035 % increased Movement Speed121
Runemastered Exquisite VestNormal baseExquisite Vest65451 ER-0.03-121Verisium x1300
RunemasteredRunemastered Exquisite Vest70338 ER 86 Ward-0.03-121
Runeforged Corsair VestNormal baseCorsair Vest45320 ER-0.03-72Verisium x180
RuneforgedRuneforged Corsair Vest45320 ER 76 Ward-0.03-72
Runeforged Studded VestNormal baseStudded Vest26194 ER-0.03-43
RuneforgedRuneforged Studded Vest26194 ER 62 Ward-0.03-43Verisium x70
RunemasteredRunemastered Studded Vest40301 ER 29 Ward-0.03-65Verisium x260
Normal baseLayered Vest54379 ER-0.03-86Verisium x255
RuneforgedRuneforged Layered Vest54360 ER 73 Ward-0.03-86
Normal baseSlipstrike Vest70519 ER-0.03-121Verisium x475
RuneforgedRuneforged Slipstrike Vest70144 ER 378 Ward-0.03-121
Runeforged Serpentscale CoatNormal baseSerpentscale Coat36260 ER-0.03-59
RuneforgedRuneforged Serpentscale Coat36260 ER 69 Ward-0.03-59Verisium x120
RunemasteredRunemastered Serpentscale Coat55385 ER 19 Ward-0.03-87Verisium x3730
Normal baseLizardscale Coat62432 ER-0.03-98Verisium x330
RuneforgedRuneforged Lizardscale Coat62324 ER 144 Ward-0.03-98
Normal baseWyrmscale Coat75451 ER-0.03(3040) % increased Elemental Ailment Threshold121Verisium x485
RuneforgedRuneforged Wyrmscale Coat75248 ER 236 Ward-0.03(3040) % increased Elemental Ailment Threshold121
Runeforged Anchorite GarbNormal baseAnchorite Garb33132 ER 46 ES-0.03-3131
RuneforgedRuneforged Anchorite Garb33132 ER 46 ES 74 Ward-0.03-3131Verisium x105
RunemasteredRunemastered Anchorite Garb55138 ER 43 ES 130 Ward-0.03-4949Verisium x460
Normal baseHatungo Garb59226 ER 70 ES-0.03-5252Verisium x300
RuneforgedRuneforged Hatungo Garb59170 ER 53 ES 158 Ward-0.03-5252
Runeforged Scalper's JacketNormal baseScalper's Jacket39154 ER 51 ES-0.03-3535
RuneforgedRuneforged Scalper's Jacket39154 ER 51 ES 82 Ward-0.03-3535Verisium x140
RunemasteredRunemastered Scalper's Jacket55170 ER 53 ES 75 Ward-0.03-4949Verisium x3770
Normal baseHawker's Jacket62237 ER 73 ES-0.03-5454Verisium x330
RuneforgedRuneforged Hawker's Jacket62202 ER 62 ES 103 Ward-0.03-5454
Normal baseFalconer's Jacket75248 ER 76 ES-0.035 % increased Movement Speed6767Verisium x475
RuneforgedRuneforged Falconer's Jacket75164 ER 50 ES 189 Ward-0.035 % increased Movement Speed6767
Runeforged Wayfarer JacketNormal baseWayfarer Jacket28114 ER 41 ES-0.03-2626
RuneforgedRuneforged Wayfarer Jacket28114 ER 41 ES 77 Ward-0.03-2626Verisium x80
RunemasteredRunemastered Wayfarer Jacket40134 ER 44 ES 43 Ward-0.03-3636Verisium x260
Normal baseItinerant Jacket54208 ER 65 ES-0.03-4848Verisium x255
RuneforgedRuneforged Itinerant Jacket54188 ER 59 ES 92 Ward-0.03-4848
Normal baseRambler Jacket70248 ER 76 ES-0.03+(713) % to Chaos Resistance6767Verisium x470
RuneforgedRuneforged Rambler Jacket70211 ER 64 ES 107 Ward-0.03+(713) % to Chaos Resistance6767
Runemastered Grasping MailNormal baseRuneforged Grasping Mail65211 ER 64 ES 107 Ward-0.03Can roll Ring ModifiersCatalysts can be applied to this item6161Verisium x10 Source rows: x2
RunemasteredRunemastered Grasping Mail (FourBodyStrDexInt3Verisium6)65384 ER 150 Ward-0.03Can roll Ring ModifiersCatalysts can be applied to this item112
Runeforged Waxed JacketNormal baseWaxed Jacket1153 ER 25 ES-0.03-1313
RuneforgedRuneforged Waxed Jacket1153 ER 25 ES 43 Ward-0.03-1313Verisium x30
RunemasteredRunemastered Waxed Jacket38113 ER 38 ES 69 Ward-0.03-3535Verisium x240
Normal baseSleek Jacket65285 ER 87 ES-0.03-6767Verisium x390
RuneforgedRuneforged Sleek Jacket6569 ER 21 ES 395 Ward-0.03-6767
Runeforged Ascetic GarbNormal baseAscetic Garb51197 ER 63 ES-0.03-4545Verisium x230
RuneforgedRuneforged Ascetic Garb51197 ER 63 ES 87 Ward-0.03-4545
Normal basePrimal Markings70268 ER 82 ES-0.03-6767Verisium x7500
RunemasteredRunemastered Primal Markings80223 ER 68 ES 107 Ward-0.03-6767
Normal baseAustere Garb80248 ER 76 ES-0.03(1015) % reduced Elemental Ailment Duration on you6767Verisium x470
RuneforgedRuneforged Austere Garb80236 ER 72 ES 86 Ward-0.03(1015) % reduced Elemental Ailment Duration on you6767
Runeforged Scoundrel JacketNormal baseScoundrel Jacket45176 ER 57 ES-0.03-4141Verisium x180
RuneforgedRuneforged Scoundrel Jacket45176 ER 57 ES 85 Ward-0.03-4141
Runeforged Marabout GarbNormal baseMarabout Garb1671 ER 30 ES-0.03-1717
RuneforgedRuneforged Marabout Garb1671 ER 30 ES 53 Ward-0.03-1717Verisium x45
RunemasteredRunemastered Marabout Garb3890 ER 30 ES 110 Ward-0.03-3535Verisium x450
Runeforged Hermit GarbNormal baseHermit Garb16 ER 16 ES-0.03--
RuneforgedRuneforged Hermit Garb16 ER 16 ES 29 Ward-0.03--Verisium x20
RunemasteredRunemastered Hermit Garb38135 ER 45 ES 28 Ward-0.03-3535Verisium x240
Normal baseAssassin Garb73248 ER 76 ES-0.035 % increased Movement Speed6767Verisium x28
RunemasteredRunemastered Assassin Garb73223 ER 68 ES 43 Ward-0.035 % increased Movement Speed6767
Runeforged Tattered RobeNormal baseTattered Robe28 ES-0.03--
RuneforgedRuneforged Tattered Robe28 ES 29 Ward-0.03--Verisium x20
RunemasteredRunemastered Tattered Robe389 ES 138 Ward-0.03-61Verisium x1810
Normal baseEnlightened Robe68138 ES-0.03(4050) % increased Mana Regeneration Rate121Verisium x55
RunemasteredRunemastered Enlightened Robe75124 ES 86 Ward-0.03(4050) % increased Mana Regeneration Rate121
Runemastered Plated RaimentNormal basePlated Raiment58126 ES-0.03-92Verisium x1150
RunemasteredRunemastered Plated Raiment65124 ES 43 Ward-0.03-103
Runeforged Votive RaimentNormal baseVotive Raiment3383 ES-0.03-54
RuneforgedRuneforged Votive Raiment3383 ES 69 Ward-0.03-54Verisium x105
RunemasteredRunemastered Votive Raiment5548 ES 186 Ward-0.03-87Verisium x460
Normal baseAdherent's Raiment59127 ES-0.03-94Verisium x300
RuneforgedRuneforged Adherent's Raiment59102 ES 138 Ward-0.03-94
Runemastered Havoc RaimentNormal baseHavoc Raiment65138 ES-0.03-121Verisium x6140
RunemasteredRunemastered Havoc Raiment7096 ES 129 Ward-0.03-121
Runeforged Mystic RaimentNormal baseMystic Raiment49110 ES-0.03-78Verisium x215
RuneforgedRuneforged Mystic Raiment49110 ES 68 Ward-0.03-78
Normal baseFeathered Raiment80153 ES-0.03(510) % of Damage is taken from Mana before Life121Verisium x480
RuneforgedRuneforged Feathered Raiment80124 ES 133 Ward-0.03(510) % of Damage is taken from Mana before Life121
Runeforged Feathered RobeNormal baseFeathered Robe535 ES-0.03-11
RuneforgedRuneforged Feathered Robe535 ES 35 Ward-0.03-11Verisium x25
RunemasteredRunemastered Feathered Robe3855 ES 99 Ward-0.03-61Verisium x430
Runeforged Elementalist RobeNormal baseElementalist Robe45103 ES-0.03-72
RuneforgedRuneforged Elementalist Robe45103 ES 76 Ward-0.03-72Verisium x180
RunemasteredRunemastered Elementalist Robe5596 ES 75 Ward-0.03-87Verisium x300
Runeforged Keth RaimentNormal baseKeth Raiment2874 ES-0.03-47
RuneforgedRuneforged Keth Raiment2874 ES 66 Ward-0.03-47Verisium x80
RunemasteredRunemastered Keth Raiment3873 ES 55 Ward-0.03-61Verisium x250
Normal baseRiver Raiment54119 ES-0.03-86Verisium x255
RuneforgedRuneforged River Raiment54113 ES 73 Ward-0.03-86
Normal baseFlowing Raiment70153 ES-0.03(4050) % increased Mana Regeneration Rate121Verisium x490
RuneforgedRuneforged Flowing Raiment7076 ES 236 Ward-0.03(3040) % increased Runic Ward Regeneration Rate121
Runeforged Altar RobeNormal baseAltar Robe4095 ES-0.03-65
RuneforgedRuneforged Altar Robe4095 ES 75 Ward-0.03-65Verisium x145
RunemasteredRunemastered Altar Robe5572 ES 149 Ward-0.03-87Verisium x3830
Normal baseCeremonial Robe62132 ES-0.03-98Verisium x330
RuneforgedRuneforged Ceremonial Robe62113 ES 103 Ward-0.03-98
Normal baseSacramental Robe75153 ES-0.03(2025) % increased Energy Shield Recharge Rate121Verisium x485
RuneforgedRuneforged Sacramental Robe75138 ES 64 Ward-0.03(2025) % increased Energy Shield Recharge Rate121
Runeforged Silk RobeNormal baseSilk Robe2264 ES-0.03-37
RuneforgedRuneforged Silk Robe2264 ES 65 Ward-0.03-37Verisium x50
RunemasteredRunemastered Silk Robe3827 ES 110 Ward-0.03-61Verisium x1820
RunemasteredRunemastered Silk Robe3827 ES 110 Ward-0.03-61Verisium x2500
Runeforged Hexer's RobeNormal baseHexer's Robe1145 ES-0.03-21
RuneforgedRuneforged Hexer's Robe1145 ES 43 Ward-0.03-21Verisium x30
RunemasteredRunemastered Hexer's Robe3864 ES 83 Ward-0.03-61Verisium x240
Normal baseVile Robe65171 ES-0.03-121Verisium x390
RuneforgedRuneforged Vile Robe6541 ES 387 Ward-0.03-121
Runeforged Bone RaimentNormal baseBone Raiment1654 ES-0.03-28
RuneforgedRuneforged Bone Raiment1654 ES 53 Ward-0.03-28Verisium x45
RunemasteredRunemastered Bone Raiment3846 ES 138 Ward-0.03-61Verisium x260
Runemastered Grand RegaliaNormal baseGrand Regalia65182 AR 165 ER 50 ES-0.04-414141Verisium x580
RunemasteredRunemastered Grand Regalia65145 AR 132 ER 40 ES 86 Ward-0.04-414141
Runeforged Grasping MailNormal baseGrasping Mail65182 AR 165 ER 50 ES-0.04Can roll Ring ModifiersCatalysts can be applied to this item414141
RuneforgedRuneforged Grasping Mail (FourBodyStrDexInt3Verisium2)65211 ER 64 ES 107 Ward-0.03Can roll Ring ModifiersCatalysts can be applied to this item6161Verisium x5
RuneforgedRuneforged Grasping Mail (FourBodyStrDexInt3Verisium4)65136 AR 124 ER 38 ES 215 Ward-0.04Can roll Ring ModifiersCatalysts can be applied to this item414141Verisium x5
Runemastered Grasping MailNormal baseRuneforged Grasping Mail65136 AR 124 ER 38 ES 215 Ward-0.04Can roll Ring ModifiersCatalysts can be applied to this item414141Verisium x10 Source rows: x4
RunemasteredRunemastered Grasping Mail (FourBodyStrDexInt3Verisium8)65136 AR 124 ER 38 ES 322 Ward-0.04Can roll Ring ModifiersCatalysts can be applied to this item414141
Normal baseRunemastered Grasping Mail65136 AR 124 ER 38 ES 322 Ward-0.04Can roll Ring ModifiersCatalysts can be applied to this item414141Verisium x20
RunefatherRunefather's Grasping Mail65550 Ward-Can roll Ring ModifiersCatalysts can be applied to this item575757
Runeforged Grasping MailNormal baseGrasping Mail65182 AR 165 ER 50 ES-0.04Can roll Ring ModifiersCatalysts can be applied to this item414141
RuneforgedRuneforged Grasping Mail (FourBodyStrDexInt3Verisium1)65232 AR 211 ER 107 Ward-0.04Can roll Ring ModifiersCatalysts can be applied to this item6161Verisium x5
RuneforgedRuneforged Grasping Mail (FourBodyStrDexInt3Verisium3)65232 AR 64 ES 107 Ward-0.04Can roll Ring ModifiersCatalysts can be applied to this item6161Verisium x5
Runeforged Sacrificial RegaliaNormal baseSacrificial Regalia65273 AR 248 ER 76 ES-0.03+1 to Level of all Corrupted Skill Gems727272
RuneforgedRuneforged Sacrificial Regalia (FourBodyStrDexInt2Verisium3)65248 ER 76 ES 129 Ward-0.03+1 to Level of all Corrupted Skill Gems+1 % to all Resistances for each Corrupted Item Equipped8080Verisium x20
RuneforgedRuneforged Sacrificial Regalia (FourBodyStrDexInt2Verisium1)65200 AR 182 ER 56 ES 301 Ward-0.03+1 to Level of all Corrupted Skill Gems727272Verisium x20
RunemasteredRunemastered Sacrificial Regalia65136 AR 124 ER 38 ES 215 Ward-0.03+1 to Level of all Corrupted Skill Gems727272Verisium x560
RuneforgedRuneforged Sacrificial Regalia (FourBodyStrDexInt2Verisium2)65273 AR 248 ER 129 Ward-0.03+1 to Level of all Corrupted Skill Gems1 % increased Maximum Life for each Corrupted Item Equipped8080Verisium x20
RuneforgedRuneforged Sacrificial Regalia (FourBodyStrDexInt2Verisium4)65273 AR 76 ES 129 Ward-0.03+1 to Level of all Corrupted Skill Gems(24) % increased Chaos Damage for each Corrupted Item Equipped8080Verisium x20
Runeforged GarmentNormal baseGarment----
RuneforgedRuneforged Garment100 Ward---Verisium x25000
RuneforgedRuneforged Garment100 Ward---Verisium x50000
IconStageItem
DefencesOtherReq.Cost
Runeforged Bronze GreavesNormal baseBronze Greaves1674 AR-23
RuneforgedRuneforged Bronze Greaves1674 AR 26 Ward-23Verisium x30
RunemasteredRunemastered Bronze Greaves38135 AR 20 Ward5 % increased Movement Speed51Verisium x220
Runeforged Reefsteel GreavesNormal baseReefsteel Greaves45174 AR-60Verisium x135
RuneforgedRuneforged Reefsteel Greaves45174 AR 39 Ward-60
Normal baseTasalian Greaves80280 AR-108Verisium x430
RuneforgedRuneforged Tasalian Greaves8085 AR 180 Ward-108
Runeforged Rough GreavesNormal baseRough Greaves22 AR--
RuneforgedRuneforged Rough Greaves22 AR 14 Ward--Verisium x15
RunemasteredRunemastered Rough Greaves38150 AR 27 Ward10 % increased Movement Speed51Verisium x360
Runeforged Stone GreavesNormal baseStone Greaves33133 AR-45
RuneforgedRuneforged Stone Greaves33133 AR 36 Ward-45Verisium x70
RunemasteredRunemastered Stone Greaves55157 AR 46 Ward-73Verisium x400
Normal baseCarved Greaves59223 AR-78Verisium x215
RuneforgedRuneforged Carved Greaves59167 AR 78 Ward-78
Normal baseVaal Greaves75268 AR-101Verisium x365
RuneforgedRuneforged Vaal Greaves75244 AR 42 Ward-101
Runeforged Iron GreavesNormal baseIron Greaves1157 AR-17
RuneforgedRuneforged Iron Greaves1157 AR 21 Ward-17Verisium x25
RunemasteredRunemastered Iron Greaves38120 AR 27 Ward5 % increased Movement Speed51Verisium x370
Normal baseBulwark Greaves65244 AR-86Verisium x255
RuneforgedRuneforged Bulwark Greaves65219 AR 42 Ward-86
Runeforged Trimmed GreavesNormal baseTrimmed Greaves27112 AR-38
RuneforgedRuneforged Trimmed Greaves27112 AR 31 Ward-38Verisium x50
RunemasteredRunemastered Trimmed Greaves4079 AR 71 Ward5 % increased Movement Speed54Verisium x5600
Normal baseElegant Greaves54206 AR-72Verisium x170
RuneforgedRuneforged Elegant Greaves54185 AR 45 Ward-72
Normal baseOrnate Greaves70256 AR-93Verisium x325
RuneforgedRuneforged Ornate Greaves70134 AR 116 Ward-93
Runeforged Stacked SabatonsNormal baseStacked Sabatons3373 AR 65 ER-2626
RuneforgedRuneforged Stacked Sabatons3373 AR 65 ER 34 Ward-2626Verisium x70
RunemasteredRunemastered Stacked Sabatons40173 AR 155 ER 21 Ward10 % increased Movement Speed3030Verisium x390
Normal baseBastion Sabatons59123 AR 111 ER-4444Verisium x215
RuneforgedRuneforged Bastion Sabatons59116 AR 106 ER 39 Ward-4444
Normal baseFortress Sabatons75147 AR 134 ER-5656Verisium x370
RuneforgedRuneforged Fortress Sabatons75121 AR 110 ER 63 Ward-5656
Runeforged Braced SabatonsNormal baseBraced Sabatons1641 AR 35 ER-1414
RuneforgedRuneforged Braced Sabatons1641 AR 35 ER 26 Ward-1414Verisium x30
RunemasteredRunemastered Braced Sabatons3866 AR 59 ER 34 Ward5 % increased Movement Speed2929Verisium x370
Normal baseNoble Sabatons70141 AR 128 ER-5151Verisium x330
RuneforgedRuneforged Noble Sabatons7080 AR 73 ER 116 Ward-5151
Runeforged Mail SabatonsNormal baseMail Sabatons622 AR 17 ER-77
RuneforgedRuneforged Mail Sabatons622 AR 17 ER 18 Ward-77Verisium x20
RunemasteredRunemastered Mail Sabatons3850 AR 44 ER 54 Ward5 % increased Movement Speed2929Verisium x200
Normal baseVeteran Sabatons65134 AR 122 ER-4747Verisium x265
RuneforgedRuneforged Veteran Sabatons65127 AR 116 ER 42 Ward-4747
Runeforged Covered SabatonsNormal baseCovered Sabatons4596 AR 86 ER-3434
RuneforgedRuneforged Covered Sabatons4596 AR 86 ER 39 Ward-3434Verisium x130
RunemasteredRunemastered Covered Sabatons5569 AR 63 ER 73 Ward-4141Verisium x700
Normal baseBlacksteel Sabatons80154 AR 140 ER-5959Verisium x405
RuneforgedRuneforged Blacksteel Sabatons8040 AR 37 ER 190 Ward-5959
Runeforged Secured LeggingsNormal baseSecured Leggings1641 AR 15 ES-1414
RuneforgedRuneforged Secured Leggings1641 AR 15 ES 26 Ward-1414Verisium x30
RunemasteredRunemastered Secured Leggings3858 AR 17 ES 41 Ward5 % increased Movement Speed2929Verisium x1680
Normal baseApostle Leggings70134 AR 37 ES-5151Verisium x315
RuneforgedRuneforged Apostle Leggings7074 AR 20 ES 116 Ward-5151
Runeforged Pelt LeggingsNormal basePelt Leggings3373 AR 22 ES-2626Verisium x75
RuneforgedRuneforged Pelt Leggings3373 AR 22 ES 34 Ward-2626
Normal baseShamanistic Leggings59123 AR 34 ES-4444Verisium x200
RuneforgedRuneforged Shamanistic Leggings59110 AR 31 ES 49 Ward-4444
Normal baseWarlock Leggings75134 AR 37 ES-5656Verisium x385
RuneforgedRuneforged Warlock Leggings75134 AR 37 ES 42 Ward-5656
Runeforged Weaver LeggingsNormal baseWeaver Leggings4596 AR 28 ES-3434Verisium x125
RuneforgedRuneforged Weaver Leggings4596 AR 28 ES 39 Ward-3434
Normal baseCryptic Leggings80134 AR 37 ES-5959Verisium x405
RuneforgedRuneforged Cryptic Leggings8034 AR 9 ES 201 Ward-5959
Runeforged Padded LeggingsNormal basePadded Leggings520 AR 10 ES-77Verisium x20
RuneforgedRuneforged Padded Leggings520 AR 10 ES 17 Ward-77
Normal baseFaithful Leggings65134 AR 37 ES-4747Verisium x280
RuneforgedRuneforged Faithful Leggings65121 AR 34 ES 42 Ward-4747
Normal baseAncient Leggings65134 AR 37 ES-5656Verisium x960
RunemasteredRunemastered Ancient Leggings65107 AR 30 ES 53 Ward-5656
Runeforged Laced BootsNormal baseLaced Boots1147 ER-17
RuneforgedRuneforged Laced Boots1147 ER 21 Ward-17Verisium x25
RunemasteredRunemastered Laced Boots3854 ER 81 Ward5 % increased Movement Speed51Verisium x710
Normal baseCinched Boots65222 ER-86
RuneforgedRuneforged Cinched Boots65200 ER 42 Ward-86Verisium x270
RunemasteredRunemastered Cinched Boots65178 ER 74 Ward-86Verisium x530
Runeforged Steeltoe BootsNormal baseSteeltoe Boots28102 ER-39Verisium x55
RuneforgedRuneforged Steeltoe Boots28102 ER 32 Ward-39
Normal baseStudded Boots54186 ER-72Verisium x175
RuneforgedRuneforged Studded Boots54177 ER 36 Ward-72
Normal baseCavalry Boots70233 ER-93Verisium x335
RuneforgedRuneforged Cavalry Boots70122 ER 116 Ward-93
Runeforged Rawhide BootsNormal baseRawhide Boots15 ER--Verisium x15
RuneforgedRuneforged Rawhide Boots15 ER 14 Ward--
Runeforged Lizardscale BootsNormal baseLizardscale Boots33118 ER-45
RuneforgedRuneforged Lizardscale Boots33118 ER 36 Ward-45Verisium x70
RunemasteredRunemastered Lizardscale Boots4099 ER 42 Ward-54Verisium x220
Normal baseSerpentscale Boots59203 ER-78Verisium x200
RuneforgedRuneforged Serpentscale Boots59162 ER 68 Ward-78
Normal baseDragonscale Boots75244 ER-101Verisium x375
RuneforgedRuneforged Dragonscale Boots75211 ER 53 Ward-101
Runeforged Embossed BootsNormal baseEmbossed Boots1663 ER-23
RuneforgedRuneforged Embossed Boots1663 ER 26 Ward-23Verisium x30
RunemasteredRunemastered Embossed Boots3894 ER 41 Ward5 % increased Movement Speed51Verisium x720
Runeforged Flared BootsNormal baseFlared Boots45157 ER-60Verisium x125
RuneforgedRuneforged Flared Boots45157 ER 39 Ward-60
Normal baseDrakeskin Boots80255 ER-108Verisium x415
RuneforgedRuneforged Drakeskin Boots8089 ER 169 Ward-108
Runeforged Frayed ShoesNormal baseFrayed Shoes515 ER 10 ES-77Verisium x20
RuneforgedRuneforged Frayed Shoes515 ER 10 ES 17 Ward-77
Normal baseVelour Shoes5299 ER 31 ES-3838Verisium x520
RunemasteredRunemastered Velour Shoes6585 ER 26 ES 63 Ward-4747
Normal baseWanderer Shoes65122 ER 37 ES-4747Verisium x255
RuneforgedRuneforged Wanderer Shoes65110 ER 34 ES 42 Ward-4747
Runeforged Steelpoint ShoesNormal baseSteelpoint Shoes4586 ER 28 ES-3434Verisium x130
RuneforgedRuneforged Steelpoint Shoes4586 ER 28 ES 39 Ward-3434
Normal baseDaggerfoot Shoes80140 ER 43 ES-5959Verisium x435
RuneforgedRuneforged Daggerfoot Shoes8034 ER 10 ES 194 Ward-5959
Runeforged Hunting ShoesNormal baseHunting Shoes3365 ER 22 ES-2626
RuneforgedRuneforged Hunting Shoes3365 ER 22 ES 34 Ward-2626Verisium x70
RunemasteredRunemastered Hunting Shoes4070 ER 23 ES 28 Ward-3030Verisium x220
Normal baseTreerunner Shoes59111 ER 34 ES-4444Verisium x205
RuneforgedRuneforged Treerunner Shoes5995 ER 29 ES 58 Ward-4444
Normal baseQuickslip Shoes75134 ER 41 ES-5656Verisium x365
RuneforgedRuneforged Quickslip Shoes75128 ER 39 ES 32 Ward-5656
Runeforged Threaded ShoesNormal baseThreaded Shoes1635 ER 15 ES-1414
RuneforgedRuneforged Threaded Shoes1635 ER 15 ES 26 Ward-1414Verisium x30
RunemasteredRunemastered Threaded Shoes3855 ER 19 ES 34 Ward5 % increased Movement Speed2929Verisium x220
Normal baseCharmed Shoes70128 ER 39 ES-5151Verisium x325
RuneforgedRuneforged Charmed Shoes7067 ER 20 ES 116 Ward-5151
Runeforged Straw SandalsNormal baseStraw Sandals14 ES--
RuneforgedRuneforged Straw Sandals14 ES 14 Ward--Verisium x15
RunemasteredRunemastered Straw Sandals3845 ES 34 Ward5 % increased Movement Speed51Verisium x200
Runeforged Silk SlippersNormal baseSilk Slippers2736 ES-38
RuneforgedRuneforged Silk Slippers2736 ES 31 Ward-38Verisium x50
RunemasteredRunemastered Silk Slippers3836 ES 54 Ward-51Verisium x220
Normal baseElegant Slippers5458 ES-72Verisium x180
RuneforgedRuneforged Elegant Slippers5450 ES 54 Ward-72
Normal baseLuxurious Slippers7073 ES-93Verisium x325
RuneforgedRuneforged Luxurious Slippers7037 ES 116 Ward-93
Runeforged Lattice SandalsNormal baseLattice Sandals1627 ES-23
RuneforgedRuneforged Lattice Sandals1627 ES 26 Ward-23Verisium x30
RunemasteredRunemastered Lattice Sandals3834 ES 34 Ward5 % increased Movement Speed51Verisium x1690
Runeforged Wrapped SandalsNormal baseWrapped Sandals1122 ES-17
RuneforgedRuneforged Wrapped Sandals1122 ES 21 Ward-17Verisium x25
RunemasteredRunemastered Wrapped Sandals3841 ES 41 Ward5 % increased Movement Speed51Verisium x370
Normal baseBound Sandals6568 ES-86Verisium x265
RuneforgedRuneforged Bound Sandals6561 ES 42 Ward-86
Runeforged Flax SandalsNormal baseFlax Sandals4551 ES-60Verisium x125
RuneforgedRuneforged Flax Sandals4551 ES 39 Ward-60
Normal baseSekhema Sandals8083 ES-108Verisium x430
RuneforgedRuneforged Sekhema Sandals8022 ES 184 Ward-108
Runeforged Feathered SandalsNormal baseFeathered Sandals3341 ES-45
RuneforgedRuneforged Feathered Sandals3341 ES 36 Ward-45Verisium x75
RunemasteredRunemastered Feathered Sandals4033 ES 42 Ward-54Verisium x220
Normal baseDunerunner Sandals5963 ES-78Verisium x210
RuneforgedRuneforged Dunerunner Sandals5956 ES 49 Ward-78
Normal baseSandsworn Sandals7578 ES-101Verisium x390
RuneforgedRuneforged Sandsworn Sandals7566 ES 49 Ward-101
Runemastered Grand CuissesNormal baseGrand Cuisses6589 AR 81 ER 25 ES-343434Verisium x540
RunemasteredRunemastered Grand Cuisses6545 AR 41 ER 12 ES 106 Ward-343434
IconStageItem
DefencesOtherReq.Cost
Runeforged Moulded MittsNormal baseMoulded Mitts3389 AR-42
RuneforgedRuneforged Moulded Mitts3389 AR 22 Ward-42Verisium x55
RunemasteredRunemastered Moulded Mitts5570 AR 61 Ward-68Verisium x400
Normal baseFeathered Mitts59149 AR-73Verisium x170
RuneforgedRuneforged Feathered Mitts59134 AR 32 Ward-73
Normal baseVaal Mitts75179 AR-94Verisium x290
RuneforgedRuneforged Vaal Mitts75162 AR 28 Ward-94
Runeforged Stocky MittsNormal baseStocky Mitts15 AR--
RuneforgedRuneforged Stocky Mitts15 AR 10 Ward--Verisium x10
RunemasteredRunemastered Stocky Mitts3850 AR 45 Ward-48Verisium x240
Runeforged Bolstered MittsNormal baseBolstered Mitts2775 AR-35
RuneforgedRuneforged Bolstered Mitts2775 AR 21 Ward-35Verisium x40
RunemasteredRunemastered Bolstered Mitts3880 AR 27 Ward-48Verisium x150
Normal baseAncient Mitts54137 AR-67Verisium x140
RuneforgedRuneforged Ancient Mitts54103 AR 48 Ward-67
Normal baseOrnate Mitts70171 AR-87Verisium x250
RuneforgedRuneforged Ornate Mitts70106 AR 63 Ward-87
Runeforged Detailed MittsNormal baseDetailed Mitts45116 AR-56Verisium x105
RuneforgedRuneforged Detailed Mitts45116 AR 26 Ward-56
Normal baseMassive Mitts80187 AR-101Verisium x330
RuneforgedRuneforged Massive Mitts8049 AR 127 Ward-101
Runeforged Riveted MittsNormal baseRiveted Mitts1138 AR-16
