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Search all published Uniques and Skills for this game.

POE1
1Divine Orb9.5Chaos Orb

Forbidden Rites · 2026-10-16T17:00:00.000Z

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Path of Exile 2 unique equipment

POE2 Boots Unique Items

Browse all 24 published POE2 boots unique items with requirements, stats, modifiers and variants.

Open SPA — explore all uniques

Published overview

Unique entries
24
Groups
1
Group appearances
24
Source snapshot

This page contains the complete category. Some items also belong to special collections.

Legionstride Lv. 1+

Legionstride

Base stats

Base
Rough Greaves
Armour
79
Ezomyte
Version Lvl AR RW Recipe Version details
Base 1 79- —
R.mastered 38 15027 Verisium×360Medved's Crest of the Circle×1
Runemastered details
  • 10 % increased Movement Speed
  • +(50-70) to ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    +(50-70) to Armour
  • +(50-70) to Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
    +(50-70) to Stun Threshold
  • +10 % to BlockBlock

    Blocking completely prevents the damage of an incoming Hit . 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.
    chance
    +10 % to Block chance
  • -10 PhysicalPhysical

    10% increased Physical Damage
    damage taken from ProjProjectile

    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.
    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 Physical damage taken from Projectile Attacks

Luminous Pace Lv. 1+

Luminous Pace

Base stats

Base
Straw Sandals
ESEnergy Shield
43
Version Lvl ES RW Recipe Version details
Base 1 43- —
R.mastered 38 4534 Verisium×200Medved's Crest of the Circle×1
Runemastered details
  • 5 % increased Movement Speed
  • 10 % inc. Move.Spd10 % increased Movement Speed
  • +(20-30) to max ESEnergy 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.
    +(20-30) to maximum Energy Shield
  • +(5-10) to IntIntelligence

    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) to Intelligence
  • (20-30) % reduced ES Recharge RateEnergy Shield Recharge Rate

    Affects how quickly Energy Shield is recovered by Recharge once it starts Recharging.
    (20-30) % reduced Energy Shield Recharge Rate
  • 100 % faster start of ES Rechargeslower start of Energy Shield Recharge

    Affects the delay before your Energy Shield starts Recharging after losing Energy Shield.
    100 % faster start of Energy Shield Recharge

The Knight-errant Lv. 6+

The Knight-errant

Base stats

Base
Mail Sabatons
StrStrength
7
DexDexterity
7
Armour
30
EvasionEvasion Rating
23
Ezomyte
Version Lvl AR EV RW Recipe Version details
Base 6 3023- —
R.mastered 38 684454 Verisium×200Medved's Crest of the Circle×1
Runemastered details
  • 5 % increased Movement Speed
  • 10 % inc. Move.Spd10 % increased Movement Speed
  • (30-50) % inc. Armour and 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 .
    (30-50) % increased Armour and Evasion
  • +(30-50) to Stun Threshold
  • +(30-50) to Ailment ThresholdElemental Ailment Threshold

    A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.
    +(30-50) to Ailment Threshold
  • Iron ReflexesIron Reflexes

    Converts all Evasion Rating to Armour .
    Iron Reflexes

Corpsewade Lv. 11+

Corpsewade

Base stats

Base
Iron Greaves
StrStrength
17
Armour
82
Version Lvl AR RW Recipe Version details
Base 11 82- —
R.mastered 38 17327 Verisium×370Vorana's Crest of the Scythe×1
Runemastered details
  • 5 % increased Movement Speed
  • Grants Skill: Level 4 Decompose
  • 10 % inc. Move.Spd10 % increased Movement Speed
  • (30-50) % inc. Armour(30-50) % increased Armour
  • +(5-10) to StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    +(5-10) to Strength
  • TriggerTrigger

    Fallback hint: no keyword description was found for this term.
    Decompose every 1.2 m travelled
    Trigger Decompose every 1.2 metres travelled
Decompose