RuneforgedRuneforged Riveted Mitts1138 AR 16 Ward-16Verisium x20
RunemasteredRunemastered Riveted Mitts3880 AR 23 Ward-48Verisium x250
Normal baseKnightly Mitts65162 AR-80Verisium x215
RuneforgedRuneforged Knightly Mitts65146 AR 28 Ward-80
Runemastered Titan MittsNormal baseTitan Mitts52132 AR-64Verisium x400
RunemasteredRunemastered Titan Mitts65114 AR 49 Ward-80
Runeforged Tempered MittsNormal baseTempered Mitts1649 AR-22
RuneforgedRuneforged Tempered Mitts1649 AR 17 Ward-22Verisium x20
RunemasteredRunemastered Tempered Mitts3895 AR 23 Ward-48Verisium x150
Runeforged Ringmail GauntletsNormal baseRingmail Gauntlets614 AR 11 ER-66
RuneforgedRuneforged Ringmail Gauntlets614 AR 11 ER 12 Ward-66Verisium x15
RunemasteredRunemastered Ringmail Gauntlets3844 AR 39 ER 18 Ward-2727Verisium x140
Normal baseBurnished Gauntlets5273 AR 66 ER-3636Verisium x230
RunemasteredRunemastered Burnished Gauntlets5236 AR 33 ER 58 Ward-3636
Normal baseSteelmail Gauntlets6589 AR 81 ER-4444Verisium x205
RuneforgedRuneforged Steelmail Gauntlets6580 AR 73 ER 28 Ward-4444
Runeforged Doubled GauntletsNormal baseDoubled Gauntlets3349 AR 43 ER-2424
RuneforgedRuneforged Doubled Gauntlets3349 AR 43 ER 24 Ward-2424Verisium x55
RunemasteredRunemastered Doubled Gauntlets5561 AR 56 ER 24 Ward-3838Verisium x260
Normal baseZealot Gauntlets5982 AR 74 ER-4141Verisium x160
RuneforgedRuneforged Zealot Gauntlets5978 AR 71 ER 26 Ward-4141
Normal baseCultist Gauntlets7598 AR 90 ER-5252Verisium x295
RuneforgedRuneforged Cultist Gauntlets7585 AR 77 ER 35 Ward-5252
Runeforged Layered GauntletsNormal baseLayered Gauntlets1627 AR 23 ER-1313
RuneforgedRuneforged Layered Gauntlets1627 AR 23 ER 17 Ward-1313Verisium x25
RunemasteredRunemastered Layered Gauntlets3852 AR 47 ER 14 Ward-2727Verisium x140
Normal baseCommander Gauntlets7094 AR 85 ER-4848Verisium x280
RuneforgedRuneforged Commander Gauntlets7058 AR 53 ER 63 Ward-4848
Runeforged Plate GauntletsNormal basePlate Gauntlets4564 AR 58 ER-3232
RuneforgedRuneforged Plate Gauntlets4564 AR 58 ER 27 Ward-3232Verisium x100
RunemasteredRunemastered Plate Gauntlets5569 AR 63 ER 12 Ward-3838Verisium x260
Normal baseBlacksteel Gauntlets80103 AR 94 ER-5555Verisium x355
RuneforgedRuneforged Blacksteel Gauntlets8018 AR 16 ER 141 Ward-5555
Runeforged Rope CuffsNormal baseRope Cuffs513 AR 6 ES-66
RuneforgedRuneforged Rope Cuffs513 AR 6 ES 11 Ward-66Verisium x15
RunemasteredRunemastered Rope Cuffs3833 AR 10 ES 36 Ward-2727Verisium x130
Normal baseBound Cuffs6589 AR 25 ES-4444Verisium x215
RuneforgedRuneforged Bound Cuffs6580 AR 22 ES 28 Ward-4444
Runeforged Kalguuran CuffsNormal baseKalguuran Cuffs4564 AR 19 ES-3232
RuneforgedRuneforged Kalguuran Cuffs4564 AR 19 ES 27 Ward-3232Verisium x105
RunemasteredRunemastered Verisium Cuffs5573 AR 21 ES 12 Ward-3838Verisium x260
Normal baseAdherent Cuffs8098 AR 27 ES-5555Verisium x350
RuneforgedRuneforged Adherent Cuffs8022 AR 6 ES 134 Ward-5555
Runeforged Goldcast CuffsNormal baseGoldcast Cuffs3349 AR 15 ES-2424
RuneforgedRuneforged Goldcast Cuffs3349 AR 15 ES 24 Ward-2424Verisium x55
RunemasteredRunemastered Goldcast Cuffs5577 AR 22 ES 37 Ward-3838Verisium x260
Normal baseOrnate Cuffs5982 AR 23 ES-4141Verisium x160
RuneforgedRuneforged Ornate Cuffs5965 AR 18 ES 45 Ward-4141
Normal baseGleaming Cuffs7594 AR 26 ES-5252Verisium x295
RuneforgedRuneforged Gleaming Cuffs7589 AR 25 ES 28 Ward-5252
Runeforged Aged CuffsNormal baseAged Cuffs1627 AR 10 ES-1313
RuneforgedRuneforged Aged Cuffs1627 AR 10 ES 17 Ward-1313Verisium x25
RunemasteredRunemastered Aged Cuffs3844 AR 13 ES 18 Ward-2727Verisium x150
Normal baseAncient Cuffs7089 AR 25 ES-4848Verisium x255
RuneforgedRuneforged Ancient Cuffs7058 AR 16 ES 63 Ward-4848
Runeforged Sectioned BracersNormal baseSectioned Bracers2868 ER-36
RuneforgedRuneforged Sectioned Bracers2868 ER 22 Ward-36Verisium x40
RunemasteredRunemastered Sectioned Bracers3876 ER 18 Ward-48Verisium x150
Normal baseRefined Bracers54124 ER-67Verisium x145
RuneforgedRuneforged Refined Bracers54118 ER 24 Ward-67
Normal baseGrand Bracers70155 ER-87Verisium x275
RuneforgedRuneforged Grand Bracers7096 ER 63 Ward-87
Runeforged Firm BracersNormal baseFirm Bracers1131 ER-16
RuneforgedRuneforged Firm Bracers1131 ER 16 Ward-16Verisium x20
RunemasteredRunemastered Firm Bracers3863 ER 27 Ward-48Verisium x140
Normal baseStalking Bracers65148 ER-80Verisium x220
RuneforgedRuneforged Stalking Bracers65133 ER 28 Ward-80
Runeforged Suede BracersNormal baseSuede Bracers10 ER--
RuneforgedRuneforged Suede Bracers10 ER 10 Ward--Verisium x10
RunemasteredRunemastered Suede Bracers3863 ER 20 Ward-48Verisium x420
Normal baseRuneforged Engraved Bracers65133 ER 35 Ward-80Verisium x330
RuneforgedRuneforged Engraved Bracers65133 ER 35 Ward-80
Runeforged Bound BracersNormal baseBound Bracers1642 ER-22Verisium x20
RuneforgedRuneforged Bound Bracers1642 ER 17 Ward-22
Runeforged Spined BracersNormal baseSpined Bracers3379 ER-42
RuneforgedRuneforged Spined Bracers3379 ER 22 Ward-42Verisium x60
RunemasteredRunemastered Spined Bracers3872 ER 18 Ward-48Verisium x490
Normal baseSpiked Bracers59135 ER-73Verisium x155
RuneforgedRuneforged Spiked Bracers59108 ER 45 Ward-73
Normal baseBarbed Bracers75163 ER-94Verisium x295
RuneforgedRuneforged Barbed Bracers75141 ER 35 Ward-94
Runeforged Fine BracersNormal baseFine Bracers45105 ER-56
RuneforgedRuneforged Fine Bracers45105 ER 26 Ward-56Verisium x95
RunemasteredRunemastered Fine Bracers4552 ER 52 Ward-56Verisium x1740
Normal basePolished Bracers80170 ER-101Verisium x335
RuneforgedRuneforged Polished Bracers8052 ER 120 Ward-101
Runeforged Linen WrapsNormal baseLinen Wraps1623 ER 10 ES-1313
RuneforgedRuneforged Linen Wraps1623 ER 10 ES 17 Ward-1313Verisium x25
RunemasteredRunemastered Linen Wraps3837 ER 12 ES 23 Ward-2727Verisium x150
Normal baseElegant Wraps7085 ER 26 ES-4848Verisium x275
RuneforgedRuneforged Elegant Wraps7053 ER 16 ES 63 Ward-4848
Runeforged Buckled WrapsNormal baseBuckled Wraps4558 ER 19 ES-3232Verisium x95
RuneforgedRuneforged Buckled Wraps4558 ER 19 ES 27 Ward-3232
Normal baseSecured Wraps8094 ER 29 ES-5555Verisium x330
RuneforgedRuneforged Secured Wraps8018 ER 5 ES 138 Ward-5555
Runeforged Spiral WrapsNormal baseSpiral Wraps3343 ER 15 ES-2424
RuneforgedRuneforged Spiral Wraps3343 ER 15 ES 24 Ward-2424Verisium x60
RunemasteredRunemastered Spiral Wraps5538 ER 12 ES 67 Ward-3838Verisium x500
Normal baseAdorned Wraps5974 ER 23 ES-4141Verisium x160
RuneforgedRuneforged Adorned Wraps5963 ER 20 ES 39 Ward-4141
Normal baseVaal Wraps7590 ER 27 ES-5252Verisium x310
RuneforgedRuneforged Vaal Wraps7581 ER 25 ES 28 Ward-5252
Runeforged Gauze WrapsNormal baseGauze Wraps49 ER 6 ES-66
RuneforgedRuneforged Gauze Wraps49 ER 6 ES 11 Ward-66Verisium x15
RunemasteredRunemastered Gauze Wraps3890 Ward-2727Verisium x230
Normal baseFurtive Wraps5266 ER 21 ES-3636Verisium x1960
RunemasteredRunemastered Furtive Wraps5556 ER 17 ES 24 Ward-3838
Normal baseWar Wraps6594 ER 29 ES-4444Verisium x210
RuneforgedRuneforged War Wraps6573 ER 22 ES 28 Ward-4444
Normal baseUtility Wraps6581 ER 25 ES-4444Verisium x2750
RunemasteredRunemastered Utility Wraps6549 ER 15 ES 56 Ward-4444
Runeforged Sombre GlovesNormal baseSombre Gloves1215 ES-17
RuneforgedRuneforged Sombre Gloves1215 ES 17 Ward-17Verisium x20
RunemasteredRunemastered Sombre Gloves3924 ES 18 Ward-49Verisium x140
Normal baseGrim Gloves6545 ES-80Verisium x225
RuneforgedRuneforged Grim Gloves6541 ES 28 Ward-80
Runeforged Pauascale GlovesNormal basePauascale Gloves4534 ES-56
RuneforgedRuneforged Pauascale Gloves4534 ES 26 Ward-56Verisium x95
RunemasteredRunemastered Pauascale Gloves5530 ES 31 Ward-68Verisium x260
Normal baseSirenscale Gloves8054 ES-101Verisium x335
RuneforgedRuneforged Sirenscale Gloves8013 ES 128 Ward-101
Runeforged Torn GlovesNormal baseTorn Gloves9 ES--
RuneforgedRuneforged Torn Gloves9 ES 10 Ward--Verisium x10
RunemasteredRunemastered Torn Gloves3818 ES 36 Ward-48Verisium x240
Runeforged Jewelled GlovesNormal baseJewelled Gloves2623 ES-34
RuneforgedRuneforged Jewelled Gloves2623 ES 20 Ward-34Verisium x40
RunemasteredRunemastered Jewelled Gloves3821 ES 27 Ward-48Verisium x140
Normal baseBaroque Gloves5439 ES-67Verisium x135
RuneforgedRuneforged Baroque Gloves5433 ES 36 Ward-67
Normal baseOpulent Gloves7048 ES-87Verisium x265
RuneforgedRuneforged Opulent Gloves7029 ES 63 Ward-87
Runeforged Stitched GlovesNormal baseStitched Gloves1618 ES-22
RuneforgedRuneforged Stitched Gloves1618 ES 17 Ward-22Verisium x25
RunemasteredRunemastered Stitched Gloves3830 ES 23 Ward-48Verisium x150
Runemastered Embroidered GlovesNormal baseEmbroidered Gloves5238 ES-64Verisium x1900
RunemasteredRunemastered Embroidered Gloves5226 ES 35 Ward-64
Runeforged Intricate GlovesNormal baseIntricate Gloves3327 ES-42
RuneforgedRuneforged Intricate Gloves3327 ES 22 Ward-42Verisium x60
RunemasteredRunemastered Intricate Gloves5547 ES 24 Ward-68Verisium x260
Normal baseGold Gloves5942 ES-73Verisium x165
RuneforgedRuneforged Gold Gloves5931 ES 52 Ward-73
Normal baseVaal Gloves7551 ES-94Verisium x305
RuneforgedRuneforged Vaal Gloves7547 ES 21 Ward-94
Runemastered Grand ManchettesNormal baseGrand Manchettes6560 AR 54 ER 17 ES-323232Verisium x640
RunemasteredRunemastered Grand Manchettes6530 AR 27 ER 8 ES 70 Ward-323232
IconStageItem
DefencesOtherReq.Cost
Runeforged Wrapped GreathelmNormal baseWrapped Greathelm1699 AR-25
RuneforgedRuneforged Wrapped Greathelm1699 AR 35 Ward-25Verisium x35
RunemasteredRunemastered Wrapped Greathelm38170 AR 27 Ward-54Verisium x180
Runeforged Rusted GreathelmNormal baseRusted Greathelm29 AR--
RuneforgedRuneforged Rusted Greathelm29 AR 19 Ward--Verisium x15
RunemasteredRunemastered Rusted Greathelm38360 AR 36 Ward-54Verisium x160
RunemasteredRunemastered Rusted Greathelm38360 AR 36 Ward-54Verisium x170
Runeforged Elite GreathelmNormal baseElite Greathelm33177 AR-48
RuneforgedRuneforged Elite Greathelm33177 AR 49 Ward-48Verisium x90
RunemasteredRunemastered Elite Greathelm55209 AR 61 Ward-78Verisium x330
Normal baseNoble Greathelm59297 AR-83Verisium x245
RuneforgedRuneforged Noble Greathelm59223 AR 104 Ward-83
Normal baseParagon Greathelm75357 AR-107Verisium x420
RuneforgedRuneforged Paragon Greathelm75341 AR 42 Ward-107
Runeforged Spired GreathelmNormal baseSpired Greathelm27149 AR-40
RuneforgedRuneforged Spired Greathelm27149 AR 49 Ward-40Verisium x65
RunemasteredRunemastered Spired Greathelm40115 AR 85 Ward-58Verisium x1110
Normal baseElegant Greathelm54274 AR-77Verisium x220
RuneforgedRuneforged Elegant Greathelm54247 AR 60 Ward-77
Normal baseMasked Greathelm70341 AR-99Verisium x380
RuneforgedRuneforged Masked Greathelm70260 AR 85 Ward-99
Runeforged Warrior GreathelmNormal baseWarrior Greathelm36191 AR-52
RuneforgedRuneforged Warrior Greathelm36191 AR 50 Ward-52Verisium x100
RunemasteredRunemastered Warrior Greathelm55111 AR 147 Ward-78Verisium x320
Runeforged Soldier GreathelmNormal baseSoldier Greathelm1280 AR-19
RuneforgedRuneforged Soldier Greathelm1280 AR 29 Ward-19Verisium x30
RunemasteredRunemastered Soldier Greathelm38140 AR 54 Ward-54Verisium x180
Normal baseWarmonger Greathelm65325 AR-91Verisium x315
RuneforgedRuneforged Warmonger Greathelm65292 AR 56 Ward-91
Runeforged Commander GreathelmNormal baseCommander Greathelm45233 AR-64Verisium x150
RuneforgedRuneforged Commander Greathelm45233 AR 56 Ward-64
Normal baseImperial Greathelm80374 AR-115Verisium x460
RuneforgedRuneforged Imperial Greathelm80114 AR 240 Ward-115
Runeforged Fierce GreathelmNormal baseFierce Greathelm51260 AR-73
RuneforgedRuneforged Fierce Greathelm51260 AR 57 Ward-73Verisium x195
RunemasteredRunemastered Fierce Greathelm55334 AR 24 Ward-78Verisium x170
Runeforged Shielded HelmNormal baseShielded Helm3397 AR 87 ER-2727
RuneforgedRuneforged Shielded Helm3397 AR 87 ER 44 Ward-2727Verisium x90
RunemasteredRunemastered Shielded Helm55107 AR 97 ER 122 Ward-4343Verisium x450
Normal baseCassis Helm59163 AR 149 ER-4646Verisium x255
RuneforgedRuneforged Gladiatorial Helm (FourHelmetStrDex5CruelVerisium)59147 AR 134 ER 65 Ward-4646
Normal baseChampion Helm75197 AR 179 ER-5959Verisium x415
RuneforgedRuneforged Champion Helm75179 AR 163 ER 56 Ward-5959
Normal baseGladiatorial Helm80206 AR 187 ER-6363Verisium x470
RuneforgedRuneforged Gladiatorial Helm (FourHelmetStrDex6EndgameVerisium)8054 AR 49 ER 254 Ward-6363
Runemastered Decorated HelmNormal baseDecorated Helm52146 AR 132 ER-4141Verisium x4890
RunemasteredRunemastered Decorated Helm65161 AR 146 ER 70 Ward-5050
Runeforged Visored HelmNormal baseVisored Helm1654 AR 46 ER-1515
RuneforgedRuneforged Visored Helm1654 AR 46 ER 35 Ward-1515Verisium x35
RunemasteredRunemastered Visored Helm3877 AR 69 ER 54 Ward-3131Verisium x320
Runeforged Cowled HelmNormal baseCowled Helm2680 AR 70 ER-2222
RuneforgedRuneforged Cowled Helm2680 AR 70 ER 41 Ward-2222Verisium x60
RunemasteredRunemastered Cowled Helm40104 AR 93 ER 19 Ward-3232Verisium x530
Normal baseCabalist Helm54151 AR 137 ER-4242Verisium x220
RuneforgedRuneforged Cabalist Helm54113 AR 102 ER 96 Ward-4242
Normal baseCryptic Helm70188 AR 171 ER-5454Verisium x365
RuneforgedRuneforged Cryptic Helm70143 AR 130 ER 85 Ward-5454
Runeforged Guarded HelmNormal baseGuarded Helm1142 AR 34 ER-1111
RuneforgedRuneforged Guarded Helm1142 AR 34 ER 32 Ward-1111Verisium x30
RunemasteredRunemastered Guarded Helm38275 AR 247 ER 36 Ward-3131Verisium x180
Normal baseWarded Helm65179 AR 163 ER-5050Verisium x295
RuneforgedRuneforged Warded Helm65166 AR 151 ER 48 Ward-5050
Runeforged Brimmed HelmNormal baseBrimmed Helm526 AR 20 ER-77
RuneforgedRuneforged Brimmed Helm526 AR 20 ER 26 Ward-77Verisium x25
RunemasteredRunemastered Brimmed Helm3844 AR 39 ER 109 Ward-3131Verisium x180
Runeforged Closed HelmNormal baseClosed Helm45128 AR 115 ER-3636Verisium x155
RuneforgedRuneforged Closed Helm45128 AR 115 ER 52 Ward-3636
Ancient VisorNormal baseAncient Visor65179 AR 163 ER-5959Verisium x300
UpgradeAncient Visor65179 AR 163 ER-5959
Runeforged Iron CrownNormal baseIron Crown526 AR 13 ES-77
RuneforgedRuneforged Iron Crown526 AR 13 ES 26 Ward-77Verisium x20
RunemasteredRunemastered Iron Crown3872 AR 21 ES 72 Ward-3131Verisium x330
Runeforged Cultist CrownNormal baseCultist Crown1654 AR 19 ES-1515
RuneforgedRuneforged Cultist Crown1654 AR 19 ES 35 Ward-1515Verisium x35
RunemasteredRunemastered Cultist Crown38165 AR 50 ES 49 Ward-3131Verisium x310
Runeforged Heavy CrownNormal baseHeavy Crown3397 AR 30 ES-2727
RuneforgedRuneforged Heavy Crown3397 AR 30 ES 44 Ward-2727Verisium x85
RunemasteredRunemastered Heavy Crown5577 AR 22 ES 122 Ward-4343Verisium x440
Normal baseInquisitor Crown59163 AR 46 ES-4646Verisium x255
RuneforgedRuneforged Inquisitor Crown59155 AR 44 ES 52 Ward-4646
Normal baseDivine Crown75197 AR 55 ES-5959Verisium x415
RuneforgedRuneforged Divine Crown75179 AR 50 ES 56 Ward-5959
Runeforged Horned CrownNormal baseHorned Crown1039 AR 16 ES-1010
RuneforgedRuneforged Horned Crown1039 AR 16 ES 30 Ward-1010Verisium x30
RunemasteredRunemastered Horned Crown3883 AR 25 ES 54 Ward-3131Verisium x180
Normal baseDruidic Crown65179 AR 50 ES-5050Verisium x295
RuneforgedRuneforged Druidic Crown65161 AR 45 ES 56 Ward-5050
Runemastered Tenebrous CrownNormal baseTenebrous Crown65179 AR 50 ES-5959Verisium x300
RunemasteredRunemastered Tenebrous Crown65143 AR 40 ES 56 Ward-5959
Runeforged Spiritbone CrownNormal baseSpiritbone Crown45128 AR 37 ES-3636
RuneforgedRuneforged Spiritbone Crown45128 AR 37 ES 52 Ward-3636Verisium x160
RunemasteredRunemastered Spiritbone Crown (FourHelmetStrInt6VerisiumUnique1)65116 AR 32 ES 113 WardHas 3 Sockets5050Verisium x25
RunemasteredRunemastered Spiritbone Crown (FourHelmetStrInt6VerisiumUnique2)65116 AR 32 ES 113 Ward(2550) % increased Runic Ward Regeneration Rate+250 Intelligence Requirement100 % reduced Duration of Curses on you5050Verisium x25
RunemasteredRunemastered Spiritbone Crown (FourHelmetStrInt6VerisiumUnique3)65116 AR 32 ES 113 WardEvery 5 seconds, gain a Verisium Infusion5050Verisium x25
Normal baseCryptic Crown80206 AR 57 ES-6363Verisium x465
RuneforgedRuneforged Cryptic Crown8054 AR 15 ES 254 Ward-6363
Runeforged Martyr CrownNormal baseMartyr Crown2885 AR 27 ES-2323
RuneforgedRuneforged Martyr Crown2885 AR 27 ES 43 Ward-2323Verisium x65
RunemasteredRunemastered Martyr Crown4066 AR 20 ES 81 Ward-3232Verisium x830
Normal baseHallowed Crown54151 AR 43 ES-4242Verisium x205
RuneforgedRuneforged Hallowed Crown54121 AR 34 ES 84 Ward-4242
Normal baseSaintly Crown70188 AR 52 ES-5454Verisium x380
RuneforgedRuneforged Saintly Crown70125 AR 35 ES 113 Ward-5454
Runeforged Corsair CapNormal baseCorsair Cap45210 ER-64
RuneforgedRuneforged Corsair Cap45210 ER 56 Ward-64Verisium x150
RunemasteredRunemastered Corsair Cap55202 ER 37 Ward-78Verisium x3760
Normal baseFreebooter Cap80340 ER-115Verisium x470
RuneforgedRuneforged Freebooter Cap80104 ER 240 Ward-115
Runeforged Hunter HoodNormal baseHunter Hood33158 ER-48
RuneforgedRuneforged Hunter Hood33158 ER 49 Ward-48Verisium x90
RunemasteredRunemastered Hunter Hood4073 ER 75 Ward-58Verisium x330
Normal baseDeerstalker Hood59270 ER-83Verisium x260
RuneforgedRuneforged Deerstalker Hood59216 ER 91 Ward-83
Normal baseTrapper Hood75326 ER-107Verisium x410
RuneforgedRuneforged Trapper Hood75311 ER 42 Ward-107
Runemastered Velvet CapNormal baseVelvet Cap52240 ER-74Verisium x3860
RunemasteredRunemastered Velvet Cap65222 ER 70 Ward-91
Runeforged Felt CapNormal baseFelt Cap1058 ER-17
RuneforgedRuneforged Felt Cap1058 ER 27 Ward-17Verisium x30
RunemasteredRunemastered Felt Cap38134 ER 54 Ward-54Verisium x320
Normal baseWoven Cap65296 ER-91Verisium x290
RuneforgedRuneforged Woven Cap65281 ER 42 Ward-91
Runeforged Lace HoodNormal baseLace Hood1684 ER-25
RuneforgedRuneforged Lace Hood (FourHelmetDex3Verisium)1684 ER 35 Ward-25Verisium x35
RuneforgedRuneforged Lace Hood (FourHelmetDex3VerisiumUnique1)3890 ER 72 Ward(3050) % increased Ignite Magnitude54Verisium x590
Runeforged Swathed CapNormal baseSwathed Cap26127 ER-38Verisium x60
RuneforgedRuneforged Swathed Cap26127 ER 48 Ward-38
Normal baseWrapped Cap54248 ER-77Verisium x215
RuneforgedRuneforged Wrapped Cap54211 ER 72 Ward-77
Normal baseDesert Cap70311 ER-99Verisium x375
RuneforgedRuneforged Desert Cap70222 ER 99 Ward-99
Runeforged Viper CapNormal baseViper Cap38179 ER-54
RuneforgedRuneforged Viper Cap38179 ER 52 Ward-54Verisium x115
RunemasteredRunemastered Viper Cap55139 ER 110 Ward-78Verisium x3710
Runeforged Shabby HoodNormal baseShabby Hood19 ER--
RuneforgedRuneforged Shabby Hood19 ER 19 Ward--Verisium x15
RunemasteredRunemastered Shabby Hood38201 Ward-54Verisium x180
Normal baseArmoured Cap65296 ER-91Verisium x3710
RunemasteredRunemastered Armoured Cap65178 ER 113 Ward-91
Runemastered Covert HoodNormal baseCovert Hood56257 ER-79Verisium x600
RunemasteredRunemastered Covert Hood56129 ER 124 Ward-79
Runeforged Leatherbound HoodNormal baseLeatherbound Hood50231 ER-71
RuneforgedRuneforged Leatherbound Hood50231 ER 56 Ward-71Verisium x185
RunemasteredRunemastered Leatherbound Hood65266 ER 28 Ward-91Verisium x2760
Runeforged Hooded MaskNormal baseHooded Mask1646 ER 19 ES-1515
RuneforgedRuneforged Hooded Mask1646 ER 19 ES 35 Ward-1515Verisium x35
RunemasteredRunemastered Hooded Mask3869 ER 23 ES 54 Ward-3131Verisium x170
Runeforged Veiled MaskNormal baseVeiled Mask2875 ER 27 ES-2323
RuneforgedRuneforged Veiled Mask2875 ER 27 ES 43 Ward-2323Verisium x65
RunemasteredRunemastered Veiled Mask4078 ER 26 ES 57 Ward-3232Verisium x180
Normal basePariah Mask54137 ER 43 ES-4242Verisium x215
RuneforgedRuneforged Pariah Mask54123 ER 39 ES 60 Ward-4242
Normal baseFaridun Mask70171 ER 52 ES-5454Verisium x380
RuneforgedRuneforged Faridun Mask70122 ER 37 ES 99 Ward-5454
Runeforged Solid MaskNormal baseSolid Mask45115 ER 37 ES-3636
RuneforgedRuneforged Solid Mask45115 ER 37 ES 52 Ward-3636Verisium x160
RunemasteredRunemastered Solid Mask55125 ER 39 ES 37 Ward-4343Verisium x590
Normal baseGrinning Mask80187 ER 57 ES-6363Verisium x480
RuneforgedRuneforged Grinning Mask8049 ER 15 ES 254 Ward-6363
Runemastered Death MaskNormal baseDeath Mask65163 ER 50 ES-5050Verisium x3370
RunemasteredRunemastered Death Mask65130 ER 40 ES 70 Ward-5050
Runeforged Face MaskNormal baseFace Mask1032 ER 16 ES-1010
RuneforgedRuneforged Face Mask1032 ER 16 ES 30 Ward-1010Verisium x30
RunemasteredRunemastered Face Mask38118 ER 40 ES 18 Ward-3131Verisium x170
Normal baseBrigand Mask65163 ER 50 ES-5050Verisium x305
RuneforgedRuneforged Brigand Mask65155 ER 47 ES 42 Ward-5050
Runeforged Hewn MaskNormal baseHewn Mask520 ER 13 ES-77
RuneforgedRuneforged Hewn Mask520 ER 13 ES 26 Ward-77Verisium x20
RunemasteredRunemastered Hewn Mask3830 ER 10 ES 54 Ward-3131Verisium x330
Runeforged Tribal MaskNormal baseTribal Mask3387 ER 30 ES-2727
RuneforgedRuneforged Tribal Mask3387 ER 30 ES 44 Ward-2727Verisium x90
RunemasteredRunemastered Tribal Mask52105 ER 33 ES 47 Ward-4141Verisium x590
Normal baseAvian Mask59149 ER 46 ES-4646Verisium x245
RuneforgedRuneforged Avian Mask59119 ER 37 ES 91 Ward-4646
Normal baseSoaring Mask75179 ER 55 ES-5959Verisium x425
RuneforgedRuneforged Soaring Mask75163 ER 50 ES 56 Ward-5959
Runeforged Twig CircletNormal baseTwig Circlet19 ES--
RuneforgedRuneforged Twig Circlet19 ES 19 Ward--Verisium x15
RunemasteredRunemastered Twig Circlet3848 ES 36 Ward-54Verisium x190
Runeforged Beaded CircletNormal baseBeaded Circlet1635 ES-25
RuneforgedRuneforged Beaded Circlet1635 ES 35 Ward-25Verisium x35
RunemasteredRunemastered Beaded Circlet3824 ES 72 Ward-54Verisium x180
Runeforged Jade TiaraNormal baseJade Tiara5073 ES-71
RuneforgedRuneforged Jade Tiara5073 ES 56 Ward-71Verisium x190
RunemasteredRunemastered Jade Tiara6545 ES 141 Ward-91Verisium x620
Normal baseAncestral Tiara80109 ES-115Verisium x495
RuneforgedRuneforged Ancestral Tiara8032 ES 240 Ward-115
Runeforged Gold CircletNormal baseGold Circlet4062 ES-58
RuneforgedRuneforged Gold Circlet4062 ES 55 Ward-58Verisium x125
RunemasteredRunemastered Gold Circlet5516 ES 196 Ward-78Verisium x3860
Runeforged Wicker TiaraNormal baseWicker Tiara1029 ES-17
RuneforgedRuneforged Wicker Tiara1029 ES 27 Ward-17Verisium x30
RunemasteredRunemastered Wicker Tiara3845 ES 45 Ward-54Verisium x180
Normal baseSkycrown Tiara6590 ES-91Verisium x300
RuneforgedRuneforged Skycrown Tiara6581 ES 56 Ward-91
Runeforged Feathered TiaraNormal baseFeathered Tiara3354 ES-48
RuneforgedRuneforged Feathered Tiara3354 ES 49 Ward-48Verisium x90
RunemasteredRunemastered Feathered Tiara5532 ES 98 Ward-78Verisium x330
Normal baseJungle Tiara5984 ES-83Verisium x250
RuneforgedRuneforged Jungle Tiara5963 ES 104 Ward-83
Normal baseKamasan Tiara75103 ES-107Verisium x410
RuneforgedRuneforged Kamasan Tiara7595 ES 42 Ward-107
Runeforged Chain TiaraNormal baseChain Tiara2647 ES-38
RuneforgedRuneforged Chain Tiara2647 ES 48 Ward-38Verisium x55
RunemasteredRunemastered Chain Tiara4062 ES-58Verisium x1450
Normal baseSandsworn Tiara5478 ES-77Verisium x215
RuneforgedRuneforged Sandsworn Tiara5474 ES 48 Ward-77
Normal baseSorcerous Tiara7097 ES-99Verisium x375
RuneforgedRuneforged Sorcerous Tiara7063 ES 113 Ward-99
Runemastered Magus TiaraNormal baseMagus Tiara6590 ES-91Verisium x1180
RunemasteredRunemastered Magus Tiara6568 ES 70 Ward-91
Runemastered Twilight TiaraNormal baseTwilight Tiara5882 ES-82Verisium x1250
RunemasteredRunemastered Twilight Tiara6572 ES 56 Ward-91
Runeforged Vermeil CircletNormal baseVermeil Circlet4568 ES-64
RuneforgedRuneforged Vermeil Circlet4568 ES 56 Ward-64Verisium x155
RunemasteredRunemastered Vermeil Circlet5567 ES 37 Ward-78Verisium x840
Runemastered Grand VisageNormal baseGrand Visage65119 AR 109 ER 33 ES-363636Verisium x310
RunemasteredRunemastered Grand Visage6577 AR 71 ER 22 ES 99 Ward-363636
IconStageItem
DefencesBlockMoveOtherReq.Cost
Runeforged Wooden BucklerNormal baseWooden Buckler518 ER20%-Grants Skill: Parry10
RuneforgedRuneforged Wooden Buckler518 ER 11 Ward20%-Grants Skill: Parry10Verisium x25
RunemasteredRunemastered Wooden Buckler3890 ER 18 Ward20%-Grants Skill: Parry54Verisium x240
Runeforged Ornate BucklerNormal baseOrnate Buckler52120 ER20%-Grants Skill: Parry74
RuneforgedRuneforged Ornate Buckler (FourShieldDex11Verisium)52117 Ward20%-Grants Skill: Parry74Verisium x325
RunemasteredRunemastered Ornate Buckler55114 ER 12 Ward20%-Grants Skill: Parry78Verisium x1000
Runeforged Ridged BucklerNormal baseRidged Buckler2255 ER20%-Grants Skill: Parry33
RuneforgedRuneforged Ridged Buckler2255 ER 21 Ward20%-Grants Skill: Parry33Verisium x45
RunemasteredRunemastered Ridged Buckler4066 ER 28 Ward20%-Grants Skill: Parry58Verisium x240
Runeforged Edged BucklerNormal baseEdged Buckler3992 ER20%-Grants Skill: Parry56Verisium x125
RuneforgedRuneforged Edged Buckler3992 ER 28 Ward20%-Grants Skill: Parry56
Normal baseBladeguard Buckler61139 ER20%-Grants Skill: Parry86Verisium x285
RuneforgedRuneforged Bladeguard Buckler61104 ER 47 Ward20%-Grants Skill: Parry86
Normal baseAncient Buckler75178 ER20%-Grants Skill: Parry107Verisium x415
RuneforgedRuneforged Ancient Buckler75148 ER 35 Ward20%-Grants Skill: Parry107
Runeforged Pearl BucklerNormal basePearl Buckler50116 ER20%-Grants Skill: Parry71Verisium x195
RuneforgedRuneforged Pearl Buckler50116 ER 29 Ward20%-Grants Skill: Parry71
Runeforged Leather BucklerNormal baseLeather Buckler10 ER20%-Grants Skill: Parry-
RuneforgedRuneforged Leather Buckler10 ER 10 Ward20%-Grants Skill: Parry-Verisium x20
RunemasteredRunemastered Leather Buckler38108 ER 36 Ward20%-Grants Skill: Parry54Verisium x240
Runeforged Spiked BucklerNormal baseSpiked Buckler2664 ER20%-Grants Skill: Parry38
RuneforgedRuneforged Spiked Buckler2664 ER 20 Ward20%-Grants Skill: Parry38Verisium x65
RunemasteredRunemastered Spiked Buckler4061 ER 33 Ward20%-Grants Skill: Parry58Verisium x430
Normal baseSpikeward Buckler54124 ER20%-Grants Skill: Parry77Verisium x230
RuneforgedRuneforged Spikeward Buckler5499 ER 42 Ward20%-Grants Skill: Parry77
Normal baseGutspike Buckler70163 ER20%-Grants Skill: Parry99Verisium x380
RuneforgedRuneforged Gutspike Buckler7096 ER 85 Ward20%-Grants Skill: Parry99
Runeforged Ringed BucklerNormal baseRinged Buckler3379 ER20%-Grants Skill: Parry48Verisium x95
RuneforgedRuneforged Ringed Buckler3379 ER 24 Ward20%-Grants Skill: Parry48
Normal baseJingling Buckler59135 ER20%-Grants Skill: Parry83Verisium x275
RuneforgedRuneforged Jingling Buckler59122 ER 32 Ward20%-Grants Skill: Parry83
Runeforged Iron BucklerNormal baseIron Buckler1642 ER20%-Grants Skill: Parry25
RuneforgedRuneforged Iron Buckler1642 ER 17 Ward20%-Grants Skill: Parry25Verisium x40
RunemasteredRunemastered Iron Buckler3845 ER 45 Ward20%-Grants Skill: Parry54Verisium x240
Runeforged Laminate BucklerNormal baseLaminate Buckler45105 ER20%-Grants Skill: Parry64Verisium x160
RuneforgedRuneforged Laminate Buckler45105 ER 29 Ward20%-Grants Skill: Parry64
Normal baseDesert Buckler80192 ER20%-Grants Skill: Parry115Verisium x490
RuneforgedRuneforged Desert Buckler8059 ER 134 Ward20%-Grants Skill: Parry115
Runemastered Array BucklerNormal baseArray Buckler55126 ER20%-Grants Skill: Parry78Verisium x1500
RunemasteredRunemastered Array Buckler60103 ER 33 Ward20%-Grants Skill: Parry85
Runeforged Plated BucklerNormal basePlated Buckler1131 ER20%-Grants Skill: Parry18
RuneforgedRuneforged Plated Buckler1131 ER 14 Ward20%-Grants Skill: Parry18Verisium x30
RunemasteredRunemastered Plated Buckler3867 ER 23 Ward20%-Grants Skill: Parry54Verisium x240
Runemastered Crescent TargeNormal baseCrescent Targe2650 AR 44 ER25%-0.015Grants Skill: Raise Shield2222Verisium x240
RunemasteredRunemastered Crescent Targe3841 AR 37 ER 23 Ward25%-0.015Grants Skill: Raise Shield3131
Runemastered Hardwood TargeNormal baseHardwood Targe10 AR 7 ER25%-0.015Grants Skill: Raise Shield-Verisium x220
RunemasteredRunemastered Hardwood Targe3844 AR 39 ER 18 Ward25%-0.015Grants Skill: Raise Shield3131
Runemastered Venerable DefenderNormal baseVenerable Defender62107 AR 97 ER28%-0.015Grants Skill: Raise Shield6464
RunemasteredRunemastered Venerable Defender (FourShieldStrDexUnique1VerisiumUnique3)65148 ER 42 Ward20%-Grants Skill: Parry107Verisium x1800
RunemasteredRunemastered Venerable Defender (FourShieldStrDexUnique1VerisiumUnique2)6545 ES 42 Ward25%-Grants Skill: Raise Shield107Verisium x1800
RunemasteredRunemastered Venerable Defender (FourShieldStrDexUnique1VerisiumUnique1)65162 AR 42 Ward26%-0.03Grants Skill: Raise Shield107Verisium x1800
IconStageItem
DefencesOtherReq.Cost
Runeforged Plumed FocusNormal basePlumed Focus3636 ES-52Verisium x115
RuneforgedRuneforged Plumed Focus3636 ES 30 Ward-52
Normal baseHallowed Focus6157 ES-86Verisium x290
RuneforgedRuneforged Hallowed Focus6140 ES 58 Ward-86
Normal baseSacred Focus7581 ES-107
RuneforgedRuneforged Sacred Focus7565 ES 53 Ward-107Verisium x410
RunemasteredRunemastered Plumed Focus7523 ES 106 Ward-91Verisium x2500
Runeforged Whorl FocusNormal baseWhorl Focus5147 ES-73Verisium x210
RuneforgedRuneforged Whorl Focus5147 ES 34 Ward-73
Normal baseTasalian Focus8091 ES-115Verisium x475
RuneforgedRuneforged Tasalian Focus8024 ES 181 Ward-115
Runeforged Twig FocusNormal baseTwig Focus12 ES--
RuneforgedRuneforged Twig Focus12 ES 12 Ward--Verisium x20
RunemasteredRunemastered Twig Focus3838 ES 23 Ward-54Verisium x220
Runeforged Woven FocusNormal baseWoven Focus615 ES-11
RuneforgedRuneforged Woven Focus615 ES 15 Ward-11Verisium x25
RunemasteredRunemastered Woven Focus3823 ES 45 Ward-54Verisium x400
Runeforged Runed FocusNormal baseRuned Focus4542 ES-64Verisium x160
RuneforgedRuneforged Runed Focus4542 ES 32 Ward-64
Runeforged Tonal FocusNormal baseTonal Focus2226 ES-33
RuneforgedRuneforged Tonal Focus2226 ES 24 Ward-33Verisium x45
RunemasteredRunemastered Tonal Focus3819 ES 57 Ward-54Verisium x250
Runeforged Antler FocusNormal baseAntler Focus1018 ES-17
RuneforgedRuneforged Antler Focus1018 ES 17 Ward-17Verisium x30
RunemasteredRunemastered Antler Focus3823 ES 34 Ward-54Verisium x790
Normal baseDruidic Focus6562 ES-91Verisium x335
RuneforgedRuneforged Druidic Focus6551 ES 62 Ward-91
Runeforged Crystal FocusNormal baseCrystal Focus2629 ES-38
RuneforgedRuneforged Crystal Focus2629 ES 25 Ward-38Verisium x60
RunemasteredRunemastered Crystal Focus4023 ES 47 Ward-58Verisium x240
Normal baseArrayed Focus5449 ES-77Verisium x235
RuneforgedRuneforged Arrayed Focus5441 ES 45 Ward-77
Normal baseLeyline Focus7071 ES-99Verisium x360
RuneforgedRuneforged Leyline Focus7039 ES 114 Ward-99
Runeforged Voodoo FocusNormal baseVoodoo Focus3334 ES-48
RuneforgedRuneforged Voodoo Focus3334 ES 28 Ward-48Verisium x95
RunemasteredRunemastered Voodoo Focus5540 ES 31 Ward-78Verisium x420
Normal baseCultist Focus5952 ES-83Verisium x265
RuneforgedRuneforged Cultist Focus5950 ES 32 Ward-83
Runeforged Engraved FocusNormal baseEngraved Focus1622 ES-25
RuneforgedRuneforged Engraved Focus1622 ES 22 Ward-25Verisium x40
RunemasteredRunemastered Engraved Focus3838 ES 45 Ward-54Verisium x240
IconStageItem
DefencesBlockMoveOtherReq.Cost
Runeforged Effigial Tower ShieldNormal baseEffigial Tower Shield2176 AR26%-0.03Grants Skill: Raise Shield32
RuneforgedRuneforged Effigial Tower Shield2176 AR 25 Ward26%-0.03Grants Skill: Raise Shield32Verisium x45
RunemasteredRunemastered Effigial Tower Shield38113 Ward26%-0.03Grants Skill: Raise Shield54Verisium x250
Runeforged Heraldric Tower ShieldNormal baseHeraldric Tower Shield33111 AR26%-0.03Grants Skill: Raise Shield48
RuneforgedRuneforged Heraldric Tower Shield33111 AR 30 Ward26%-0.03Grants Skill: Raise Shield48Verisium x95
RunemasteredRunemastered Heraldric Tower Shield5096 AR 42 Ward26%-0.03Grants Skill: Raise Shield71Verisium x800
Normal baseNoble Tower Shield59186 AR26%-0.03Grants Skill: Raise Shield83Verisium x270
RuneforgedRuneforged Noble Tower Shield59167 AR 41 Ward26%-0.03Grants Skill: Raise Shield83
Runeforged Rampart Tower ShieldNormal baseRampart Tower Shield2896 AR26%-0.03Grants Skill: Raise Shield42
RuneforgedRuneforged Rampart Tower Shield2896 AR 27 Ward26%-0.03Grants Skill: Raise Shield42Verisium x70
RunemasteredRunemastered Rampart Tower Shield4098 AR 29 Ward26%-0.03Grants Skill: Raise Shield58Verisium x240
Normal baseBulwark Tower Shield54171 AR26%-0.03Grants Skill: Raise Shield77Verisium x230
RuneforgedRuneforged Bulwark Tower Shield54137 AR 53 Ward26%-0.03Grants Skill: Raise Shield77
Normal baseFortress Tower Shield70223 AR26%-0.03Grants Skill: Raise Shield99Verisium x365
RuneforgedRuneforged Fortress Tower Shield70132 AR 106 Ward26%-0.03Grants Skill: Raise Shield99
Normal baseGlacial Fortress70223 AR26%-0.03Grants Skill: Raise Shield99Verisium x5500
RunemasteredRunemastered Glacial Fortress70203 AR 53 Ward26%-0.03Grants Skill: Raise Shield99
Runeforged Stone Tower ShieldNormal baseStone Tower Shield36119 AR26%-0.03Grants Skill: Raise Shield52Verisium x110
RuneforgedRuneforged Stone Tower Shield36119 AR 33 Ward26%-0.03Grants Skill: Raise Shield52
Normal baseGoldworked Tower Shield61192 AR26%-0.03Grants Skill: Raise Shield86Verisium x280
RuneforgedRuneforged Goldworked Tower Shield61144 AR 58 Ward26%-0.03Grants Skill: Raise Shield86
Normal baseVaal Tower Shield75244 AR26%-0.03Grants Skill: Raise Shield107
RuneforgedRuneforged Vaal Tower Shield75213 AR 35 Ward26%-0.03Grants Skill: Raise Shield107Verisium x435
RunemasteredRunemastered Vaal Tower Shield75203 AR 70 Ward26%-0.03Grants Skill: Raise Shield107Verisium x6500
Runemastered Crucible Tower ShieldNormal baseCrucible Tower Shield45145 AR26%-0.03Grants Skill: Raise Shield64
RunemasteredRunemastered Crucible Tower Shield (FourShieldStr9VerisiumUnique3)65148 ER 35 Ward26%-0.03Grants Skill: Parry91Verisium x25
RuneforgedRuneforged Crucible Tower Shield45145 AR 36 Ward26%-0.03Grants Skill: Raise Shield64Verisium x155
RunemasteredRunemastered Crucible Tower Shield (FourShieldStr9VerisiumUnique1)65250 Ward26%-0.03Grants Skill: Raise Shield91Verisium x25
RunemasteredRunemastered Crucible Tower Shield (FourShieldStr9VerisiumUnique2)65100 AR 100 Ward26%-0.03Grants Skill: Raise ShieldRecover (1525) Runic Ward when you Block91Verisium x25
RunemasteredRunemastered Crucible Tower Shield (FourShieldStr9VerisiumUnique4)65162 AR 35 Ward26%-0.03Grants Skill: Raise Shield(1525) % of Damage is taken from Mana before Life91Verisium x25
Runeforged Ancestor Tower ShieldNormal baseAncestor Tower Shield50160 AR26%-0.03Grants Skill: Raise Shield71Verisium x195
RuneforgedRuneforged Ancestor Tower Shield50148 Ward26%-0.03Grants Skill: Raise Shield71
Normal baseTawhoan Tower Shield80264 AR26%-0.03Grants Skill: Raise Shield115Verisium x465
RuneforgedRuneforged Tawhoan Tower Shield8071 AR 176 Ward26%-0.03Grants Skill: Raise Shield115
Runeforged Barricade Tower ShieldNormal baseBarricade Tower Shield1662 AR26%-0.03Grants Skill: Raise Shield25
RuneforgedRuneforged Barricade Tower Shield1662 AR 22 Ward26%-0.03Grants Skill: Raise Shield25Verisium x40
RunemasteredRunemastered Barricade Tower Shield3894 AR 28 Ward26%-0.03Grants Skill: Raise Shield54Verisium x240
Runeforged Painted Tower ShieldNormal basePainted Tower Shield633 AR26%-0.03Grants Skill: Raise Shield11
RuneforgedRuneforged Painted Tower Shield633 AR 15 Ward26%-0.03Grants Skill: Raise Shield11Verisium x25
RunemasteredRunemastered Painted Tower Shield3863 AR 57 Ward26%-0.03Grants Skill: Raise Shield54Verisium x230
Runeforged Braced Tower ShieldNormal baseBraced Tower Shield1250 AR26%-0.03Grants Skill: Raise Shield19
RuneforgedRuneforged Braced Tower Shield1250 AR 18 Ward26%-0.03Grants Skill: Raise Shield19Verisium x30
RunemasteredRunemastered Braced Tower Shield3888 AR 34 Ward26%-0.03Grants Skill: Raise Shield54Verisium x240
Normal baseRoyal Tower Shield65203 AR26%-0.03Grants Skill: Raise Shield91Verisium x330
RuneforgedRuneforged Royal Tower Shield65183 AR 44 Ward26%-0.03Grants Skill: Raise Shield91
Runeforged Splintered Tower ShieldNormal baseSplintered Tower Shield18 AR26%-0.03Grants Skill: Raise Shield-
RuneforgedRuneforged Splintered Tower Shield18 AR 12 Ward26%-0.03Grants Skill: Raise Shield-Verisium x15
RunemasteredRunemastered Splintered Tower Shield38100 AR 23 Ward26%-0.03Grants Skill: Raise Shield54Verisium x220
Normal baseBlacksteel Tower Shield65203 AR26%-0.03Grants Skill: Raise Shield91Verisium x5000
RunemasteredRunemastered Blacksteel Tower Shield65102 AR 88 Ward26%-0.03Grants Skill: Raise Shield91
Runeforged Sectarian Crest ShieldNormal baseSectarian Crest Shield3361 AR 19 ES25%-0.015Grants Skill: Raise Shield2727Verisium x95
RuneforgedRuneforged Sectarian Crest Shield3361 AR 19 ES 33 Ward25%-0.015Grants Skill: Raise Shield2727
Normal baseQuartered Crest Shield59102 AR 29 ES25%-0.015Grants Skill: Raise Shield4646Verisium x275
RuneforgedRuneforged Quartered Crest Shield5992 AR 26 ES 41 Ward25%-0.015Grants Skill: Raise Shield4646
Runeforged Blazon Crest ShieldNormal baseBlazon Crest Shield10 AR 6 ES25%-0.015Grants Skill: Raise Shield-
RuneforgedRuneforged Blazon Crest Shield10 AR 6 ES 12 Ward25%-0.015Grants Skill: Raise Shield-Verisium x20
RunemasteredRunemastered Blazon Crest Shield4043 AR 13 ES 47 Ward25%-0.015Grants Skill: Raise Shield3232Verisium x380
Runeforged Sigil Crest ShieldNormal baseSigil Crest Shield720 AR 9 ES25%-0.015Grants Skill: Raise Shield88
RuneforgedRuneforged Sigil Crest Shield720 AR 9 ES 16 Ward25%-0.015Grants Skill: Raise Shield88Verisium x25
RunemasteredRunemastered Sigil Crest Shield4065 AR 19 ES 12 Ward25%-0.015Grants Skill: Raise Shield3232Verisium x230
Normal baseIntricate Crest Shield65112 AR 31 ES25%-0.015Grants Skill: Raise Shield5050
RuneforgedRuneforged Intricate Crest Shield65101 AR 28 ES 44 Ward25%-0.015Grants Skill: Raise Shield5050Verisium x335
RunemasteredRunemastered Intricate Crest Shield6578 AR 22 ES 62 Ward25%-0.015Grants Skill: Raise Shield5050Verisium x3500
Runeforged Jingling Crest ShieldNormal baseJingling Crest Shield2853 AR 17 ES25%-0.015Grants Skill: Raise Shield2323
RuneforgedRuneforged Jingling Crest Shield2853 AR 17 ES 31 Ward25%-0.015Grants Skill: Raise Shield2323Verisium x70
RunemasteredRunemastered Jingling Crest Shield3841 AR 12 ES 45 Ward25%-0.015Grants Skill: Raise Shield3131Verisium x250
Normal baseDekharan Crest Shield5494 AR 27 ES25%-0.015Grants Skill: Raise Shield4242Verisium x230
RuneforgedRuneforged Dekharan Crest Shield5475 AR 21 ES 53 Ward25%-0.015Grants Skill: Raise Shield4242
Normal baseSekheman Crest Shield70123 AR 34 ES25%-0.015Grants Skill: Raise Shield5454Verisium x355
RuneforgedRuneforged Sekheman Crest Shield7073 AR 20 ES 106 Ward25%-0.015Grants Skill: Raise Shield5454
Runeforged Emblem Crest ShieldNormal baseEmblem Crest Shield1634 AR 12 ES25%-0.015Grants Skill: Raise Shield1515
RuneforgedRuneforged Emblem Crest Shield1634 AR 12 ES 22 Ward25%-0.015Grants Skill: Raise Shield1515Verisium x40
RunemasteredRunemastered Emblem Crest Shield3848 AR 14 ES 34 Ward25%-0.015Grants Skill: Raise Shield3131Verisium x420
Runeforged Wayward Crest ShieldNormal baseWayward Crest Shield4580 AR 23 ES25%-0.015Grants Skill: Raise Shield3636Verisium x155
RuneforgedRuneforged Wayward Crest Shield4580 AR 23 ES 38 Ward25%-0.015Grants Skill: Raise Shield3636
Normal baseBlacksteel Crest Shield80145 AR 40 ES25%-0.015Grants Skill: Raise Shield6363Verisium x475
RuneforgedRuneforged Blacksteel Crest Shield8028 AR 8 ES 194 Ward25%-0.015Grants Skill: Raise Shield6363
Runeforged Seer Crest ShieldNormal baseSeer Crest Shield5088 AR 25 ES25%-0.015Grants Skill: Raise Shield3939Verisium x190
RuneforgedRuneforged Seer Crest Shield5088 AR 25 ES 40 Ward25%-0.015Grants Skill: Raise Shield3939
Runeforged Omen Crest ShieldNormal baseOmen Crest Shield3666 AR 20 ES25%-0.015Grants Skill: Raise Shield3030
RuneforgedRuneforged Omen Crest Shield3666 AR 20 ES 34 Ward25%-0.015Grants Skill: Raise Shield3030Verisium x105
RunemasteredRunemastered Omen Crest Shield4842 AR 12 ES 82 Ward25%-0.015Grants Skill: Raise Shield3838Verisium x220
Normal baseGlowering Crest Shield62107 AR 30 ES25%-0.015Grants Skill: Raise Shield4848Verisium x285
RuneforgedRuneforged Glowering Crest Shield6280 AR 22 ES 59 Ward25%-0.015Grants Skill: Raise Shield4848
Normal baseVaal Crest Shield75134 AR 37 ES25%-0.015Grants Skill: Raise Shield5959Verisium x420
RuneforgedRuneforged Vaal Crest Shield75123 AR 34 ES 26 Ward25%-0.015Grants Skill: Raise Shield5959
Runeforged Studded TargeNormal baseStudded Targe1634 AR 29 ER25%-0.015Grants Skill: Raise Shield1515Verisium x40
RuneforgedRuneforged Studded Targe1634 AR 29 ER 22 Ward25%-0.015Grants Skill: Raise Shield1515
Runeforged Crescent TargeNormal baseCrescent Targe2650 AR 44 ER25%-0.015Grants Skill: Raise Shield2222Verisium x60
RuneforgedRuneforged Crescent Targe2650 AR 44 ER 30 Ward25%-0.015Grants Skill: Raise Shield2222
Normal basePolished Targe5494 AR 85 ER25%-0.015Grants Skill: Raise Shield4242Verisium x225
RuneforgedRuneforged Polished Targe5475 AR 68 ER 53 Ward25%-0.015Grants Skill: Raise Shield4242
Normal baseBaroque Targe70123 AR 112 ER25%-0.015Grants Skill: Raise Shield5454Verisium x360
RuneforgedRuneforged Baroque Targe7073 AR 66 ER 106 Ward25%-0.015Grants Skill: Raise Shield5454
Runeforged Hardwood TargeNormal baseHardwood Targe10 AR 7 ER25%-0.015Grants Skill: Raise Shield-Verisium x20
RuneforgedRuneforged Hardwood Targe10 AR 7 ER 12 Ward25%-0.015Grants Skill: Raise Shield-
Runeforged Chiseled TargeNormal baseChiseled Targe3361 AR 54 ER25%-0.015Grants Skill: Raise Shield2727Verisium x95
RuneforgedRuneforged Chiseled Targe3361 AR 54 ER 33 Ward25%-0.015Grants Skill: Raise Shield2727
Normal baseStone Targe59102 AR 93 ER25%-0.015Grants Skill: Raise Shield4646Verisium x265
RuneforgedRuneforged Stone Targe5992 AR 84 ER 41 Ward25%-0.015Grants Skill: Raise Shield4646
Runeforged Carved TargeNormal baseCarved Targe5189 AR 81 ER25%-0.015Grants Skill: Raise Shield4040Verisium x200
RuneforgedRuneforged Carved Targe5189 AR 81 ER 40 Ward25%-0.015Grants Skill: Raise Shield4040
Runeforged Stratified TargeNormal baseStratified Targe4682 AR 74 ER25%-0.015Grants Skill: Raise Shield3737Verisium x170
RuneforgedRuneforged Stratified Targe4682 AR 74 ER 38 Ward25%-0.015Grants Skill: Raise Shield3737
Runeforged Feathered TargeNormal baseFeathered Targe3767 AR 60 ER25%-0.015Grants Skill: Raise Shield3030Verisium x120
RuneforgedRuneforged Feathered Targe3767 AR 60 ER 34 Ward25%-0.015Grants Skill: Raise Shield3030
Normal baseAvian Targe62107 AR 97 ER25%-0.015Grants Skill: Raise Shield4848Verisium x305
RuneforgedRuneforged Avian Targe6280 AR 73 ER 59 Ward25%-0.015Grants Skill: Raise Shield4848
Normal baseSoaring Targe75134 AR 122 ER25%-0.015Grants Skill: Raise Shield5959Verisium x425
RuneforgedRuneforged Soaring Targe75106 AR 97 ER 53 Ward25%-0.015Grants Skill: Raise Shield5959
Runeforged Pelage TargeNormal basePelage Targe821 AR 17 ER25%-0.015Grants Skill: Raise Shield99Verisium x30
RuneforgedRuneforged Pelage Targe821 AR 17 ER 17 Ward25%-0.015Grants Skill: Raise Shield99
Normal baseMammoth Targe65112 AR 102 ER25%-0.015Grants Skill: Raise Shield5050Verisium x330
RuneforgedRuneforged Mammoth Targe65101 AR 92 ER 44 Ward25%-0.015Grants Skill: Raise Shield5050
Runeforged Golden TargeNormal baseGolden Targe80145 AR 132 ER25%-0.015Grants Skill: Raise Shield6363Verisium x480
RuneforgedRuneforged Golden Targe8034 AR 31 ER 185 Ward25%-0.015Grants Skill: Raise Shield6363
IconStageItem
OtherCost
Runemastered Veridical ChainNormal baseVeridical Chain52+(3040) to maximum Runic Ward
RunemasteredRunemastered Veridical Chain (FourAmuletUnique1VerisiumUnique1)65+(3040) to maximum Runic Ward+(23) % to Maximum Cold ResistanceVerisium x40
RunemasteredRunemastered Veridical Chain (FourAmuletUnique1VerisiumUnique2)65+(3040) to maximum Runic Ward+(12) to Level of all Cold SkillsVerisium x40
RunemasteredRunemastered Veridical Chain (FourAmuletUnique1VerisiumUnique3)65(1520) % increased maximum Runic WardVerisium x40
IconStageItem
OtherCost
Runemastered Heavy BeltNormal baseHeavy Belt50Has (13) Charm Slot(2030) % increased Stun Threshold
RunemasteredRunemastered Heavy Belt (FourBelt9VerisiumUnique1)65Has (13) Charm Slot(2030) % increased Stun Threshold(1525) % Life Recovery from Flasks also applies to Runic WardVerisium x25
RunemasteredRunemastered Heavy Belt (FourBelt9VerisiumUnique2)65Has (13) Charm Slot(2030) % increased Stun Threshold(2040) % increased Runic Ward Regeneration RateVerisium x25
RunemasteredRunemastered Heavy Belt (FourBelt9VerisiumUnique3)65Has (13) Charm Slot(2030) % increased Stun ThresholdRunic Ward recovery can can Overflow maximum Runic WardVerisium x25
RunemasteredRunemastered Heavy Belt (FourBelt9VerisiumUnique4)65Has (13) Charm Slot(2030) % increased Stun ThresholdFlasks gain (0.51) charges per SecondVerisium x25
SlotIconItemCost
Body ArmourRuneforged Sacrificial RegaliaRuneforged Sacrificial Regalia Armour : 200Evasion Rating : 182Energy Shield : 56Base Movement Speed: -0.03Runic Ward : 301Requires: Level 65 , 72 Str , 72 Dex , 72 IntImplicit: +1 to Level of all Corrupted Skill GemsVenerable Starlit Ore The Unleashed
Body ArmourRuneforged Sacrificial RegaliaRuneforged Sacrificial Regalia Armour : 200Evasion Rating : 182Energy Shield : 56Base Movement Speed: -0.03Runic Ward : 301Requires: Level 65 , 72 Str , 72 Dex , 72 IntImplicit: +1 to Level of all Corrupted Skill GemsRevered Starlit Ore Eventide Petals
Body ArmourRuneforged Sacrificial RegaliaRuneforged Sacrificial Regalia Armour : 200Evasion Rating : 182Energy Shield : 56Base Movement Speed: -0.03Runic Ward : 301Requires: Level 65 , 72 Str , 72 Dex , 72 IntImplicit: +1 to Level of all Corrupted Skill GemsVeridical Starlit Ore Duality
Body ArmourRuneforged Sacrificial RegaliaRuneforged Sacrificial Regalia Armour : 200Evasion Rating : 182Energy Shield : 56Base Movement Speed: -0.03Runic Ward : 301Requires: Level 65 , 72 Str , 72 Dex , 72 IntImplicit: +1 to Level of all Corrupted Skill GemsWarding Starlit Ore Serle's Grit
Body ArmourRuneforged Sacrificial RegaliaRuneforged Sacrificial Regalia Armour : 200Evasion Rating : 182Energy Shield : 56Base Movement Speed: -0.03Runic Ward : 301Requires: Level 65 , 72 Str , 72 Dex , 72 IntImplicit: +1 to Level of all Corrupted Skill GemsStarlit Ore The Triskelion Reforged