Spell · Level 4

  • Spell
  • AoE
  • Fire
  • Chaos
  • Duration
  • Trigger

Req: Level 90+

ConsumeConsume

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 DebuffDebuff on an enemy causes the enemy to be immune to that DebuffDebuff for 1 seconds.
a 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 AlliesAllies do not leave usable Corpses.
to create a cloud of flammable Poisonous gas. Any BurningBurning

Enemies taking Fire damageFire over time are Burning. Usually this occurs because the enemy is Ignited .
effects or Detonator skillsDetonator_Skills

Detonator Skills can cause flammable gas, OilOil , explosives, and similar effects to explode on contact.
will explode the gas cloud, creating a fiery explosion.
Consume a Corpse to create a cloud of flammable Poisonous gas. Any Burning effects or Detonator skills will explode the gas cloud, creating a fiery explosion.

  • Level: 4 - 20
  • Cost: 0 Mana
  • Cast: 0.80 secCast Time: 0.80 sec

Poison Cloud

  • Limit 6 PoisonPoison

    Poison is an Ailment that deals Chaos damageChaos_Damage over time, and lasts 2 seconds by default. Damage from Poison bypasses ESEnergy_Shield . PhysicalPhysical and Chaos damageChaos_Damage from Hits Contribute to Poison Magnitude . Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance. The base Magnitude of Poison is Chaos damageChaos_Damage per second equal to 20% of the Pre-mitigation PhysicalPhysical and Chaos damageChaos_Damage of the HitHit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuff that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to HitHit damage (such as Penetration ) do not affect Poison damage.
    Clouds
    Limit 6 PoisonPoison

    Poison is an Ailment that deals Chaos damageChaos_Damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy ShieldEnergy_Shield . PhysicalPhysical and Chaos damageChaos_Damage from Hits Contribute to Poison Magnitude . Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance. The base Magnitude of Poison is Chaos damageChaos_Damage per second equal to 20% of the Pre-mitigation PhysicalPhysical and Chaos damageChaos_Damage of the HitHit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuff that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to HitHit damage (such as Penetration ) do not affect Poison damage.
    Clouds
  • Poisons enemies as though dealing Chaos damageChaos_Damage

    Chaos damage is one of the five Dmg TypesDamage_Types . It is reduced by Chaos ResistanceResistances . Chaos damage is the least common damage type, and removes twice as much ESEnergy_Shield as the damage value when taken.
    equal to 10 % of Corpse's max Life
    Poisons enemies as though dealing Chaos damageChaos_Damage

    Chaos damage is one of the five Damage TypesDamage_Types . It is reduced by Chaos ResistanceResistances . Chaos damage is the least common damage type, and removes twice as much Energy ShieldEnergy_Shield as the damage value when taken.
    equal to 10 % of Corpse's maximum Life
  • GainsGain

    Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type). For example, Lightning damageLightning gained from Physical damagePhysical scales with Lightning damageLightning modifiers, but not Physical damagePhysical modifiers. Damage Gain occurs in the same two step process as Damage ConversionConversion . Damage over time cannot benefit from damage Gain.
    +20 % more Radius per second, up to a max of +80 %
    Gains +20 % more Radius per second, up to a maximum of +80 %
  • Cloud radius is 1.6 mCloud radius is 1.6 metres
  • Cloud duration is 4 seconds
  • q20: +1 second to Cloud duration base secondary skill effect duration [0,1000]

Explosion

Critical Hit Chance
8.00%
  • Cloud radius is 1.6 mCloud radius is 1.6 metres
  • Cloud duration is 4 seconds
  • Deals (24 - 398) to (36 - 598) Fire.DmgFire

    Fire damage is one of the five Dmg TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
    Deals (24 - 398) to (36 - 598) Fire DamageFire

    Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .

Briarpatch Lv. 11+

Briarpatch

Base stats

Base
Laced Boots
DexDexterity
17
EvasionEvasion Rating
47
Ezomyte
Version Lvl EV RW Recipe Version details
Base 11 47- —
R.mastered 38 5481 Verisium×710Vorana's Crest of the Scythe×1
Runemastered details
  • 5 % increased Movement Speed
  • (10-20) % inc. Move.Spd(10-20) % increased Movement Speed
  • +(40-60) to max Life+(40-60) to maximum Life
  • +(60-80) to Stun Threshold
  • +25 % to 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 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
    +25 % to Thorns Critical Hit Chance
  • (10-15) to (20-25) Physical Thorns damage

Wanderlust Lv. 11+

Wanderlust

Base stats

Base
Wrapped Sandals
IntIntelligence
17
ESEnergy Shield
38
Ezomyte
Version Lvl ES RW Recipe Version details
Base 11 38- —
R.mastered 38 4141 Verisium×370Vorana's Crest of the Scythe×1
Runemastered details
  • 5 % increased Movement Speed
  • 20 % inc. Move.Spd20 % increased Movement Speed
  • +(10-20) to max ES+(10-20) to maximum Energy Shield
  • +5 to DexDexterity

    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 to Dexterity
  • Your speed is unaffected by SlowsSlowing

    Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other. Higher Rarity enemies are less affected by Slows: 15% less Slow effect on Magic monsters 30% less Slow effect on Rare monsters 50% less Slow effect on Unique monsters Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.
    Your speed is unaffected by Slows

Darkray Vectors Lv. 16+

Darkray Vectors

Base stats

Base
Braced Sabatons
StrStrength
14
DexDexterity
14
Armour
67
EvasionEvasion Rating
57
Version Lvl AR EV RW Recipe Version details
Base 16 6757- —
R.mastered 38 1085934 Verisium×370Medved's Crest of the Circle×1
Runemastered details
  • 5 % increased Movement Speed
  • (50-100) % inc. Armour and Evasion(50-100) % increased Armour and Evasion
  • +(20-30) % to Light. ResFire 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 Lightning Resistance
  • 25 % reduced Light RadiusLight Radius

    Your Light Radius determines the distance from your character which will be illuminated in dark areas, and the radius within which terrain and points of interest are revealed on the map.
    25 % reduced Light Radius
  • 5 % inc. Move.Spd per Frenzy ChargeEndurance Charge

    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.
    5 % increased Movement Speed per Frenzy Charge
  • +1 to Maximum Frenzy Charges

The Infinite Pursuit Lv. 16+

The Infinite Pursuit

Base stats

Base
Bronze Greaves
StrStrength
23
Armour
161
Version Lvl AR RW Recipe Version details
Base 16 161- —
R.mastered 38 29320 Verisium×220Medved's Crest of the Circle×1
Runemastered details
  • 5 % increased Movement Speed
  • 10 % inc. Move.Spd10 % increased Movement Speed
  • (100-150) % inc. Armour(100-150) % increased Armour
  • +(80-100) to max Life+(80-100) to maximum Life
  • (80-100) % inc. Chance to be afflicted by AilmentsAilments

    Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .
    when HitHits

    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.
    (80-100) % increased Chance to be afflicted by Ailments when Hit
  • 25 % inc. Move.Spd while affected by an Ailment25 % increased Movement Speed while affected by an Ailment

Gamblesprint Lv. 16+

Gamblesprint

Base stats

Base
Embossed Boots
DexDexterity
23
EvasionEvasion Rating
142
Version Lvl EV RW Recipe Version details
Base 16 142- —
R.mastered 38 21241 Verisium×720Vorana's Crest of the Scythe×1
Runemastered details
  • 5 % increased Movement Speed
  • (100-140) % inc. Evasion Rating(100-140) % increased Evasion Rating
  • (10-15) % inc. 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
    (10-15) % increased Rarity of Items found
  • +(10-15) to Dex+(10-15) to Dexterity
  • +(15-25) % to Light. Res+(15-25) % to Lightning Resistance
  • Gain 0% to 40 % inc. Move.Spd at random when Hit , until Hit againGain 0% to 40 % increased Movement Speed at random when Hit , until Hit again