Runeforging Bases

#

The Aberration

Expedition pinnacle boss

Location

Ruins of Kingsmarch

Access

Current local quest data routes The Aberration through the Grand Expedition finale: recover the Shattered Triskelion, take The Triskelion Reforged, dispel the Ruins of Kingsmarch barrier, then defeat The Aberration. Aldur's Saga is a related Grand Expedition routing item, but the forced final-boss key is not confirmed from local data.

Eyes of the Runefather Lv. 62+
Eyes of the Runefather

Base: Venerable Defender

Req: 64 Str | 64 Dex

Block chance Armour Evasion Rating
28%567514

Raise Shield

AttackAoEMeleePhysicalChannelling

Raise your Shield to Block all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a Shield Bash, damaging and Stunning enemies. While your Shield is raised you cannot be Light Stunned by hits you Block , but Blocking too much damage may Heavy Stun you. You cannot Evade while your Shield is raised, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.

  • Shield Bash causes 600 % more Heavy Stun buildup
  • Shield Bash always Light Stuns Shield Bash Dazes if holding a Tower Shield
  • Shield Bash can't be Evaded
  • Shield Bash deals 3 to 4 Phys.Dmg per 5 Armour on Shield
Implicit
  • Grants Skill: Raise Shield
Explicit
  • (300-400) % increased Armour and Evasion
  • +(40-50) % to Cold Resistance
  • Off-hand Hits inflict Runefather's Challenge
  • Inflicts Runefather's Challenge on enemies 6 metres in front of you when raised, no more than once every 2 seconds
  • Gain 1 Runefather's Boast per Power of targets affected by Runefather's Challenge you kill

"From aeons past, Dannig felt the Runefather's
gaze, challenging him. There is no honour in ease.
True greatness is torn from the jaws of defeat."

The Unleashed Lv. 65+
The Unleashed

Base: Revered Vestments

Req: 67 Str | 67 Int

Armour Energy Shield
732204
Implicit
  • +1 % to all Maximum Elemental Resistances
Explicit
  • (150-250) % increased Armour and Energy Shield
  • +(10-20) to Strength and Intelligence
  • (15-25) % of Damage taken from Hits bypasses Energy Shield if Energy Shield is below half
  • Gain 1 Runic Binding on Hit with Spells, no more than once every 0.5 seconds | Lose all Runic Bindings when you Shapeshift to gain that much Unbound Potential

"His latent potential unleashed itself, a beast
bursting from its shackles. Each strike of Farrow's
hammer rang out a song for the First Ones."

Twisted Empyrean Lv. 70+
Twisted Empyrean

Base: Aberrant Sledge

Req: 163 Str

Physical Damage Cold Damage Critical Hit Chance Attacks per Second
147-305190-3999.09%1.20

Starborn Onslaught

Lv 16
AttackAoEMeleeSlamPhysicalColdDur.

Build up Glory by Freezing or Chilling enemies. When you have max Glory you may jump backwards loosing your Mace with the force of a falling comet onto your target. The impact releases Fissures and causes stars to fall in the area for a brief period.

Impact

  • Converts 70 % of Physical damage to Cold damage
  • Creates 3 fissures
  • +1.2 seconds to Total Attack Time
  • Requires 20 Glory to use
  • Fissures branch 2 times
  • Impact radius is 2.5 m
  • +8 seconds to Fissure duration
  • Calls down 20 Stars
  • Limit 8 Fissures
  • Calls down (0 - 4) StarsCalls down 4 Stars

Star Fall

  • Atk Dmg(110 - 319)%319%
  • Converts 70 % of Physical damage to Cold damage
  • Impact radius is 2.5 m
Implicit
  • Grants Skill: Level 16 Starborn Onslaught
Explicit
  • (80-100) % increased Physical Damage
  • Adds (150-200) to (350-400) Cold Damage
  • +(300-400) to maximum Mana
  • +(4-6) % to Critical Hit Chance
  • (10-20) % of Damage is taken from Mana before Life
  • Attacks with this Weapon have Added Cold Damage equal to (6-8) % to (10-12) % of maximum Mana
  • Convert 100 % of Fire Damage with Mace Skills to Cold Damage
  • mace fire skills are blue [1]

"Infinite mutations over endless eons borne upon it in a singular moment."

Boss Encounter

#

Overview

Reference tables

Aldur's Legacy

Aldur's Legacy is the transform item listed by POE2DB for creating the unique-sourced legacy runes below.

Aldur's Legacy

All Equipment: When socketed into a Unique Kalguuran or Ezomyte item, destroys the item to create a Rune imbued with that item's power

  • All Equipment: When socketed into a Unique Kalguuran or Ezomyte item, destroys the item to create a Rune imbued with that item's power

Aldur's Legacy - Unique Rune Effects

Use Aldur's Legacy on the listed unique item to create its matching Legacy rune effect. These rows are sourced from the current POE2 economy Legacy Runes artifact.

Aldur's Legacy - Unique Rune Effects

CategoryIconLegacy RuneSource UniqueEffect / Mods Link
BowLegacy of Ironbound1,638,453.6exLegacy of IronboundIronboundIronboundHits with this weapon have 1 to 3 Added Physical Damage per 1% Block Chance
3% increased Block chance per 100 total Item Armour on Equipped Armour Items
none
Legacy of Quill Rain86,010exLegacy of Quill RainQuill RainQuill Rain50% increased Attack Speed 20% less Attack Damage
70% increased Arrow Speed
none
1H MaceLegacy of Brynhand's MarkLegacy of Brynhand's MarkBrynhand's MarkBrynhand's MarkCauses Double Stun Buildup
Adds 14 to 20 Physical Damage
none
Legacy of MjölnerLegacy of MjölnerMjölnerMjölner+200 Intelligence Requirement +3 to Level of all Lightning Skills
+1 to Level of all Lightning Skills
none
Legacy of Olrovasara87,840exLegacy of OlrovasaraOlrovasaraOlrovasaraOn Hitting an enemy gains maximum added Lightning damage equal to the enemy's Power for 20 seconds up to a total of 120
15% increased Attack Speed
none
Legacy of Serle's Grit83,916exLegacy of Serle's GritSerle's GritSerle's GritMaximum Quality is 40%
Skills which Empower an Attack have 20% chance to not count that Attack
none
Legacy of TrenchtimbreLegacy of TrenchtimbreTrenchtimbreTrenchtimbreIncreases and Reductions to Minion Attack Speed also affect you
+1 to Level of all Minion Skills
none
2H MaceLegacy of Brain RattlerLegacy of Brain RattlerBrain RattlerBrain RattlerAll damage with this Weapon causes Electrocution buildup
Damage Penetrates 10% Lightning Resistance
none
Legacy of HoghuntLegacy of HoghuntHoghuntHoghunt+5% to Critical Hit Chance Maim on Critical Hit
25% increased Attack Damage against Maimed Enemies
none
Legacy of Hrimnor's HymnLegacy of Hrimnor's HymnHrimnor's HymnHrimnor's Hymn25% chance for Slam Skills you use yourself to cause an additional Aftershock
15% chance for Slam Skills you use yourself to cause an additional Aftershock
none
Legacy of Twisted Empyrean65,880exLegacy of Twisted EmpyreanTwisted EmpyreanTwisted EmpyreanAttacks with this Weapon have Added Cold Damage equal to 6% to 10% of maximum Mana
15% of Damage is taken from Mana before Life
none
QuarterstaffLegacy of DualityLegacy of DualityDualityDualityGain 250 Guard for 0.5 seconds per Combo expended when using Skills
Gain Finality for 0.2 seconds per Combo expended when using Skills
none
Legacy of The Blood ThornLegacy of The Blood ThornThe Blood ThornThe Blood ThornAdds 4 to 8 Physical Damage Causes Bleeding on Hit
10% increased Magnitude of Bleeding you inflict
none
Legacy of The SentryLegacy of The SentryThe SentryThe SentryAdds 23 to 34 Fire damage to Attacks 100% increased Flammability Magnitude
+2% to Maximum Fire Resistance
none
SpearLegacy of Tyranny's GripLegacy of Tyranny's GripTyranny's GripTyranny's GripStrikes deal Splash Damage
Knocks Enemies Back on Hit
none
StaffLegacy of Dusk VigilLegacy of Dusk VigilDusk VigilDusk VigilGain 30% of Physical Damage as Extra Fire Damage
Triggered Spells deal 20% increased Spell Damage
none
WandLegacy of Adonia's Ego51,240exLegacy of Adonia's EgoAdonia's EgoAdonia's Ego+1 to Maximum Power Charges
+65 to maximum Mana
none
Legacy of CursecarverLegacy of CursecarverCursecarverCursecarver+3 to Level of all Curse Skills
35% increased Mana Regeneration Rate
none
Legacy of Lifesprig68,808exLegacy of LifesprigLifesprigLifesprig+2 to Level of all Spell Skills
Leeches 1% of maximum Life when you Cast a Spell
none
Legacy of Runeseeker's Call336,300exLegacy of Runeseeker's CallRuneseeker's CallRuneseeker's Call75% increased effect of Socketed Runes
+100 to maximum Mana
none
Body ArmourLegacy of AshrendLegacy of AshrendAshrendAshrendCannot be Ignited -10 Physical Damage taken from Attack Hits
+35% to Fire Resistance
none
Legacy of BlackbraidLegacy of BlackbraidBlackbraidBlackbraid+50% of Armour also applies to Elemental Damage
+15% to all Elemental Resistances
none
Legacy of BramblejackLegacy of BramblejackBramblejackBramblejack250% of Melee Physical Damage taken reflected to Attacker
Regenerate 3% of maximum Life per second while Surrounded
none
Legacy of BriskwrapLegacy of BriskwrapBriskwrapBriskwrapGain Deflection Rating equal to 30% of Evasion Rating
35% increased Flask Mana Recovery rate
none
Legacy of BristleboarLegacy of BristleboarBristleboarBristleboarGain 5 Rage when Hit by an Enemy Gain 10 Rage when Critically Hit by an Enemy
+3 to Maximum Rage
none
Legacy of Edyrns TusksLegacy of Edyrns TusksEdyrn's TusksEdyrn's Tusks50% chance to inflict Bleeding on Hit 50% reduced Slowing Potency of Debuffs on You
35% increased Thorns damage
none
Legacy of Foxshade72,102exLegacy of FoxshadeFoxshadeFoxshade10% increased Movement Speed when on Full Life 100% increased Evasion Rating when on Full Life
20% increased Evasion Rating
none
Legacy of KingsguardLegacy of KingsguardKingsguardKingsguardRecover 5% of maximum Life for each Endurance Charge consumed
+30 to maximum Life
none
Legacy of The UnleashedLegacy of The UnleashedThe UnleashedThe Unleashed25% of Damage taken from Hits bypasses Energy Shield if Energy Shield is below half
20% increased Armour while Shapeshifted
none
BootsLegacy of BriarpatchLegacy of BriarpatchBriarpatchBriarpatch+15% to Thorns Critical Hit Chance
15% increased Thorns Critical Damage Bonus
none
Legacy of BushwhackLegacy of BushwhackBushwhackBushwhackPhysical Damage is Pinning
+20 to Dexterity
none
Legacy of LegionstrideLegacy of LegionstrideLegionstrideLegionstride+10% to Block chance
10% reduced Damage taken from Projectile Hits
none
Legacy of Obern's BastionLegacy of Obern's BastionObern's BastionObern's Bastion200% increased Stun Recovery
40% reduced Chill Duration on you, 40% reduced Freeze Duration on you
none
Legacy of The Knight-errantLegacy of The Knight-errantThe Knight-errantThe Knight-errantIron Reflexes
25% increased Elemental Ailment Threshold
none
Legacy of Trampletoe69,540exLegacy of TrampletoeTrampletoeTrampletoeDeal 10% of Overkill damage to enemies within 2 metres of the enemy killed
15% increased Global Physical Damage
none
Legacy of Wanderlust69,906exLegacy of WanderlustWanderlustWanderlustYour speed is unaffected by Slows
5% increased Movement Speed
none
GlovesLegacy of CandlemakerLegacy of CandlemakerCandlemakerCandlemaker40% increased Fire Damage Flammability Magnitude is doubled
20% increased Ignite Duration on Enemies
none
Legacy of Deathblow72,834exLegacy of DeathblowDeathblowDeathblowCulling Strike
Gain 30 Life per enemy killed
none
Legacy of Facebreaker60,534exLegacy of FacebreakerFacebreakerFacebreaker+1 to Armour per Strength
1% increased Damage per 15 Strength
none
Legacy of Northpaw61,440exLegacy of NorthpawNorthpawNorthpawBase Critical Hit Chance for Attacks with Weapons is 7%
15% increased Critical Damage Bonus
none
HelmetLegacy of Crown of Thorns72,102exLegacy of Crown of ThornsCrown of ThornsCrown of ThornsPain Attunement
17 to 26 Physical Thorns damage
none
Legacy of DeidbellLegacy of DeidbellDeidbellDeidbellWarcries Explode Corpses dealing 10% of their Life as Physical Damage
Warcry Skills have 20% increased Area of Effect
none
Legacy of ElevoreLegacy of ElevoreElevoreElevoreCharms gain 1 charge per Second +1 Charm Slot
Charms gain 0.5 charges per Second
none
Legacy of Erian's CobbleLegacy of Erian's CobbleErian's CobbleErian's Cobble+30 to Accuracy Rating +10 to maximum Life +10 to maximum Mana 10% increased Rarity of Items found 10% increased Critical Hit Chance +5 to all Attributes +5% to all Elemental Resistances 3 Life Regeneration per second
+20 to Armour, +20 to Evasion Rating, +20 to maximum Energy Shield
none
Legacy of Ezomyte Peak36,600exLegacy of Ezomyte PeakEzomyte PeakEzomyte Peak15% increased Area of Effect Unwavering Stance
50% reduced Slowing Potency of Debuffs on You
none
Legacy of Greymake69,540exLegacy of GreymakeGreymakeGreymake+50 to all Attributes
+1 Maximum Life per Level
none
Legacy of Horns of ByndenLegacy of Horns of ByndenHorns of ByndenHorns of ByndenEvery Rage also grants 1% increased Armour Gain 1 Rage on Melee Hit
+3 to Maximum Rage
none
Legacy of Keeper of the Arc73,200exLegacy of Keeper of the ArcKeeper of the ArcKeeper of the ArcAlternating every 5 seconds: Take 20% less Damage from Hits Take 20% less Damage over time
25% increased Mana Regeneration Rate
none
Legacy of Starkonja's HeadLegacy of Starkonja's HeadStarkonja's HeadStarkonja's Head100% increased Global Evasion Rating when on Low Life 5% of Damage from Hits is taken from your Damageable Companion's Life before you
5% of Damage from Hits is taken from your Damageable Companion's Life before you
none
Legacy of The Smiling KnightLegacy of The Smiling KnightThe Smiling KnightThe Smiling KnightAggravate Bleeding on targets you Critically Hit with Attacks
20% increased Critical Hit Chance
none
Legacy of The Vile KnightLegacy of The Vile KnightThe Vile KnightThe Vile KnightDeal 4% increased Damage with Hits to Rare or Unique Enemies for each second they've ever been in your Presence up to a maximum of 200%
20% increased Presence Area of Effect
none
Legacy of Wings of CaelynLegacy of Wings of CaelynWings of CaelynWings of CaelynGain 1 Rage on Melee Hit Every Rage also grants 1% increased Stun Threshold
Every five Rage also grants you 1% increased Movement Speed
none
ShieldLegacy of A Worthy Foe94,428exLegacy of A Worthy FoeA Worthy FoeOff-hand Hits inflict Runefather's Challenge
+45% to Cold Resistance
none
Legacy of Alkem EiraLegacy of Alkem EiraAlkem EiraAlkem Eira30% of damage Blocked is Recouped as Mana
20% of damage Blocked is Recouped as Mana
none
Legacy of Chernobog's PillarLegacy of Chernobog's PillarChernobog's PillarChernobog's PillarGain 1% of damage as Fire damage per 2% Chance to Block
+30% to Chaos Resistance
none
Legacy of DionadairLegacy of DionadairDionadairDionadairDouble Stun Threshold while Shield is Raised
15% increased Stun Threshold
none
Legacy of OakswornLegacy of OakswornOakswornOaksworn50% increased Life Regeneration rate
50 Life Regeneration per second
none
Legacy of SvalinnLegacy of SvalinnSvalinnSvalinnChance to Block Damage is Lucky You take 20% of damage from Blocked Hits
+50 to maximum Runic Ward
none
Legacy of WulfsbaneLegacy of WulfsbaneWulfsbaneWulfsbaneIntimidate Enemies on Block for 8 seconds
+25 to Strength
none
BucklerLegacy of DunkelhaltLegacy of DunkelhaltDunkelhaltDunkelhalt50% increased Parried Debuff Magnitude
50% increased Parry Damage
none
Legacy of Rondel de EzoLegacy of Rondel de EzoRondel de EzoRondel de EzoCurse Enemies with Enfeeble on Block
100% increased Block chance against Projectiles
none
TalismanLegacy of Amor MandragoraLegacy of Amor MandragoraAmor MandragoraAmor MandragoraGain 1 Druidic Prowess for every 20 total Rage spent
Enemies in your Presence are Hindered
none
Legacy of Spiteful Floret51,675exLegacy of Spiteful FloretSpiteful FloretSpiteful FloretEvery 5 Rage also grants 5% of Damage taken Recouped as Life
Attacks have 20% chance to cause Bleeding
none

Aldur's Legacy

#

Overview

POE2 0.5: New and Reworked Uniques

  • Return of the Ancients now has a POE2 roster for the Runes of Aldur unique batch. The cards below are hydrated from the refreshed POE2 unique pipeline, including the announcement-art entries that do not use the normal item-art path yet.
  • Unique Verisium Runeforging is still tracked separately from direct unique reworks: it is a craft form layered on top of the unique name, upgrading or converting the base stats instead of replacing the unique identity.
  • Keep this section near the top while the 0.5 data is settling. If more POE2 Runes uniques are added or temporary announcement art is replaced with final item art, rerun the POE2 unique pipeline and this card list can be refreshed from the same source.

Skills and items

Facebreaker Lv. 1+
Facebreaker

Base: Stocky Mitts

Lvl ARPhysWard
1 158-12-
- 158-1210
38 508-1245
Explicit
  • Has 8 to 12 Physical damage, +3 to +4 per Boss's Face Broken
  • (30-50) % inc. Stun Buildup
  • 1% more Unarmed Dmg per 5 Str
  • +0.3 m to Melee Strike Range while Unarmed
  • +1 to Armour per Str
  • Can Attack as though using a One Handed Mace while both of your hand slots are empty | Unarmed Attacks that would use an Equipped One Hand Mace 's damage use this Item's damage
  • local display facebreaker damage imitation weapon [1]

""You think us savages?" mused the Red Wolf, as he pulled teeth from the Eternal's skull. "I will show your kind the way of tooth and claw.""

Spiteful Floret Lv. 5+
Spiteful Floret

Base: Nettle Talisman

Req: 9 Str | 8 Int

Lvl PhysCritAPS DPS
5 21-3411.00%1.34 36.9
38 87-14711%1.34 157
55 116-19511%1.34 208

Sanguine Revelry

Lv 2
BuffPersistentRemnant

Conjure hateful energy to fuel your Rage and Life. While active, Bleeding enemies you kill have a chance to spawn a Hateful Remnant , and Hitting a Bleeding target spawns a Hateful Remnant every few seconds. Picking up a Hateful Remnant grants you Rage and recovers Life based on your current Rage.

  • Remnants last for 8 seconds
  • Spawn a Remnant on Hitting a Bleeding enemy, no more than once every 2 seconds
  • Spawn a Remnant on killing a Bleeding enemy
  • Each Remnant grants (5 - 9) RageEach Remnant grants 9 Rage
  • Each Remnant causes you to recover (1 - 1.5) % of max Life per 5 Current RageEach Remnant causes you to recover 1.5 % of max Life per 5 Current Rage
  • Each Remnant grants (0 - 2) RageEach Remnant grants 2 Rage
Implicit
  • Grants Skill: Level 2 Sanguine Revelry
Explicit
  • (60-90) % inc. Phys.Dmg
  • (6-10) % inc. Atk Speed
  • +(7-14) to Str
  • (20-30) % chance to cause Bleeding on Hit
  • Every 5 Rage also grants 5 % of Dmg taken Recouped as Life

"If you see the blushing tree of the northern woods, remember: "Blossoms of red, the tree's been fed. Blossoms of white, prepare for a fight.""

Ironbound Lv. 11+
Ironbound

Base: Warden Bow

Req: 23 Dex

Lvl PhysCritAPS DPS
11 12-205.00%1.27 20.3
Implicit
  • (25-35) % chance to Chain an additional time
Explicit
  • +(100-150) to Armour
  • (5-10) % inc. Atk Speed
  • +12 % to Block chance
  • (3-5) % inc. Block chance per 100 total Item Armour on Equipped Armour Items
  • Hits with this weapon have (1-2) to (4-5) Added Phys.Dmg per 1% Block%
  • Arrows Return if they have Pierced a target which had Fully Broken Armour

"Each crest was a Thane's word, bolted to Ivor's bow. They would join the Count's side, or die by his hands."

Veilpiercer Lv. 20+
Veilpiercer

Base: Amethyst Ring

Implicit
  • +(7-13) % to Chaos Res
Explicit
  • +(60-100) to max Mana
  • +(15-25) to Int
  • Curses you inflict can affect Hexproof Enemies
  • Curses you inflict spread to enemies within 3 m when Cursed enemy dies
  • Gain 1 Dark Whisper every second there is a Cursed Enemy in your Presence
  • (20-40) % inc. Dmg with Hits against targets in your Presence

"The tribe revelled wildly, unaware that each fruit they ate further bound their continuity to the fog's. In time, the merest touch could break their reality."

Split Personality Lv. 20+
Split Personality

Base: Ruby

Limited to: 1

Explicit
  • Can Allocate Passive Skills from the Sorceress's starting point

""Try on another life. See how it fits. You'll find that your one life is utterly inadequate." - He of Many Names and Many Faces"

Voices Lv. 20+
Voices

Base: Sapphire

Variant: 2 sockets PoE2DB source row

Limited to: 1

Explicit
  • Allocates 2 Sinister Jewel sockets

"Only a madman would ignore a god's instructions."

Voices Lv. 20+
Voices

Base: Sapphire

Variant: 3 sockets PoE2DB source row

Limited to: 1

Explicit
  • Allocates 3 Sinister Jewel sockets

"Only a madman would ignore a god's instructions."

Voices Lv. 20+
Voices

Base: Sapphire

Variant: 4 sockets PoE2DB source row

Limited to: 1

Explicit
  • Allocates 4 Sinister Jewel sockets

"Only a madman would ignore a god's instructions."

Reverie Lv. 28+
Reverie

Base: Shaman Mantle

Req: 26 Str | 26 Int

Lvl ARESWard
28 320102-
28 2674177
38 2924244

Rite of Restoration

Lv 8
SpellAoEDur.Staged

Place a Sigil on the ground, providing a powerful Buff to you and Allies standing in it which grants Life Regeneration and amplifies Armour , Evasion and ES . The Buff becomes more powerful the more mana you spend while standing in the Sigil.

  • Minimum 1 second between gaining Stages
  • Sigil radius is 4.5 m
  • Gains a Stage when you Spend a total of 35 % of your Maximum Mana while in Area
  • Maximum 4 Stages
  • Buff grants (11 - 14) % more Armour , Evasion and ES per StageBuff grants 14 % more Armour , Evasion and ES per Stage
  • Buff grants (8.7 - 21.7) Life Regenerated per second per StageBuff grants 21.7 Life Regenerated per second per Stage
  • Sigil radius is (0 - 0.8) mSigil radius is 0.8 m
Implicit
  • Grants Skill: Level 8 Rite of Restoration
Explicit
  • (100-150) % inc. Armour and ES
  • -10 % to Fire Res
  • +(17-23) % to Chaos Res
  • Cannot use Life Flasks | Non-Unique Life Flasks apply their Effects constantly | Recovery from Life Flasks cannot be Instant | Recovery from your Life Flasks cannot be applied to anything other than you
  • (40-60) % less Life Flask Recovery

""Do not despair! Give yourself to the woods! Become empty, and the Goddess will find you. From within her roots... you shall be restored." - Cirel of Caer Tarth"

Immaculate Adherence Lv. 30+
Immaculate Adherence

Base: Solar Amulet

Implicit
  • +(10-15) to Spirit
Explicit
  • 100 % of Dmg is taken from Mana before Life
  • Cannot have ES
  • Convert 100% of max ES to max Divinity
  • (0-100) % inc. max Divinity
  • 20 % reduced max Divinity per Corrupted Item Equipped
  • Skills Cost Divinity instead of Mana or Life

"To stray is to condemn this world to sin."

The Taming Lv. 42+
The Taming

Base: Prismatic Ring

Implicit
  • +(7-10) % to all Ele.Res
Explicit
  • +(10-20) % to all Ele.Res
  • (10-20) % inc. Dmg for each type of Elemental Ailment on Enemy
  • Wind Skills which can be boosted by Elemental Ground Surfaces can be boosted by multiple Elemental Ground Surfaces
  • Wind Skills which can be boosted by Elemental Ground Surfaces count | as being boosted by Ignited , Shocked , and Chilled Ground

""Moon after moon did Berek make fools Of the great and Untamed Three Until malice for a Brother Slew the hatred of the Other And Berek did hunt Alone and free." - Berek and the Untamed"

Berek's Grip Lv. 42+
Berek's Grip

Base: Two-Stone Ring

Implicit
  • +(12-16) % to Cold and Light. Ress
Explicit
  • +(10-20) to Dex and Int
  • +(10-20) % to Cold and Light. Ress
  • Hits against you have (35-50) % reduced Crit% while you are Chilled
  • Wind Skills which can be boosted by Elemental Ground Surfaces count | as being boosted by Shocked Ground

""Berek hid from Storm's lightning wrath In the embrace of oblivious Frost Repelled by ice, blinded by blizzards Storm raged in vain While Berek slept." - Berek and the Untamed"

Berek's Pass Lv. 42+
Berek's Pass

Base: Two-Stone Ring

Implicit
  • +(12-16) % to Fire and Cold Ress
Explicit
  • +(10-20) to Str and Int
  • +(10-20) % to Fire and Cold Ress
  • Regenerate (1-2) % of max Life per second while Ignited
  • Wind Skills which can be boosted by Elemental Ground Surfaces count | as being boosted by Chilled Ground

""From Frost's ice-bound pass Berek taunted and jeered Until furious Flame scaled the mountain Berek escaped through the thaw And Frost's tortured moans." - Berek and the Untamed"

Berek's Respite Lv. 42+
Berek's Respite

Base: Two-Stone Ring

Implicit
  • +(12-16) % to Fire and Light. Ress
Explicit
  • +(10-20) to Str and Dex
  • +(10-20) % to Fire and Light. Ress
  • (15-25) % inc. Critical Dmg Bonus while Shocked
  • Wind Skills which can be boosted by Elemental Ground Surfaces count | as being boosted by Ignited Ground

""With Flame licking at his heels Berek berated the clouds Until vengeful Storm spewed forth his rains And Berek held on tight As Fire screamed and steamed And fled." - Berek and the Untamed"

Loreweave Lv. 43+
Loreweave

Base: Ornate Ringmail

Req: 45 Str | 45 Int

Lvl ARESWard
43 22566-
55 21060112
Explicit
  • Adds (1-4) to (8-12) Phys.Dmg to Attacks
  • +(200-300) to Accu
  • +(20-30) to max Mana
  • (6-15) % inc. Rarity of Items found
  • +(2-5) % to Quality of all Skills
  • (7-10) % inc. Cast Speed
  • Your Maximum Resistances are (75-80) %
  • Random 3 Unique Ring Modifiers

"The collector need not even speak. Each ring regaled them with tales of his conquest."

The Sunken Vessel Lv. 45+
The Sunken Vessel

Base: Knight Armour

Req: 41 Str | 41 Dex

Lvl ARERWard
45 433391-
45 43317685
55 38815993
Explicit
  • (120-180) % inc. Armour and Evasion
  • +(80-120) to max Life
  • 30 % reduced Life Recovery rate
  • 33 % chance to avoid Proj
  • Phys.Dmg of Enemies Hitting you is Unlucky
  • Convert All Armour to ER

""What are you lot looking at? We're under fire! Get to your stations!" - Captain Sventura, the Unlucky"

Brutus' Lead Sprinkler Lv. 45+
Brutus' Lead Sprinkler

Base: Morning Star

Req: 80 Str

Lvl PhysCritAPSFire DPS
45 67-1006.50%1.57- 131
65 -6.5%1.5790-134 176

Molten Shower

Lv 11
AttackAoEProjTriggerFire

Fires molten Proj from the enemy hit, which will explode when they land nearby, dealing Attack damage in an area.

  • Converts 80 % of Physical damage to Fire damage
  • Fires 4 Proj
  • Explosion radius is 1 metre
  • This Attack is Triggered by Brutus' Lead Sprinkler
  • (0 - 20) % inc. CDRR20 % inc. CDRR
Implicit
  • Grants Skill: Level 11 Molten Shower
Explicit
  • Hits with this Weapon have 5 % chance to Trigger Molten Shower per 25 Str
  • (80-120) % inc. Phys.Dmg
  • (5-10) % inc. Atk Speed
  • +(15-25) to Str
  • 5 to 10 Added Attack Fire.Dmg per 25 Str
  • local display grants level X molten shower [1]

""A sprinkle of liquid encouragement is often required to garnish the perfect confession." - Brutus, Warden of Axiom"

Serle's Grit Lv. 47+
Serle's Grit

Base: Kalguuran Forgehammer

Lvl PhysCritAPS DPS
47 60-1065.00%1.45 120
65 86-1505%1.75 207
65 125-2145%1.45 246
65 86-15010%1.45 171
65 86-1505%1.45 171 !

Runic Tempering

Lv 12
Channelling

Channel to imbue your armour with Runic Plates. When you are Hit while you have these plates, some of the damage you would take will be prevented, and this skill will cause backlash, dealing your Thorns damage in an area around your attacker.