Bones of Ullr Lv. 16+

Bones of Ullr

Base stats

Base
Lattice Sandals
IntIntelligence
23
ESEnergy Shield
39
Version Lvl ES RW Recipe Version details
Base 16 39- —
R.mastered 38 4934 Verisium×1690Vorana's Crest of the Scythe×1
Runemastered details
  • 5 % increased Movement Speed
  • (5-15) % inc. Move.Spd(5-15) % increased Movement Speed
  • (40-60) % inc. ES(40-60) % increased Energy Shield
  • +(20-40) to max Life+(20-40) to maximum Life
  • +(20-40) to max Mana+(20-40) to maximum Mana
  • (20-30) % inc. ReservationReservation

    Reservation effects prevent a portion of a given resource — usually Spirit , though it can also be Life or Mana — from being used for other purposes while active. Reserving a resource does not change the maximum value of that resource.
    EfficiencyEfficiency

    Efficiency modifiers act as divisors to the stat they modify. For example, 50% increased Reservation Efficiency causes your Reservations to be 67% of their base value, 100% increased Reservation Efficiency causes your Reservations to be 50% of their base value, and so on. Reduced Reservation Efficiency will cause the modified stat to grow larger instead of smaller.
    of Skills which create Undead MinionsMinion

    Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active.
    (20-30) % increased Reservation Efficiency of Skills which create Undead Minions

Wake of Destruction Lv. 16+

Wake of Destruction

Base stats

Base
Secured Leggings
StrStrength
14
IntIntelligence
14
Armour
55
ESEnergy Shield
20
Version Lvl AR ES RW Recipe Version details
Base 16 5520- —
R.mastered 38 781741 Verisium×1680Vorana's Crest of the Scythe×1
Runemastered details
  • 5 % increased Movement Speed
  • 10 % inc. Move.Spd10 % increased Movement Speed
  • (30-60) % inc. Armour and ES(30-60) % increased Armour and Energy Shield
  • Adds 1 to (30-50) 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 to Attacks
    Adds 1 to (30-50) Lightning damage to Attacks
  • Drop Shocked GroundShocked Ground

    Shocked Ground Shocks those standing in it, and lasts 6 seconds by default.
    while moving, lasting 8 seconds
    Drop Shocked Ground while moving, lasting 8 seconds

Ghostmarch Lv. 16+

Ghostmarch

Base stats

Base
Threaded Shoes
DexDexterity
14
IntIntelligence
14
EvasionEvasion Rating
78
ESEnergy Shield
33
Version Lvl EV ES RW Recipe Version details
Base 16 7833- —
R.mastered 38 1231934 Verisium×220Vorana's Crest of the Scythe×1
Runemastered details
  • 5 % increased Movement Speed
  • 15 % inc. Move.Spd15 % increased Movement Speed
  • (100-150) % inc. Evasion and ES(100-150) % increased Evasion and Energy Shield
  • +(30-50) to max Mana+(30-50) to maximum Mana
  • +(17-23) % to Chaos Res+(17-23) % to Chaos Resistance
  • Dodge Roll passes through Enemies

Wondertrap Lv. 27+

Wondertrap

Base stats

Base
Silk Slippers
IntIntelligence
38
ESEnergy Shield
67
Version Lvl ES RW Recipe
Base 27 67- —
R.mastered 38 3654 Verisium×220Medved's Crest of the Circle×1
  • (10-20) % inc. Move.Spd(10-20) % increased Movement Speed
  • +(30-50) to max ES+(30-50) to maximum Energy Shield
  • +(10-20) to Str+(10-20) to Strength
  • +(10-20) to Dex+(10-20) to Dexterity
  • +(10-20) to Int+(10-20) to Intelligence
  • 50 % inc. Rarity of Items found when on Low LifeLow Life

    A player or monster is on Low Life if it has 35% of its Maximum Life or less.
    50 % increased Rarity of Items found when on Low Life