  • Backlash radius is 1.9 m
  • Can backlash once every 0.4 seconds
  • You take 10 % less Dmg from Hits while you have Runic Plates
  • A Runic Plate is lost for every 5 backlashes
  • Maximum 4 Runic Plates
Implicit
  • Grants Skill: Level 12 Runic Tempering
  • Has 3 Sockets
Explicit
  • Maximum Quality is 40 %
  • Adds (23-30) to (35-55) Phys.Dmg
  • +(20-30) to Str
  • Skills which Empower an Attack have (10-20) % chance to not count that Attack
  • (40-50) to (80-100) added Physical Thorns damage per Runic Plate

"A common soldier from a common family kept hammering into the night after each grueling march, his eyes afire with starlight and determination. Few suspected that he would one day become the greatest among them."

Uhtred's Chalice Lv. 50+
Uhtred's Chalice

Base: Transcendent Mana Flask

Lvl Recovers {0} Mana over {1} SecondsConsumes {0} of {1} Charges on useCurrently has {0} Charges
50 932100
Explicit
  • (200-300) % inc. Amount Recovered
  • 70 % reduced Recovery rate
  • (50-60) % reduced Charges
  • Mana Recovery from Flasks can Overflow max Mana during Effect
  • Lose 5 % Life per second while you have no Ward during Effect

"Uhtred drank. Verisium burned through his veins. He gazed at death's face. With all his strength, he turned instead to the stars, and witnessed Truth."

Surge of the Tide Lv. 52+
Surge of the Tide

Base: Lumbering Talisman

Req: 60 Str | 43 Int

Lvl PhysCritAPS DPS
52 283-4265.00%0.96 340
Explicit
  • (250-300) % inc. Phys.Dmg
  • (30-50) % inc. Armour
  • (10-15) % reduced Atk Speed
  • +(20-30) to Str
  • Every second Slam Skill you use while Shapeshifted is Ancestrally Boosted | Every second Strike Skill you use while Shapeshifted is Ancestrally Boosted

""A traditional hatungo does not carry an axe, it is true. But as Narumoa showed us, there are many ways to crush one's enemy...""

Cat O' Nine Tails Lv. 55+
Cat O' Nine Tails

Base: Utility Belt

Implicit
  • Has (1-3) Charm Slots
  • 20 % of Flask Recovery applied Instantly
Explicit
  • +(120-200) to max Life
  • Regenerate 5 % of max Life per second if you have been Hit Recently
  • (25-50) % inc. Life Recovery rate
  • Life Recovery other than Flasks cannot Recover Life to above Low Life
  • Gain Physical Thorns damage equal to 8 % - 12 % of max Life

"A Templar thinks he's righteous for flogging himself once for every ten lashings he gives."

Mageblood Lv. 55+
Mageblood

Base: Utility Belt

Implicit
  • Has (1-3) Charm Slots
  • 20 % of Flask Recovery applied Instantly
Explicit
  • All Mage's Legacies have (25-50) % inc. effect per duplicate Mage's Legacy you have
4 Mage’s Legacies · 14 possible rolls

Only one instance of each Mage’s Legacy applies its bonus. Duplicate rolls increase its effect through the modifier above.

Legacy of Amethyst
+45% to Chaos Res.
Legacy of Basalt
150% inc. Armour.
Legacy of Bismuth
+45% to all Ele.Res.
Legacy of Diamond
75% inc. Crit%.
Legacy of Gold
45% inc. Rarity of Items found.
Legacy of Granite
+2000 to Armour.
Legacy of Jade
+2000 to ER.
Legacy of Quicksilver
30% inc. Move.Spd.
Legacy of Ruby
+60% to Fire Res and +5% to Maximum Fire Res.
Legacy of Sapphire
+60% to Cold Res and +5% to Maximum Cold Res.
Legacy of Silver
30% inc. Skill Speed.
Legacy of Stibnite
150% inc. ER.
Legacy of Sulphur
60% inc. Dmg, and makes the area within 2.5 m of you Consecrated Ground while you're stationary.
Legacy of Topaz
+60% to Light. Res and +5% to Maximum Light. Res.

"Rivers of power coursed through their veins. Now, that power is yours, for good or ill."

Eventide Petals Lv. 55+
Eventide Petals

Base: Veridical Chain

Midnight Zenith

Lv 13
BuffPersistentAoEColdDur.

While active, Critical Hits with other skills that kill targets, or hit powerful targets cause you to gain Arctic Petals. Once you have enough Arctic Petals they will be Consumed to create Ice Crystals near the most recent target.

Buff

  • This Skill cannot cause Meta Skills to generate Energy
  • You cannot gain Arctic Petals from this Skill's Critical Hits
  • +1 Arctic Petal per Power of targets Killed with Critical Hits
  • +(3 - 4) Arctic Petals on Critically Hitting Rare or Unique targets+4 Arctic Petals on Critically Hitting Rare or Unique targets
  • Consumes 10 Arctic Petals to create 5 Ice Crystals when able
  • midnight star max ice crystals [0,2]

Crystal

  • Explosion radius is 2.2 m
  • Ice Crystal duration is 10 seconds
  • Limit 10 Ice Crystals
  • Deals (19 - 47) to (29 - 70) Cold.DmgDeals 47 to 70 Cold.Dmg
  • Ice Crystals have (14 - 4768) max LifeIce Crystals have 4768 max Life
Implicit
  • Grants Skill: Level 13 Midnight Zenith
  • +(30-40) to max Ward
Explicit
  • (30-50) % inc. Crit%
  • +(25-35) to Int
  • (30-50) % inc. Light Radius
  • Ice Crystals have (-3-3) % reduced max Life per 5% Cold Res you have

"Dannig sculpted the Verisium to evoke the night-blooming lotus of Middengard's stygian peaks, which grow only where ash meets the snow and stars."

Opportunity Lv. 60+
Opportunity

Base: Ultimate Life Flask

Lvl Recovers {0} Life over {1} SecondsConsumes {0} of {1} Charges on useCurrently has {0} Charges
60 198730
Explicit
  • Effect is not removed when Unreserved Life is Filled
  • Cannot be Used manually
  • Used when you release a skill with Perfect Timing
  • Skills have (80-120) % longer Perfect Timing window during effect
  • (100-150) % inc. Amount Recovered
  • (25-50) % reduced Recovery rate
  • (50-75) % reduced Charges per use

""Calculations complete, and He is assembled. Our immaculate tactics are set in motion.""

Sylvan's Effigy Lv. 62+
Sylvan's Effigy

Base: Stoic Sceptre

Req: 12 Int

Lvl Spirit
62 160

Discipline

BuffPersistentAura

Emit an Aura that grants you and Allies in your Presence additional Total ES .

  • Aura grants +(185 - 328) to Total Maximum ESAura grants +328 to Total Maximum ES
  • Aura grants (0 - 20) % inc. ES Recharge RateAura grants 20 % inc. ES Recharge Rate

Azmerian Wolf

Lv 14
MinionCompanionPersistentPhysical

Summons an ancient Reviving Azmerian Wolf that can howl, calling to spirits convening an Eternal Hunt on Command . It Maims when attacking foes, and can lunge to bite and inflict Bleeding , or howl to inspire nearby allies.

Minion Info

  • Minions have (0 - 20) % more Maximum LifeMinions have 20 % more Maximum Life

Command

  • Cost(8 - 85) Mana85 Mana
Implicit
  • Grants Skill: Discipline
  • Grants Skill: Level 14 Azmerian Wolf
Explicit
  • (50-75) % inc. Spirit
  • Allies in your Presence Regenerate (50-100) Life per second
  • +(6-12) to all Attributes
  • Companions deal (50-100) % inc. damage to your Marked targets
  • You can have any number of Companions of different types
  • discipline art variation [1]

"Darkness howls through ancient bones, a wistful cry on hollow winds. The moon listens. The pack gathers."

Eyes of the Runefather Lv. 62+
Eyes of the Runefather

Base: Venerable Defender

Req: 64 Str | 64 Dex

Lvl Block chanceARERMoveWardES
62 28%567514---
65 26%753--0.0342-
65 25%---4245
65 20%-148-42- !

Raise Shield

AttackAoEMeleePhysicalChannelling

Raise your Shield to Block all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a Shield Bash, damaging and Stunning enemies. While your Shield is raised you cannot be Light Stunned by hits you Block , but Blocking too much damage may Heavy Stun you. You cannot Evade while your Shield is raised, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.

  • Shield Bash causes 600 % more Heavy Stun buildup
  • Shield Bash always Light Stuns Shield Bash Dazes if holding a Tower Shield
  • Shield Bash can't be Evaded
  • Shield Bash deals 3 to 4 Phys.Dmg per 5 Armour on Shield
Implicit
  • Grants Skill: Raise Shield
Explicit
  • (300-400) % inc. Armour and Evasion
  • +(40-50) % to Cold Res
  • Inflicts RFa's Challenge on enemies 6 m in front of you when raised, no more than once every 2 seconds
  • Gain 1 RFa's Boast per Power of targets affected by RFa's Challenge you kill
  • Off-hand Hits inflict RFa's Challenge

"From aeons past, Dannig felt the Runefather's gaze, challenging him. There is no honour in ease. True greatness is torn from the jaws of defeat."

Decree of Flight Lv. 65+
Decree of Flight

Base: Ancient Leggings

Req: 56 Str | 56 Int

Lvl ARESWard
65 398110-
65 3183053
Explicit
  • 30 % inc. Move.Spd
  • (150-200) % inc. Armour and ES
  • (20-30) % faster Dodge Roll
  • Gain Guard equal to (10-20) % of missing ES for 4 seconds when you Dodge Roll
  • Maximum amount of Guard is based on max ES instead
  • Divine Flight
  • base is floating [1]

""Soar. Be swift. Let none trespass here, from above or below, lest your purpose be forfeit.""

Decree of Acuity Lv. 65+
Decree of Acuity

Base: Ancient Visor

Req: 59 Str | 59 Dex

Lvl ARER
65 537489
65 537163
Explicit
  • (150-250) % inc. Armour and Evasion
  • +(25-35) to Dex
  • Gain (15-30) % of ER as extra Armour
  • You are Blind
  • The Effect of Blind on you is reversed

""Focus. Hone your mind. Your lessers rely on the tangible. Shed your senses, and raze them from this physical realm.""

Horror's Flight Lv. 65+
Horror's Flight

Base: Engraved Bracers

Variant: Grants Skill: Level 15 Crushing Fear PoE2DB source row

Req: 80 Dex

Lvl ER
65 497

Crushing Fear

Lv 15
AttackAoEMeleeStrikePhysicalChaos

Dash to an enemy and Strike them, Culling enemies if their life is low enough. When this skill kills an enemy you draw out their final fears, crushing them to create a shockwave. Enemies around you that can be Culled will be highlighted.

Strike

  • Converts 50 % of Physical damage to Chaos damage
  • Culling Strike
  • Can't be Evaded
  • (0 - 10) % more AoE10 % more AoE

Shockwave

  • Atk Dmg(400 - 1449)%1449%
  • Converts 50 % of Physical damage to Chaos damage
  • Culling Strike
  • Can't be Evaded
  • 5 % more AoE per Power of killed target
  • 10 % more Dmg per Power of killed target
Implicit
  • Grants Skill: Level 15 Crushing Fear
Explicit
  • (200-300) % inc. ER
  • (7-17) % inc. Atk Speed
  • +(13-23) to Dex
  • Adds (19-23) to (31-37) Chaos.Dmg to Attacks
  • Gain 1 Fear Incarnate when you Cull a target

"If fear doesn't kill you, I will."

Horror's Flight Lv. 65+
Horror's Flight

Base: Engraved Bracers

Variant: Grants Skill: Level 15 Crushing Fear PoE2DB source row

Req: 80 Dex

Lvl ER
65 497

Crushing Fear

Lv 15
AttackAoEMeleeStrikePhysicalChaos

Dash to an enemy and Strike them, Culling enemies if their life is low enough. When this skill kills an enemy you draw out their final fears, crushing them to create a shockwave. Enemies around you that can be Culled will be highlighted.

Strike

  • Converts 50 % of Physical damage to Chaos damage
  • Culling Strike
  • Can't be Evaded
  • (0 - 10) % more AoE10 % more AoE

Shockwave

  • Atk Dmg(400 - 1449)%1449%
  • Converts 50 % of Physical damage to Chaos damage
  • Culling Strike
  • Can't be Evaded
  • 5 % more AoE per Power of killed target
  • 10 % more Dmg per Power of killed target
Implicit
  • Grants Skill: Level 15 Crushing Fear
Explicit
  • (200-300) % inc. ER
  • (7-17) % inc. Atk Speed
  • +(13-23) to Dex
  • Adds (19-23) to (31-37) Chaos.Dmg to Attacks
  • Gain 1 Fear Incarnate when you Cull a target
  • Raven-Touched

"If fear doesn't kill you, I will."

The Auspex Lv. 65+
The Auspex

Base: Exquisite Vest

Variant: Grants Skill: Level 15 Mist Raven PoE2DB source row

Req: 242 Dex

Lvl ERWard
65 1398-
70 104886

Mist Raven

Lv 15
MinionCompanionPersistentPhysicalChaos

Summons a mysterious undamageable Mist Raven that can be Commanded to dive at target location, crashing through an otherworldly mirror and damaging enemies in an area. The raven grants you a Frenzy Charge for each enemy it Culls .

Minion Info

  • Culling Strike
  • This Minion uses your Culling Strike threshold
  • (0 - 20) % chance when you gain a Frenzy Charge to gain an additional Frenzy Charge20 % chance when you gain a Frenzy Charge to gain an additional Frenzy Charge

Command

  • Cost8 Mana
Implicit
  • Grants Skill: Level 15 Mist Raven
Explicit
  • (210-240) % inc. ER
  • +(70-120) to max Life
  • 100 % inc. Attribute req.
  • Chance to Deflect is Lucky while on Low Life
  • Enemies in your Presence gain 1 Gruelling Madness each second

""The boy is a bad omen," he cried. "Ravens gather before him!" That night, a new raven appeared, and shadowed the Auspex for the rest of his days."

The Auspex Lv. 65+
The Auspex

Base: Exquisite Vest

Variant: Grants Skill: Level 15 Mist Raven PoE2DB source row

Req: 242 Dex

Lvl ERWard
65 1398-
70 104886

Mist Raven

Lv 15
MinionCompanionPersistentPhysicalChaos

Summons a mysterious undamageable Mist Raven that can be Commanded to dive at target location, crashing through an otherworldly mirror and damaging enemies in an area. The raven grants you a Frenzy Charge for each enemy it Culls .

Minion Info

  • Culling Strike
  • This Minion uses your Culling Strike threshold
  • (0 - 20) % chance when you gain a Frenzy Charge to gain an additional Frenzy Charge20 % chance when you gain a Frenzy Charge to gain an additional Frenzy Charge

Command

  • Cost8 Mana
Implicit
  • Grants Skill: Level 15 Mist Raven
Explicit
  • (210-240) % inc. ER
  • +(70-120) to max Life
  • 100 % inc. Attribute req.
  • Chance to Deflect is Lucky while on Low Life
  • Enemies in your Presence gain 1 Gruelling Madness each second
  • Raven-Touched

""The boy is a bad omen," he cried. "Ravens gather before him!" That night, a new raven appeared, and shadowed the Auspex for the rest of his days."

Mastered Domain Lv. 65+
Mastered Domain

Base: Irradiated Tablet

Implicit
  • Adds Irradiated to a Map | 1 uses remaining
Explicit
  • Map also counts as a Water Map

"For a brief shining time, the Precursors could resculpt the world as they saw fit."

The Raven's Flock Lv. 65+
The Raven's Flock

Base: Perching Staff

Req: 114 Int

Spiraling Conspiracy

MinionPersistentAoEPhysicalChaosDur.

A flock of mist ravens circle you, dealing damage over time in an area. Their numbers are bolstered by slain foes, or in the Presence of dangerous enemies, but the flock as a whole is considered a single minion. You can Command some of them to take flight, leaving the flock to assail your enemies.

Minion Info

  • A Raven joins the Flock every (1.05 - 2) seconds while a Rare or Unique enemy is in your PresenceA Raven joins the Flock every 2 seconds while a Rare or Unique enemy is in your Presence
  • A Raven joins the Flock for every 1 total Power of enemies slain by you or your Minions
  • Raven Flock's Skills have (0 - 20) % inc. AoERaven Flock's Skills have 20 % inc. AoE

Command

  • Cost0 Mana
Implicit
  • Grants Skill: Spiraling Conspiracy
Explicit
  • (8-16) % inc. Cast Speed
  • +(20-30) to Int
  • Minions deal (80-120) % inc. Dmg
  • Minions have (10-20) % chance to inflict Gruelling Madness on Hit
  • (30-50) % inc. Spirit Reservation Efficiency of Skills

""Where the boy went, ravens gathered, feasting on misery. His vile influence spread, swift as the carnage they wrought.""

Geofri's Sanctuary Lv. 65+
Geofri's Sanctuary

Base: Revered Vestments

Req: 67 Str | 67 Int

Lvl ARESWard
65 740--
70 6296486 !
70 5398886 !
70 44445301
Implicit
  • +1 % to all Maximum Ele.Res
Explicit
  • (150-200) % inc. Armour
  • +(10-20) % to all Ele.Res
  • Your max ES is equal to (200-300) % of your Str
  • Maximum ES cannot be Converted
  • Regenerate 2 Life per second for every 10 Int
  • Zealot's Oath

"Faith does not make us invulnerable. It makes us immortal."

The Unleashed Lv. 65+
The Unleashed

Base: Revered Vestments

Req: 67 Str | 67 Int

Lvl ARESWard
65 732204-
70 6226486 !
70 5338886 !
70 44045301
Implicit
  • +1 % to all Maximum Ele.Res
Explicit
  • (150-250) % inc. Armour and ES
  • +(10-20) to Str and Int
  • (15-25) % of Dmg taken from Hits bypasses ES if ES is below half
  • Gain 1 Runic Binding on Hit with Spells, no more than once every 0.5 seconds | Lose all Runic Bindings when you Shapeshift to gain that much Unbound Potential

"His latent potential unleashed itself, a beast bursting from its shackles. Each strike of Farrow's hammer rang out a song for the First Ones."

Runeseeker's Call Lv. 65+
Runeseeker's Call

Base: Runic Fork

Req: 114 Int

The Stars Answer

Lv 15
SpellBuffAoETriggerPhysicalColdDur.

Leash the stars themselves by leveraging your vast magical power, repeatedly Triggering Starfall targeting an enemy in an area around you, or a random location in that area if no enemies can be targeted.

The Stars Answer

  • Cannot be cast if you have less than 10000 Mana Cannot be cast if already active
  • Targeting radius is 8 m
  • Triggers Starfall every 0.3 seconds, targeting enemies if able
  • 50 % inc. Starfall Trigger frequency per enemy in radius after the first, up to a max of 200 %
  • Starfall creates a large star every 15 times Triggered
  • Starfall cannot cannot target the same enemy with large stars more than once every 2 seconds

Small Star

  • Cost0 Mana
  • CastInstant
  • Crit%8.00%
  • Deals (114 - 240) to (170 - 361) Phys.DmgDeals 240 to 361 Phys.Dmg
  • Deals (114 - 240) to (170 - 361) Cold.DmgDeals 240 to 361 Cold.Dmg
  • Impact radius is 0.8 m
  • (0 - 20) % inc. AoE20 % inc. AoE

Large Star

  • Crit%12.00%
  • Impact radius is 0.8 m
  • Chilled Ground duration is 5 seconds
  • Deals (170 - 361) to (256 - 541) Phys.DmgDeals 361 to 541 Phys.Dmg
  • Deals (170 - 361) to (256 - 541) Cold.DmgDeals 361 to 541 Cold.Dmg
Implicit
  • Grants Skill: Level 15 The Stars Answer
Explicit
  • Only Runes can be Socketed in this item
  • 200 % inc. effect of Socketed Runes
  • Has 5 Augment Sockets (Hidden)

"Smithed from ancient metal wrought from the very stars. It is a means to call upon them, for one capable of wielding it."

Vestige of Darkness Lv. 65+
Vestige of Darkness

Base: Tenebrous Crown

Req: 59 Str | 59 Int

Lvl ARESWard
65 489137-
65 3904056
Explicit
  • (150-200) % inc. Armour and ES
  • +(20-30) to Str and Int
  • Physical damage from Hits Contributes to Chill Magnitude and Freeze Buildup
  • Enemies in your Presence are Blinded
  • The Bodach haunts your Presence
  • the wendigo manifestation delay randomisation ms [500]
  • the wendigo manifests +% faster per enemy power in your presence [5]

""Your covetous hands bring the Unlight ever closer to consuming your realm.""

The Master's Reach Lv. 65+
The Master's Reach

Base: Tethering Bands

Req: 55 Str | 55 Int

Implicit
  • Grants Skill: Level 15 Untether
Explicit
  • (200-300) % inc. Armour and ES
  • +(75-125) to max Life
  • +(15-25) to Int
  • Reveal Weaknesses against Rare and Unique enemies
  • Eat a Soul when you Hit an enemy with an Open Weakness
  • (80-100) % of damage taken from enemies with an Open Weakness Recouped as Life
  • unique reveal weakness art variation [1]

"The Master's tether wraps itself around the soul. Should he be denied, he will unmercifully set it free."

Redemption Lv. 65+
Redemption

Base: Trarthan Cannon

Req: 114 Str | 63 Dex

Lvl PhysCritAPS DPS
65 277-6405.00%1.40 642
Implicit
  • Cannot load or fire Ammunition
Explicit
  • (300-400) % inc. Phys.Dmg
  • Hits with this Weapon have no Critical Dmg Bonus
  • (20-40) % reduced CDRR
  • Gain 1 Explosive Rhythm every (2-3) times you use a Grenade Skill | Remove all Explosive Rhythm on reaching 10 to gain Explosive Fervour for 10 Seconds

""The time has passed for diplomacy! If they will not respect House Azadi, then let them die gloriously... and loudly. We are the masters of the Death Trades!" - Ratha Azadi"

Liminal Coil Lv. 65+
Liminal Coil

Base: Twisted Wand

Req: 114 Int

Coiling Bolts

SpellProjChaosRepeatable

Simultaneously fires a Physical Proj and a Chaos Proj at the target. These projectiles Chain through any number of Cursed targets.

Physical

  • Deals (144 - 279) to (216 - 418) Phys.DmgDeals 279 to 418 Phys.Dmg
  • Modifiers to number of Proj instead apply to the number of targets Proj Splits towards
  • Proj Split towards 2 targets
  • Can Chain from any number of Cursed targets
  • 50 % inc. Chaining range
  • Proj Split towards +(0 - 2) targetsProj Split towards +2 targets

Chaos

  • Modifiers to number of Proj instead apply to the number of targets Proj Splits towards
  • Proj Split towards 2 targets
  • Can Chain from any number of Cursed targets
  • 50 % inc. Chaining range
  • Deals (126 - 244) to (234 - 453) Chaos.DmgDeals 244 to 453 Chaos.Dmg
Implicit
  • Grants Skill: Coiling Bolts
Explicit
  • (71-113) % inc. Spell Dmg
  • (7-13) % inc. Cast Speed
  • Magnitudes of Curses you inflict are zero
  • Curses you inflict ignore Curse limit
  • Spell Hits Gain (23-31) % of Dmg as Extra Chaos.Dmg per Curse on target
  • Spell Hits Gain (23-31) % of Dmg as Extra Phys.Dmg per Curse on target

"In that moment, Viridi's bones became branches, weaving over the Darkness. She coiled around the nothing, trapping it within her everything."

Duality Lv. 65+
Duality

Base: Warding Quarterstaff

Req: 127 Dex | 50 Int

Lvl PhysCritAPS DPS
65 187-31210.00%1.60 399
65 187-31232%1.82 454 !
65 187-31237%1.6 399 !
65 312-51732%1.6 663 !
Implicit
  • +(30-50) to max Ward
Explicit
  • (200-300) % inc. Phys.Dmg
  • +(20-30) % to Critical Dmg Bonus
  • (12-22) % inc. Atk Speed
  • Gain Finality for 0.5 seconds per Combo expended when using Skills
  • Gain (500-1000) Guard for 0.5 seconds per Combo expended when using Skills

"Dannig saw Seren in his mind's eye, a public ornament of extravagance. Until she bore Cadigan a son and vanished. Decadence covering brutality, like all Kalguuran customs."

Sadist's Mercy Lv. 67+
Sadist's Mercy

Base: Flanged Mace

Req: 134 Str

Lvl PhysCritAPS DPS
67 154-22912.34%1.88 360

Harbinger of Madness

Lv 16
BuffPersistentAoEPhysical

Draws out the latent fears of enemies you kill and Rare or Unique enemies you Hit , turning them into unstable apparitions which charge towards enemies and then explode.

  • Deals (181 - 319) to (272 - 478) Phys.DmgDeals 319 to 478 Phys.Dmg
  • Explosion radius is 2 m
  • Unstable Apparitions spawned from slain enemies deal 8 % of that enemy's Life as added unscalable Physical damage
  • Unstable Apparitions deal 5 % more damage per Power of the enemy they're drawn from
  • Draws out an Unstable Apparition from Rare or Unique enemies you Hit
  • Draws out an Unstable Apparition from enemies you kill with Melee Hits , no more than once every 0.05 seconds
Implicit
  • Grants Skill: Level 16 Harbinger of Madness
Explicit
  • (240-300) % inc. Phys.Dmg
  • +(5-8) % to Crit%
  • (14-22) % inc. Atk Speed
  • Hits with this Weapon inflict (2-5) Gruelling Madness
  • Enemies in your Presence have additional Power equal to their Gruelling Madness

""You mortals are insidious. You repress your evil, or deny it exists. Liars! When I open your heads, that violence floods out." - The Raven Trickster"

Periphery Lv. 67+
Periphery

Base: Heartwood Shortbow

Req: 134 Dex

Lvl PhysElemental DamageCritAPS DPS
67 41-7652-895.00%1.38 178

Azmerian Swarms

Lv 16
BuffMinionPersistentPhysicalLightningColdFireDur.

While active, summons short-lived Azmerian Swarms when you kill enemies affected by Elemental Ailments or hit Rare or Unique enemies affected by Elemental Ailments . The swarms are untargetable Minions that pursue nearby enemies to Attack them and infict Faerie Fire on Hit .

  • Summon an Azmerian Swarm when you kill a target affected by an Elemental Ailment
  • 10 % chance to summon an Azmerian Swarm when you Hit a Rare or Unique target affected by an Elemental Ailment
  • Maximum 8 Azmerian Swarms
  • Swarms have 100 % chance to inflict 1 Faerie Fire on Hit
  • Swarms Convert 100 % of Phys.Dmg to a random Element
  • Swarm duration is 10 seconds
  • Swarms have 1% inc. Atk Speed per 5 of your Dex
  • Swarms deal (26 - 30) % more Dmg with Hits for each type of Elemental Ailment on targetSwarms deal 30 % more Dmg with Hits for each type of Elemental Ailment on target
  • Maximum +(0 - 2) Azmerian SwarmsMaximum +2 Azmerian Swarms
Implicit
  • Grants Skill: Level 16 Azmerian Swarms
Explicit
  • Adds (48-59) to (75-97) Fire.Dmg
  • Adds (35-53) to (65-80) Cold.Dmg
  • Adds (1-8) to (123-152) Light.Dmg
  • (8-14) % inc. Atk Speed
  • Ele.Dmg from Hits Contributes to Flammability , Ignite , and Chill Magnitudes , Freeze Buildup, and Shock Chance

"As the Maji approached the edge of Nothingness, she strung fragments of the Wildwood's carcass together. When she nocked her arrow, she pulled upon the elements of life itself."

Twisted Empyrean Lv. 70+
Twisted Empyrean

Base: Aberrant Sledge

Req: 163 Str

Lvl PhysColdCritAPS DPS
70 147-305190-3999.09%1.20 625
70 299-624190-3999%1 756
70 147-305190-3999%1.2 625 !
70 147-305190-3999%1.2 625 !
70 58.61-121.97308.4-645.49%1.2 681

Starborn Onslaught

Lv 16
AttackAoEMeleeSlamPhysicalColdDur.

Build up Glory by Freezing or Chilling enemies. When you have max Glory you may jump backwards loosing your Mace with the force of a falling comet onto your target. The impact releases Fissures and causes stars to fall in the area for a brief period.

Impact

  • Converts 70 % of Physical damage to Cold damage
  • Creates 3 fissures
  • +1.2 seconds to Total Attack Time
  • Requires 20 Glory to use
  • Fissures branch 2 times
  • Impact radius is 2.5 m
  • +8 seconds to Fissure duration
  • Calls down 20 Stars
  • Limit 8 Fissures
  • Calls down (0 - 4) StarsCalls down 4 Stars

Star Fall

  • Atk Dmg(110 - 319)%319%
  • Converts 70 % of Physical damage to Cold damage
  • Impact radius is 2.5 m
Implicit
  • Grants Skill: Level 16 Starborn Onslaught
Explicit
  • (80-100) % inc. Phys.Dmg
  • Adds (150-200) to (350-400) Cold.Dmg
  • +(300-400) to max Mana
  • +(4-6) % to Crit%
  • (10-20) % of Dmg is taken from Mana before Life
  • Attacks with this Weapon have Added Cold.Dmg equal to (6-8) % to (10-12) % of max Mana
  • Convert 100 % of Fire.Dmg with Mace Skills to Cold.Dmg
  • mace fire skills are blue [1]

"Infinite mutations over endless eons borne upon it in a singular moment."

Decree of Loyalty Lv. 70+
Decree of Loyalty

Base: Ancient Mail

Req: 67 Str | 67 Int

Lvl ARESWard
70 1057294-
70 8446186
Explicit
  • (200-300) % inc. Armour and ES
  • +(15-25) to Str and Int
  • +(1-5) % to Maximum Chaos Res
  • Convert 1 % of max Life to twice as much Armour per 1% Chaos Res above 0%
  • Defend with (150-200) % of Armour while you have ES
  • DoT cannot bypass your ES

""Hold firm. Let no word but the Mothers' turn your head. Through your unfaltering fealty, you achieve perfection.""

Forgotten Warden Lv. 70+
Forgotten Warden

Base: Primal Markings

Req: 67 Dex | 67 Int

Lvl ERESWard
70 1032316-
80 85968107

Spirit Vessel

Lv 16
MinionCompanionPersistentMeta

Summons a Shapeshifting Spirit Vessel Companion that uses copies of socketed Bear , Werewolf , and Wyvern Skills.

Spirit Vessel

  • Spirit Vessel deals 20 % more Dmg per different socketed Skill
  • Minions have (0 - 20) % more Maximum LifeMinions have 20 % more Maximum Life

Support

Implicit
  • Grants Skill: Level 16 Spirit Vessel
Explicit
  • +(70-100) to Deflection Rating per 50 missing ES
  • (200-300) % inc. Evasion and ES
  • +(20-30) to Dex
  • Companions have (30-50) % inc. max Life
  • (10-15) % of Dmg from Deflected Hits is taken from Dmgable Companion 's Life before you
  • enable ancient order task [1]

"A gift from the Draíocht, lost in Darkness. The bronze hums. The cloth sighs. Living pieces of her, yearning to exist."

The Ordained Lv. 79+
The Ordained

Base: Grand Spear

Req: 68 Str | 109 Dex

Lvl PhysLtngCritAPS DPS
79 155-2331-29311.02%1.40 477

Spear Throw

AttackAoEProjRepeatable

Hurl your Spear with force. Consumes a Frenzy Charge if you have one to cause the Spear to explode at the end of its flight.

Spear Throw

Explosion

  • Atk Dmg(232 - 724)%724%
  • Explosion radius is 2 m

Righteous Descent

Lv 18
AttackAoEMeleeSlamPhysicalLightningTravel

Leap into the air carried by divine wings, damaging enemies with your spear where you land. If there is a Fragment of Divinity near you or the targeted location, this attack will Consume it when you leap to become Empowered , dealing more damage and granting life and mana recovery. This skill does not use up its Cooldown when empowered.

Impact

  • Converts 40 % of Physical damage to Lightning damage
  • +2 seconds to Total Attack Time
  • Impact radius is 2.5 m
  • Will Consume a Fragment of Divinity within 3 m of you or targeted location when you leap to become Empowered
  • Impact radius is (0 - 0.2) mImpact radius is 0.2 m

Empowered

  • Atk Dmg(400 - 1449)%1449%
  • Converts 40 % of Physical damage to Lightning damage
  • Impact radius is 2.5 m
  • Does not consume a Cooldown Use
  • Recover 10 % of max Life over 2 seconds
  • Recover 10 % of max Mana over 2 seconds
Implicit
  • Grants Skill: Spear Throw
  • Grants Skill: Level 18 Righteous Descent
  • 25 % inc. Melee Strike Range with this weapon
Explicit
  • (150-250) % inc. Phys.Dmg
  • Adds 1 to (200-300) Light.Dmg
  • +(5-8) % to Crit%
  • Life Leech recovers based on your Lightning damage as well as Physical damage
  • Create a Fragment of Divinity in your Presence every 4 seconds

"May the Lightless drown in the violence of His devotion."

The Hollow Mask Lv. 84+
The Hollow Mask

Base: Hewn Mask

Lvl ERESWard
5 1812-
5 201326
38 301054

Wildwood's Gifts

Lv 19
BuffPersistentRemnant

You are chosen by Azmerian spirits who provide guidance, allowing you to see nearby Ancient Blooms .

  • Ancient Blooms fade after 25 seconds if not picked up
  • Ancient Blooms within 5m of you are revealed
  • An Ancient Bloom manifests within 8.5m of you every (1.21 - 1.4) secondsAn Ancient Bloom manifests within 8.5m of you every 1.4 seconds
  • Ancient Blooms have (10 - 100) % inc. effectAncient Blooms have 100 % inc. effect
  • Ancient Blooms have (0 - 15) % inc. effectAncient Blooms have 15 % inc. effect
Implicit
  • Grants Skill: Level 2 Wildwood's Gifts
Explicit
  • Grants Skill: Level 19 Wildwood's Gifts
  • +(60-80) to max Life
  • 15% additional Phys.Dmg Reduction
  • -10% to all Ele.Res
  • +13% to Chaos Res
  • Remnants you create affect Allies in your Presence as well as you when collected
  • (80-100)% inc. Reservation Efficiency of Remnant Skills

"The Roots burrow deeper, unveiling the wood's bounty..."

Uniques (46)

#

Equipment reference

0.5 New Item Bases

BaseAttr.Base statsImplicitsLinks
Distorted Amulet Distorted Amulet
-1 Suffix Modifier allowed-1 Suffix Modifier allowed
Corona Amulet Corona AmuletLv. 40
This item gains bonuses from Socketed Items as though it was a HelmetThis item gains bonuses from Socketed Items as though it was a Helmet
Lament Amulet Lament AmuletLv. 42
-1 Prefix Modifier allowed-1 Prefix Modifier allowed
Grants one of 37 skills · Requires level 42
Alchemist's BoonLevel 11

Alchemist's Boon

Lv 11
BuffPersistentAura
Arctic ArmourLevel 11

Arctic Armour

Lv 11
BuffSpellPersistentSustainedColdStaged
AttritionLevel 11

Attrition

Lv 11
BuffPersistent
BarkskinLevel 11

Barkskin

Lv 11
BuffPersistentDur.
Barrier InvocationLevel 11

Barrier Invocation

Lv 11
BuffPersistentTriggerInvocationMeta
BerserkLevel 11

Berserk

Lv 11
BuffPersistent
BriarpatchLevel 11

Briarpatch

Lv 11
BuffSpellPersistentAoESustainedPhysicalDur.Plant
Cast on Minion DeathLevel 11

Cast on Minion Death

Lv 11
BuffMinionPersistentTriggerMeta
Charge RegulationLevel 11

Charge Regulation

Lv 11
BuffPersistent
Combat FrenzyLevel 11

Combat Frenzy

Lv 11
BuffPersistent
ConvalescenceLevel 11

Convalescence

Lv 11
SpellBuffPersistentDur.
Defiance BannerLevel 11

Defiance Banner

Lv 11
BannerBuffPersistentAoEAuraDur.Conditional
Dread BannerLevel 11

Dread Banner

Lv 11
BannerBuffPersistentAoEAuraDur.Conditional
Ghost DanceLevel 11

Ghost Dance

Lv 11
BuffPersistent
Herald of AshLevel 11

Herald of Ash

Lv 11
BuffPersistentAoEFireDur.Herald
Herald of BloodLevel 11

Herald of Blood

Lv 11
BuffAttackPersistentAoEPhysicalHeraldPayoff
Herald of IceLevel 11

Herald of Ice

Lv 11
BuffAttackPersistentAoEColdHeraldPayoff
Herald of PlagueLevel 11

Herald of Plague

Lv 11
BuffPersistentChaosHerald
Herald of ThunderLevel 11

Herald of Thunder

Lv 11
BuffAttackPersistentAoELightningHeraldPayoff
Iron WardLevel 11

Iron Ward

Lv 11
BuffPersistentAoEPhysicalNova
Lingering IllusionLevel 11

Lingering Illusion

Lv 11
BuffPersistentDur.Remnant
Magma BarrierLevel 11

Magma Barrier

Lv 11
BuffAttackPersistentAoEMeleeTriggerFire
Mana RemnantsLevel 11

Mana Remnants

Lv 11
BuffPersistentRemnant
Overwhelming PresenceLevel 11

Overwhelming Presence

Lv 11
BuffPersistentAura
Plague BearerLevel 11

Plague Bearer

Lv 11
BuffPersistentAoEPhysicalChaosNova
Raging SpiritsLevel 11

Raging Spirits

Lv 11
BuffMinionPersistentFireDur.
Ravenous SwarmLevel 11

Ravenous Swarm

Lv 11
BuffMinionPersistentPhysicalChaosDur.
Reaper's InvocationLevel 11

Reaper's Invocation

Lv 11
BuffPersistentTriggerInvocationMeta
Savage FuryLevel 11

Savage Fury

Lv 11
BuffPersistentDur.
Scavenged PlatingLevel 11

Scavenged Plating

Lv 11
BuffPersistentPhysicalDur.
Shard ScavengerLevel 11

Shard Scavenger

Lv 11
BuffPersistentPhysicalLightningColdFireDur.
Siphon ElementsLevel 11

Siphon Elements

Lv 11
BuffPersistentLightningColdFireRemnant
Time of NeedLevel 11

Time of Need

Lv 11
BuffPersistent
Trail of CaltropsLevel 11

Trail of Caltrops

Lv 11
AttackBuffPersistentAoEProjTriggerPhysicalDur.Hazard
War BannerLevel 11

War Banner

Lv 11
BannerBuffPersistentAoEAuraDur.Conditional
Wind DancerLevel 11

Wind Dancer

Lv 11
BuffAttackPersistentAoEMeleeTriggerStaged
Withering PresenceLevel 11

Withering Presence

Lv 11
BuffPersistentAuraChaosDur.
Portent Amulet Portent AmuletLv. 42
-1 Suffix Modifier allowed-1 Suffix Modifier allowed
Grants one of 7 skills · Requires level 42
BlinkLevel 11

Blink

Lv 11
BuffSpellPersistentTravel
Elemental ConfluxLevel 11

Elemental Conflux

Lv 11
BuffPersistentLightningColdFireDur.
Elemental InvocationLevel 11

Elemental Invocation

Lv 11
BuffPersistentTriggerLightningColdFireInvocationMeta
Feral InvocationLevel 11

Feral Invocation

Lv 11
BuffPersistentInvocationMeta
Mirage ArcherLevel 11

Mirage Archer

Lv 11
BuffPersistentTriggerDur.Meta
SacrificeLevel 11

Sacrifice

Lv 11
BuffMinionPersistent
Wolf PackLevel 11

Wolf Pack

Lv 11
MinionCompanionPersistentPhysical
Absent Amulet Absent AmuletLv. 50
-1 Prefix Modifier allowed -1 Suffix Modifier allowed-1 Prefix Modifier allowed -1 Suffix Modifier allowed
Grants one of 7 skills · Requires level 50
ArchmageLevel 12

Archmage

Lv 12
BuffPersistentLightning
Cast on CriticalLevel 12

Cast on Critical

Lv 12
BuffPersistentTriggerMeta
Cast on DodgeLevel 12

Cast on Dodge

Lv 12
BuffPersistentTriggerMeta
Cast on Elemental AilmentLevel 12

Cast on Elemental Ailment

Lv 12
BuffPersistentTriggerLightningColdFireMeta
Eternal RageLevel 12

Eternal Rage

Lv 12
BuffPersistent
Rhoa MountLevel 12

Rhoa Mount

Lv 12
MinionBuffCompanionPersistent
TrinityLevel 12

Trinity

Lv 12
BuffPersistentLightningColdFire
Grasping Mail Grasping MailLv. 65 41 Str41 Dex41 Int 182 ArmourArmour165 EREvasion Rating50 ESEnergy Shield-0.04 Base Move.SpdBase Movement Speed
Can roll Ring ModifiersCan roll Ring Modifiers
Catalysts can be applied to this itemCatalysts can be applied to this item
Trarthan Cannon Trarthan CannonLv. 65 114 Str63 Dex 58-134 Phys.DmgPhysical Damage5% Crit%Critical Hit Chance1.4 Atk/sAttacks per Second
Cannot load or fire AmmunitionCannot load or fire Ammunition
Two-Stone Ring Two-Stone RingLv. 35
+(1216) % to Fire and Cold Ress+(1216) % to Fire and Cold Resistances
Grasping Ring Grasping RingLv. 40
This item gains bonuses from Socketed Items as though it was GlovesThis item gains bonuses from Socketed Items as though it was Gloves
Kinetic Ring Kinetic RingLv. 40
Adds (69) to (1115) Phys.Dmg to AttacksAdds (69) to (1115) Physical Damage to Attacks
Mnemonic Ring Mnemonic RingLv. 40
(46) % inc. max Mana(46) % increased maximum Mana
Vitalic Ring Vitalic RingLv. 40
(46) % inc. max Life(46) % increased maximum Life
Oneiric Ring Oneiric RingLv. 47
(1123) % inc. Chaos.Dmg(1123) % increased Chaos Damage
Biostatic Ring Biostatic RingLv. 52
+1 % to all max Resistances+1 % to all maximum Resistances

Item Bases

#

Overview

0.5 New Kalguuran Runes

Kalguuran Aldur rune rows are grouped by eligible equipment slot.

CategoryIconRune (Limit 1)Effect / Mods Link
WeaponBetrayal of Aldur6.9exBetrayal of AldurTransforms all Fire Cold and Lightning modifiers on the item into equivalent Chaos modifiers
25% increased Chaos Damage
Breath of Aldur2.6exBreath of AldurWhen socketed transforms all Fire and Lightning modifiers to equivalent Cold modifiers
25% increased Cold Damage
Ire of Aldur3.4exIre of AldurTransforms all Fire and Cold modifiers on the item into equivalent Lightning modifiers
25% increased Lightning Damage
Passion of Aldur2.4exPassion of AldurTransforms all Cold and Lightning modifiers on the item into equivalent Fire modifiers
25% increased Fire Damage

Kalguuran Runes

#

Overview

0.5 New Runes

All new 0.5 Runes in one patch table. Slot-specific Rune browsing stays in Items > Augments > Runes.

IconItemLimitEffect / Mods Link
Perfect Charging Rune1.6dPerfect Charging RuneArmour: 20% increased Runic Ward Regeneration Rate
Armour: Regenerate 25 Runic Ward per second
Perfect Robust Rune1.6dPerfect Robust RuneAll Equipment: +15 to Strength
Martial Weapon: Adds 6 to 10 Physical Damage to Attacks, Adds 6 to 10 Fire damage to Attacks Wand or Staff: +100 to Armour Armour: +20 to maximum Life, +20 to maximum Mana
Perfect Adept Rune1.5dPerfect Adept RuneAll Equipment: +15 to Dexterity
Martial Weapon: Adds 6 to 10 Physical Damage to Attacks, Adds 1 to 16 Lightning damage to Attacks Wand or Staff: +80 to Evasion Rating Armour: +20 to maximum Life, +20 to maximum Mana
Perfect Ward Rune1.5dPerfect Ward RuneArmour: +30 to maximum Runic Ward
Armour: 15% increased Global Armour, Evasion and Energy Shield
Perfect Resolve Rune1.5dPerfect Resolve RuneAll Equipment: +15 to Intelligence
Martial Weapon: Adds 6 to 10 Physical Damage to Attacks, Adds 5 to 8 Cold damage to Attacks Wand or Staff: +50 to maximum Energy Shield Armour: +20 to maximum Life, +20 to maximum Mana
Perfect Vision Rune1.4dPerfect Vision RuneMartial Weapon: +150 to Accuracy Rating Wand or Staff: 28% increased Critical Hit Chance for Spells Armour: 20% increased Life and Mana Recovery from Flasks
Martial Weapon: Attacks have +1% to Critical Hit Chance Wand or Staff: 25% increased Critical Damage Bonus Armour: +20 to maximum Life, +20 to maximum Mana
Perfect Body Rune1.3dPerfect Body RuneMartial Weapon: Leeches 6% of Physical Damage as Life Wand or Staff: +60 to maximum Energy Shield Armour: +75 to maximum Life
Martial Weapon: 5% increased maximum Life Wand or Staff: 5% increased maximum Life Armour: +20 to maximum Life, +20 to maximum Mana
Perfect Mind Rune1.3dPerfect Mind RuneMartial Weapon: Leeches 5% of Physical Damage as Mana Wand or Staff: +90 to maximum Mana Armour: +50 to maximum Mana
Martial Weapon: 5% increased maximum Mana Wand or Staff: 5% increased maximum Mana Armour: +20 to maximum Life, +20 to maximum Mana
Perfect Inspiration Rune1.3dPerfect Inspiration RuneMartial Weapon: Gain 40 Mana per enemy killed Wand or Staff: 35% increased Mana Regeneration Rate Armour: 21% increased Mana Regeneration Rate
Martial Weapon: 12% of Skill Mana Costs Converted to Life Costs Wand or Staff: 16% increased Mana Cost Efficiency Armour: +20 to maximum Life, +20 to maximum Mana
Perfect Rebirth Rune1.1dPerfect Rebirth RuneMartial Weapon: Gain 45 Life per enemy killed Wand or Staff: 12% increased Energy Shield Recharge Rate Armour: Regenerate 0.5% of maximum Life per second
Martial Weapon: Regenerate 0.4% of maximum Life per second Wand or Staff: 8% of Damage taken Recouped as Life Armour: +20 to maximum Life, +20 to maximum Mana
Perfect Stone Rune1.1dPerfect Stone RuneMartial Weapon: Causes 50% increased Stun Buildup Wand or Staff: Gain additional Stun Threshold equal to 16% of maximum Energy Shield Armour: +125 to Stun Threshold
Martial Weapon: 40% increased Damage against Immobilised Enemies Wand or Staff: 30% increased Immobilisation buildup Armour: +20 to maximum Life, +20 to maximum Mana
Perfect Storm Rune1.1dPerfect Storm RuneMartial Weapon: Adds 1 to 40 Lightning Damage Wand or Staff: Gain 12% of Damage as Extra Lightning Damage Armour: +22% to Lightning Resistance
Martial Weapon: 30% increased Magnitude of Shock you inflict Wand or Staff: 30% increased Magnitude of Shock you inflict Armour: +20 to maximum Life, +20 to maximum Mana
Perfect Desert Rune378exPerfect Desert RuneMartial Weapon: Adds 17 to 20 Fire Damage Wand or Staff: Gain 12% of Damage as Extra Fire Damage Armour: +22% to Fire Resistance
Martial Weapon: 30% increased Ignite Magnitude Wand or Staff: 30% increased Ignite Magnitude Armour: +20 to maximum Life, +20 to maximum Mana
Perfect Glacial Rune375exPerfect Glacial RuneMartial Weapon: Adds 16 to 20 Cold Damage Wand or Staff: Gain 12% of Damage as Extra Cold Damage Armour: +22% to Cold Resistance
Martial Weapon: 30% increased Freeze Buildup Wand or Staff: 30% increased Freeze Buildup Armour: +20 to maximum Life, +20 to maximum Mana
Perfect Iron Rune338exPerfect Iron RuneMartial Weapon: 20% increased Physical Damage Wand or Staff: 35% increased Spell Damage Armour: 20% increased Armour, Evasion and Energy Shield
Martial Weapon: 20% increased effect of Fully Broken Armour Wand or Staff: Break Armour on Critical Hit with Spells equal to 12% of Physical Damage dealt Armour: +20 to maximum Life, +20 to maximum Mana
Charging Rune24.1exCharging RuneArmour: 12% increased Runic Ward Regeneration Rate
Armour: Regenerate 15 Runic Ward per second
Greater Ward Rune22.5exGreater Ward RuneArmour: +25 to maximum Runic Ward
Armour: 15% increased Global Armour, Evasion and Energy Shield
Greater Charging Rune15.4exGreater Charging RuneArmour: 16% increased Runic Ward Regeneration Rate
Armour: Regenerate 20 Runic Ward per second
Ward Rune5.6exWard RuneArmour: +20 to maximum Runic Ward
Armour: 15% increased Global Armour, Evasion and Energy Shield
Lesser Ward Rune0.6exLesser Ward RuneArmour: +15 to maximum Runic Ward
Armour: 15% increased Global Armour, Evasion and Energy Shield
Lesser Charging RuneTBDLesser Charging RuneArmour: 8% increased Runic Ward Regeneration Rate
Armour: Regenerate 10 Runic Ward per second

Runes

#
IconItemLimitEffect / Mods Link
Aldur's Legacy186.8dAldur's LegacyAll Equipment: When socketed into a Unique Kalguuran or Ezomyte item, destroys the item to create a Rune imbued with that item's power
Astrid's Creativity4.3dAstrid's Creativity1All Equipment: Can have 1 additional Crafted Modifier
Serle's Triumph195exSerle's Triumph1All Equipment: +1 Suffix Modifier allowed, local maximum mods allowed + [1]
Cadigan's Epiphany169exCadigan's Epiphany1Gloves: Destroys all Augment Sockets on the item to create a Jewel Socket
Kolr's Hunt99.5exKolr's Hunt1Gloves: Can roll Marksman modifiers
Gloves: 20% increased Projectile Damage
Masterwork Rune91.3exMasterwork RuneAll Equipment: Upgrades a socketed Rune
Uhtred's Sidereus53.3exUhtred's Sidereus1Boots: Can roll Chronomancy modifiers
Boots: 10% increased Cooldown Recovery Rate
Warding Rune of Reinforcement37.3exWarding Rune of ReinforcementArmour: 20% increased Runic Ward
Armour: Gain 2% of maximum Life as Extra maximum Runic Ward
Medved's Tending33.1exMedved's Tending1Body Armours: Can roll Soul modifiers
Body Armours: 3% increased maximum Life, 3% increased maximum Mana
Warding Rune of Heart24.7exWarding Rune of Heart1Body Armours: Gain 5% of maximum Life as Extra maximum Runic Ward
Body Armours: 1% more Runic Ward Regeneration rate per 2% of maximum Runic Ward lost from Hits Recently, up to 100% more
Vorana's Carnage24.5exVorana's Carnage1Helmets: Can roll Berserking modifiers
Helmets: Gain 2 Rage on Melee Hit
Rune of Foundations17.9exRune of Foundations1Body Armours: +30 to Armour, +30 to Evasion Rating, +10 to maximum Energy Shield
Body Armours: +20 to maximum Life, +20 to maximum Mana
Katla's Gloom17.3exKatla's Gloom1Gloves: Can roll Decay modifiers
Gloves: 25% reduced Effect of Non-Damaging Ailments on you
Ancient Rune of Detonation16.8exAncient Rune of Detonation1Crossbows: Grenades have 10% chance to activate a second time
Crossbows: 40% increased Crossbow Reload Speed
Thrud's Might15.2exThrud's Might1Weapon: Can roll Destruction modifiers
Weapon: +5% to all Elemental Resistances
Rune of the Blossom15.1exRune of the Blossom1Body Armours: +50 to Spirit -1 to Spirit per 2 Levels
Body Armours: 5% increased Spirit Reservation Efficiency of Skills
Rune of Accumulation13.6exRune of Accumulation1Gloves: Gain 3 Life per Enemy Hit with Attacks Gain 1 Mana per Enemy Hit with Attacks Crossbow, Bow or Spear: On Hitting an enemy, gains maximum added Cold damage equal to the enemy's Power for 20 seconds, up to a total of 32
Gloves: +30 to maximum Life, +30 to maximum Mana Crossbow, Bow or Spear: 30% increased Freeze Buildup
Rune of Renown11.9exRune of Renown1Gloves: 50% increased Glory generation Caster Weapon: Archon recovery period expires 30% faster
Gloves: Banner Skills have 20% increased Aura Magnitudes Caster Weapon: 30% increased Archon Buff duration
Rune of Acrobatics11exRune of Acrobatics1Weapon: Flasks gain 0.2 charges per Second Boots: +0.3 metres to Dodge Roll distance
Weapon: Charms gain 0.25 charges per Second Boots: 30% increased Armour if you haven't Dodge Rolled Recently
Warding Rune of Salvaging10.6exWarding Rune of Salvaging1Sceptres: Recover 3% of maximum Runic Ward when one of your Reviving Minions is Killed
Sceptres: Recover 3% of maximum Life when one of your Minions is Revived
Rune of Reach10.1exRune of Reach1Helmets: Remnants you create have 15% increased effect Wand or Staff: Remnants you create have 25% reduced effect, Remnants can be collected from 50% further away
Helmets: Recover 3% of Maximum Mana when you collect a Remnant Wand or Staff: 20% increased Exposure Effect
Warding Rune of Equinox9.2exWarding Rune of Equinox1Caster Weapon: 40% less Mana Regeneration Rate, Mana Recovery from Regeneration is also applied to Runic Ward
Caster Weapon: 20% increased Runic Ward Regeneration Rate if you've dealt a Critical Hit Recently
Warding Rune of Annihilation8.9exWarding Rune of Annihilation1Martial Weapon: Attacks spend 5% of your maximum Runic Ward if possible to gain that much added Physical damage
Martial Weapon: 10% reduced Runic Ward Cost Efficiency
Warding Rune of Disintegration8.6exWarding Rune of DisintegrationMartial Weapon: Attacks Break Armour equal to 15% of maximum Runic Ward
Martial Weapon: Break 10% increased Armour
Rune of Culmination6.9exRune of Culmination1Gloves: 50% chance to build an additional Combo on Hit One Hand Mace or Quarterstaff: Rolls only the minimum or maximum Damage value for Physical Damage
Gloves: 5% increased Attack Speed One Hand Mace or Quarterstaff: bleed duration +% [20]
Warding Rune of Stability6.7exWarding Rune of StabilityShields and Bucklers: +4 to Stun Threshold per 10 maximum Runic Ward
Shields and Bucklers: 15% increased Stun buildup while Shapeshifted
Ancient Rune of Shattering6.3exAncient Rune of Shattering1One Hand Maces: 40% increased effect of Fully Broken Armour
One Hand Maces: Break 50% increased Armour
Rune of Vitality5.7exRune of Vitality1Weapon: +80 to maximum Life Shields and Bucklers: Recover 15 Life when you Block
Weapon: 15% increased amount of Life Leeched Shields and Bucklers: 5% increased maximum Life
Warding Rune of Glancing5.5exWarding Rune of GlancingBody Armours: +3 to Deflection Rating per 10 maximum Runic Ward
Body Armours: Prevent +1% of Damage from Deflected Hits
Ancient Rune of the Titan5.4exAncient Rune of the Titan1Two Hand Maces: 10% chance for Slam Skills you use yourself to cause an additional Aftershock
Two Hand Maces: 15% increased Area of Effect for Attacks
Rune of the Prism5exRune of the Prism1Body Armours: -10% to all Maximum Elemental Resistances, +20% to all Elemental Resistances
Body Armours: damage removed from mana before life% [20]
Ancient Rune of Splinters4.6exAncient Rune of Splinters1Bows: +50% Surpassing chance to fire an additional Arrow
Bows: 30% increased Projectile Speed
Rune of the Hunt4.2exRune of the Hunt1Boots: 8% increased Movement Speed while Sprinting Sceptres: Companions deal 30% increased Damage
Boots: 50% increased Stun Recovery Sceptres: 8% increased Mana Recovery rate while your Companion is in your Presence
Warding Rune of Armature4.2exWarding Rune of Armature1Martial Weapon: Gain maximum Runic Ward equal to 15% of this Weapon's maximum damage
Martial Weapon: 5% increased Attack Speed while missing Runic Ward
Warding Rune of Hollowing4.2exWarding Rune of Hollowing1Caster Weapon: Gain 15% of maximum Life as Extra maximum Runic Ward, 15% less maximum Life
Caster Weapon: +1% to all Maximum Elemental Resistances while on full Runic Ward
Rune of Consistency3.9exRune of Consistency1Helmets: 200% increased Critical Hit Chance, You have no Critical Damage Bonus Caster Weapon: 50% increased Spell Damage while your Companion is in your Presence
Helmets: Hits against you have 25% reduced Critical Damage Bonus Caster Weapon: 8% increased Mana Recovery rate while your Companion is in your Presence
Ancient Rune of Decay3.4exAncient Rune of Decay1Wands: 25% increased Withered Magnitude
Wands: 15% chance that when Volatility on you explodes, you regain an equivalent amount of Volatility
Ancient Rune of Witchcraft3.3exAncient Rune of Witchcraft1Foci: 40% increased Area of Effect of Curses
Foci: 15% faster Curse Activation
Ancient Rune of the Horde2.8exAncient Rune of the Horde1Sceptres: Minions have 8% increased Attack and Cast Speed
Sceptres: Minions have 10% increased Movement Speed
Warding Rune of Bodyguards2.1exWarding Rune of Bodyguards1Sceptres: Minions in your Presence have Onslaught while you are on Low Runic Ward
Sceptres: Damage of Enemies Hitting you is Unlucky if your Runic Ward has been damaged Recently
Ancient Rune of Discovery1.8exAncient Rune of Discovery1Staves: 30% chance to create an additional Remnant
Staves: +1 to maximum number of Elemental Infusions
Warding Rune of Protection1.7exWarding Rune of Protection1Armour: Every 4 seconds gain Guard equal to 20% of maximum Runic Ward for 2 seconds
Armour: 8% increased Guard gained
Ancient Rune of Animosity1.2exAncient Rune of Animosity1Talismans: Gain 2 Druidic Prowess when you Heavy Stun a Rare or Unique Enemy
Talismans: 40% increased Stun Buildup
Ancient Rune of Dueling1exAncient Rune of Dueling1Bucklers: 30% increased Parried Debuff Magnitude
Bucklers: 15% increased Block chance
Ancient Rune of Retaliation1exAncient Rune of Retaliation1Shields: 8% increased Attack Speed if you have Blocked Recently
Shields: +3% to maximum Block chance
Rune of Confrontation1exRune of Confrontation1Quarterstaff or Spear: Gain 4 Rage on Melee Hit, -10 to Maximum Rage
Quarterstaff or Spear: rage effect +% [10]
Warding Rune of Desperation1exWarding Rune of DesperationWand or Staff: Spell damage Penetrates 25% of enemy Elemental Resistances while on Low Runic Ward
Wand or Staff: 12% increased Elemental Damage
Warding Rune of Obsession1exWarding Rune of Obsession1Wands: All damage taken bypasses Runic Ward, Runic Ward Regeneration Rate is doubled
Wands: 12% increased maximum Runic Ward
Ancient Rune of Prowess1exAncient Rune of Prowess1Spears: 30% chance when you gain a Charge to gain an additional Charge
Spears: 30% increased Endurance, Frenzy and Power Charge Duration
Warding Rune of Nourishment0.9exWarding Rune of Nourishment1Armour: 15% Life Recovery from Flasks also applies to Runic Ward
Armour: 15% increased Life Recovery from Flasks
Warding Rune of Symbiosis0.9exWarding Rune of Symbiosis1Boots: 1% increased Energy Shield Recharge Rate per 30 maximum Runic Ward
Boots: Regenerate 1% of maximum Energy Shield per second
Ancient Rune of Control0.9exAncient Rune of Control1Quarterstaves: 50% increased Immobilisation buildup
Quarterstaves: 30% increased Damage against Immobilised Enemies
Warding Rune of Courage0.7exWarding Rune of CourageHelmets: 25% increased Armour and Evasion Rating while on Low Runic Ward
Helmets: 20% increased Armour and Evasion Rating when on Low Life
Rune of Vital Flame0.5exRune of Vital Flame1One Hand Mace, Two Hand Mace or Talisman: Adds 13 to 16 Fire Damage, 15% of Skill Mana Costs Converted to Life Costs
One Hand Mace, Two Hand Mace or Talisman: 30% increased Ignite Magnitude

Runeforged Cores

#
IconItemLimitEffect / Mods Link
Idol of Eramir34.8exIdol of Eramir1Body Armours: Skills have 10% chance to not remove Charges but still count as consuming them Sceptres: Allies in your Presence share Charges with you
Body Armours: 15% chance for Charms you use to not consume Charges Sceptres: 25% increased Endurance, Frenzy and Power Charge Duration
Idol of the Pharisee9exIdol of the Pharisee1Martial Weapon, Wand or Staff: 30% reduced maximum Mana Gain 2% of Damage as Extra Physical Damage per ten percent missing Mana Sceptres: 30% reduced Mana Cost Efficiency of Command Skills Minions deal 60% increased Damage with Command Skills
Martial Weapon, Wand or Staff: 30% reduced Mana Cost Efficiency, 12% increased Skill Speed while on Low Mana Sceptres: 25% reduced Reservation Efficiency of Minion Skills, Temporary Minion Skills have +2 to Limit of Minions summoned
Idol of Kraityn8.4exIdol of Kraityn1Gloves: 15% chance when you gain a Frenzy Charge to gain an additional Frenzy Charge Sceptres: When you generate a Frenzy Charge Allies in your Presence generate that Charge instead
Gloves: +1 to Maximum Frenzy Charges Sceptres: 40% increased Evasion Rating if you've consumed a Frenzy Charge Recently
Idol of the Martyr6.7exIdol of the Martyr1Martial Weapon, Wand or Staff: 25% reduced Spirit Meta Skills gain 40% increased Energy Sceptres: 40% reduced Presence Area of Effect Aura Skills have 25% increased Magnitudes
Martial Weapon, Wand or Staff: Invocated skills have 25% increased Maximum Energy, Meta Skills have 25% reduced Reservation Efficiency Sceptres: Allies in your Presence Regenerate 3% of your Maximum Life per second, 25% reduced Life Regeneration rate
Idol of Greust6.7exIdol of Greust1Shields: +25% of Armour also applies to Elemental Damage Bucklers: Gain Deflection Rating equal to 20% of Evasion Rating Sceptres: Companions deal 10% more Damage for each different type of dead Companion you have
Shields: 12% increased Damage for each type of Elemental Ailment on Enemy Bucklers: 12% increased Damage for each type of Elemental Ailment on Enemy Sceptres: Recover 3% of maximum Life when one of your Minions is Revived
Idol of the Sycophant5.5exIdol of the Sycophant1Martial Weapon, Wand or Staff: -20% to all Elemental Resistances Gain 20% of Damage as Extra Damage of a random Element Sceptres: Companions in your Presence have -20% to all Elemental Resistances Companions in your Presence Gain 20% of Damage as Extra Damage of a random Element
Martial Weapon, Wand or Staff: -20% to Chaos Resistance, Gain 20% of Damage as Extra Chaos Damage Sceptres: Allies in your Presence Gain 20% of Damage as Extra Chaos Damage, Companions in your Presence have -20% to Chaos Resistance
Idol of Oak4.4exIdol of Oak1Boots: 15% chance when you gain an Endurance Charge to gain an additional Endurance Charge Sceptres: When you generate an Endurance Charge Allies in your Presence generate that Charge instead
Boots: +1 to Maximum Endurance Charges Sceptres: 40% increased Armour if you've consumed an Endurance Charge Recently
Idol of Yeena3.7exIdol of Yeena1Boots: 30% increased Skill Effect Duration with Plant Skills Sceptres: Plants have a 25% chance to immediately Overgrow when they enter your Presence for the first time
Boots: Plants have a 25% chance to immediately Overgrow when they enter your Presence for the first time Sceptres: 30% increased Skill Effect Duration with Plant Skills
Idol of Alira2.3exIdol of Alira1Helmets: 15% chance when you gain a Power Charge to gain an additional Power Charge Sceptres: When you generate a Power Charge Allies in your Presence generate that Charge instead
Helmets: +1 to Maximum Power Charges Sceptres: 40% increased maximum Energy Shield if you've consumed a Power Charge Recently
Idol of Silk1exIdol of Silk1Shields: 15% increased Block chance while your Companion is in your Presence Bucklers: companions gain onslaught when you parry [1] Sceptres: Companions in your Presence gain 1 Rage on hit
Shields: +3% to maximum Block chance Bucklers: 30% increased Parry Range Sceptres: Companions have 30% increased Area of Effect
Hawk IdolTBDHawk Idol1Body Armours: 10% increased Deflection Rating Sceptres: Companions have 12% increased Attack Speed
Body Armours: +12% to Cold Resistance Sceptres: 8% increased Attack Speed while your Companion is in your Presence
Panther IdolTBDPanther Idol1Body Armours: +10% of Armour also applies to Chaos Damage Sceptres: Minions have +20% to Chaos Resistance
Body Armours: +8% to Chaos Resistance Sceptres: Minions have 20% additional Physical Damage Reduction
Stoat IdolTBDStoat Idol1Body Armours: 5% of Damage taken bypasses Energy Shield Sceptres: Companions have 25% increased maximum Life
Body Armours: +12% to Lightning Resistance Sceptres: 25% increased Damage while your Companion is in your Presence

Idols

#
IconItemEffectsLink
Vaal Catalysing Infuser2.2dVaal Catalysing InfuserImproves the quality of a ring or amulet, exceeding maximum quality by up to 10% with a chance of Corrupting it
Vaal Blacksmith's Infuser59.4exVaal Blacksmith's InfuserImproves the quality of a Martial Weapon, exceeding maximum quality by up to 10% with a chance of Corrupting it
Vaal Arcanist's Infuser1.6exVaal Arcanist's InfuserImproves the quality of a wand, staff or sceptre, exceeding maximum quality by up to 10% with a chance of Corrupting it

Infusers

#
IconItemEffectsLink
Essence of the Breach37.3exEssence of the BreachJewellery: +20% to Maximum Quality

Essences

#
IconItemLink
Veridical Starlit Ore75.4exVeridical Starlit Ore
Warding Starlit Ore41.4exWarding Starlit Ore
Revered Starlit Ore11.6exRevered Starlit Ore
Venerable Starlit Ore2.9exVenerable Starlit Ore
Starlit OreStarlit Ore

Ores

#
IconItemEffectsLink
Shattered TriskelionTBDShattered TriskelionCan be repaired at the Verisium Anvil.
The Triskelion ReforgedTBDThe Triskelion ReforgedTravel to the Ruins of Kingsmarch and speak to Makoru to reach the Fallen Star where this item can be used.

Fragments / Invitations

#
IconItemEffectsLink
Potent Liquid Ferocity2.7dPotent Liquid FerocityRemoves a random modifer and Augments a Rare Basic Jewel with a new guaranteed Crafted modifier
Potent Liquid Contempt2.5dPotent Liquid ContemptRemoves a random modifer and Augments a Rare Basic Jewel with a new guaranteed Crafted modifier
Ancient Potent Liquid Contempt1.8dAncient Potent Liquid ContemptRemoves a random modifer and Augments a Rare Time-Lost Jewel with a new guaranteed Crafted modifier
Concentrated Liquid Isolation259exConcentrated Liquid IsolationRemoves a random modifer and Augments a Rare Basic Jewel with a new guaranteed Crafted modifier
Concentrated Liquid Suffering70.3exConcentrated Liquid SufferingRemoves a random modifer and Augments a Rare Basic Jewel with a new guaranteed Crafted modifier
Concentrated Liquid Fear25.1exConcentrated Liquid FearRemoves a random modifer and Augments a Rare Basic Jewel with a new guaranteed Crafted modifier
Ancient Potent Liquid Melancholy13.8exAncient Potent Liquid MelancholyRemoves a random modifer and Augments a Rare Time-Lost Jewel with a new guaranteed Crafted modifier
Potent Liquid Melancholy5.8exPotent Liquid MelancholyRemoves a random modifer and Augments a Rare Basic Jewel with a new guaranteed Crafted modifier
Ancient Potent Liquid Ferocity5.8exAncient Potent Liquid FerocityRemoves a random modifer and Augments a Rare Time-Lost Jewel with a new guaranteed Crafted modifier
Liquid Despair5.7exLiquid DespairRemoves a random modifer and Augments a Rare Basic Jewel with a new guaranteed Crafted modifier
Ancient Concentrated Liquid Isolation5.3exAncient Concentrated Liquid IsolationRemoves a random modifer and Augments a Rare Time-Lost Jewel with a new guaranteed Crafted modifier
Ancient Concentrated Liquid Fear2.2exAncient Concentrated Liquid FearRemoves a random modifer and Augments a Rare Time-Lost Jewel with a new guaranteed Crafted modifier
Ancient Concentrated Liquid Suffering2.1exAncient Concentrated Liquid SufferingRemoves a random modifer and Augments a Rare Time-Lost Jewel with a new guaranteed Crafted modifier
Liquid Disgust1.4exLiquid DisgustRemoves a random modifer and Augments a Rare Basic Jewel with a new guaranteed Crafted modifier
Ancient Liquid Despair1.3exAncient Liquid DespairRemoves a random modifer and Augments a Rare Time-Lost Jewel with a new guaranteed Crafted modifier
Ancient Liquid Disgust0.5exAncient Liquid DisgustRemoves a random modifer and Augments a Rare Time-Lost Jewel with a new guaranteed Crafted modifier
Liquid Paranoia0.4exLiquid ParanoiaRemoves a random modifer and Augments a Rare Basic Jewel with a new guaranteed Crafted modifier
Liquid Envy0.3exLiquid EnvyRemoves a random modifer and Augments a Rare Basic Jewel with a new guaranteed Crafted modifier
Ancient Liquid Paranoia0.2exAncient Liquid ParanoiaRemoves a random modifer and Augments a Rare Time-Lost Jewel with a new guaranteed Crafted modifier
Diluted Liquid Greed0.2exDiluted Liquid GreedRemoves a random modifer and Augments a Rare Basic Jewel with a new guaranteed Crafted modifier
Ancient Liquid Envy0.1exAncient Liquid EnvyRemoves a random modifer and Augments a Rare Time-Lost Jewel with a new guaranteed Crafted modifier
Ancient Diluted Liquid Greed0.1exAncient Diluted Liquid GreedRemoves a random modifer and Augments a Rare Time-Lost Jewel with a new guaranteed Crafted modifier
Diluted Liquid Guilt0.1exDiluted Liquid GuiltRemoves a random modifer and Augments a Rare Basic Jewel with a new guaranteed Crafted modifier
Diluted Liquid Ire0.1exDiluted Liquid IreRemoves a random modifer and Augments a Rare Basic Jewel with a new guaranteed Crafted modifier
Ancient Diluted Liquid Ire<0.1exAncient Diluted Liquid IreRemoves a random modifer and Augments a Rare Time-Lost Jewel with a new guaranteed Crafted modifier
Ancient Diluted Liquid Guilt<0.1exAncient Diluted Liquid GuiltRemoves a random modifer and Augments a Rare Time-Lost Jewel with a new guaranteed Crafted modifier
Raven's ReflectionTBDRaven's ReflectionBring this to the Mirror in the Withered Willow.

Liquid Emotions

#
IconItemEffectsLink
Omen of Chaotic Effectiveness28.2exOmen of Chaotic EffectivenessWhile this item is active in your inventory your next Chaos Orb will replace all Modifiers on a Waystone with Modifiers that do not grant Monster Effectiveness
Call of the Shadows12.9exCall of the ShadowsAttach five of this item to the effigy in Caer Tarth to be able to perform the Rite of the Nameless. Used to start the Bodach pinnacle fight.

Omens

#
IconItemEffectsLink
Void Flux22.1exVoid FluxTransforms all Fire, Cold and Lightning Resistance modifiers on an item to equivalent Chaos resistance modifiers
Blazing Flux11.5exBlazing FluxTransforms all Cold and Lightning Resistance modifiers on an item to equivalent Fire Resistance modifiers
Chilling Flux11.2exChilling FluxTransforms all Fire and Lightning Resistance modifiers on an item to equivalent Cold Resistance modifiers
Crackling Flux8.4exCrackling FluxTransforms all Fire and Cold Resistance modifiers on an item to equivalent Lightning Resistance modifiers

Expedition Flux

#
IconLevelPriceLink
Thaumaturgic Flux (Level 20)2036.24ex
193.93ex
184.63ex
1719.19ex
167.33ex
158.76ex
1413.3ex
1312.65ex
1212.26ex
1127.52ex
1021.31ex
924.76ex
859.67ex
7TBD
6TBD
5TBD

Thaumaturgic Flux

#
IconItemEffectsLink
Altered Collarbone331exAltered CollarboneDesecrates a Rare Amulet, Ring or Belt with a chance for otherworldly modifiers

Abyssal Bones

#

Overview

Wombgifts

0.5 Breach Wombgifts are shown as item cards using the generated Items / Wombgifts data and source-backed new-item markers.

Items

Banded Wombgift

Can grow into a Belt on the Genesis Tree Requires # Hiveblood

  • Can grow into a Belt on the Genesis Tree
  • Requires # Hiveblood

Lavish Wombgift

Can grow into a Currency item on the Genesis Tree Requires # Hiveblood

  • Can grow into a Currency item on the Genesis Tree
  • Requires # Hiveblood

Ornate Wombgift

Can grow into an Amulet on the Genesis Tree Requires # Hiveblood

  • Can grow into an Amulet on the Genesis Tree
  • Requires # Hiveblood

Revelatory Wombgift

Can grow into a Breachstone on the Genesis Tree Requires # Hiveblood

  • Can grow into a Breachstone on the Genesis Tree
  • Requires # Hiveblood

Signet Wombgift

Can grow into a Ring on the Genesis Tree Requires # Hiveblood

  • Can grow into a Ring on the Genesis Tree
  • Requires # Hiveblood

Wombgifts

#

Content Update 0.5

Open in the full app ↗