Trampletoe Lv. 27+

Trampletoe

Base stats

Base
Trimmed Greaves
StrStrength
57
Armour
188
Ezomyte
Version Lvl AR RW Recipe Version details
Base 27 188- —
R.mastered 40 13371 Verisium×5600Exceptional Verisium×20Olroth's Crest of the Sun×1
Runemastered details
  • 5 % increased Movement Speed
  • 15 % inc. Move.Spd15 % increased Movement Speed
  • (50-100) % inc. Armour(50-100) % increased Armour
  • 50 % inc. AttributeAttributes

    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.
    req.
    50 % increased Attribute Requirements
  • Deal 30 % of OverkillOverkill

    Overkill damage is any damage from a Hit in excess of the enemy's remaining Life when it is killed.
    damage to enemies within 2 m of the enemy killed
    Deal 30 % of Overkill damage to enemies within 2 metres of the enemy killed

Windscream Lv. 33+

Windscream

Base stats

Base
Feathered Sandals
IntIntelligence
45
ESEnergy Shield
62
Version Lvl ES RW Recipe
Base 33 62- —
R.mastered 40 5042 Verisium×220Medved's Crest of the Circle×1
  • (10-20) % inc. Move.Spd(10-20) % increased Movement Speed
  • (50-100) % inc. ES(50-100) % increased Energy Shield
  • +(10-20) to Int+(10-20) to Intelligence
  • CurseCurses

    Fallback hint: no keyword description was found for this term.
    Skills have (10-20) % inc. Cast Speed
    Curse Skills have (10-20) % increased Cast Speed
  • Curses have no Activation Delay

Powertread Lv. 33+

Powertread

Base stats

Base
Hunting Shoes
DexDexterity
26
IntIntelligence
26
EvasionEvasion Rating
105
ESEnergy Shield
36
Version Lvl EV ES RW Recipe
Base 33 10536- —
R.mastered 40 1132328 Verisium×220Medved's Crest of the Circle×1
  • (15-20) % inc. Move.Spd(15-20) % increased Movement Speed
  • (60-80) % inc. Evasion and ES(60-80) % increased Evasion and Energy Shield
  • +(10-20) to Int+(10-20) to Intelligence
  • +1 to Maximum Power Charges
  • 12 % inc. Critical Dmg BonusCritical Damage Bonus

    Multiplies the damage dealt by Critical Hits . Default value is +100% (i.e. twice as much damage).
    per Power Charge
    12 % increased Critical Damage Bonus per Power Charge

Bushwhack Lv. 33+

Bushwhack

Base stats

Base
Lizardscale Boots
DexDexterity
45
EvasionEvasion Rating
208
Ezomyte
Version Lvl EV RW Recipe
Base 33 208- —
R.mastered 40 17442 Verisium×220Medved's Crest of the Circle×1
  • (15-25) % inc. Move.Spd(15-25) % increased Movement Speed
  • (50-80) % inc. Evasion Rating(50-80) % increased Evasion Rating
  • +(10-20) to Dex+(10-20) to Dexterity
  • Physical Dmg is PinningPin

    Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned. Pinned targets count as Immobilised .
    Physical Damage is Pinning

Obern's Bastion Lv. 33+

Obern's Bastion

Base stats

Base
Stacked Sabatons
StrStrength
26
DexDexterity
26
Armour
210
EvasionEvasion Rating
187
Ezomyte
Version Lvl AR EV RW Recipe Version details
Base 33 210187- —
R.mastered 40 49715521 Verisium×390Vorana's Crest of the Scythe×1
Runemastered details
  • 10 % increased Movement Speed
  • (150-200) % inc. Armour and Evasion(150-200) % increased Armour and Evasion
  • (20-25) Life Regeneration per second
  • 200 % inc. Stun RecoveryStun Recovery

    Increasing your Stun Recovery causes you to recover more quickly from being Stunned .
    200 % increased Stun Recovery
  • (30-50) % reduced 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%. Cold 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.
    Dur. on you
    (30-50) % reduced Chill Duration on you
  • (30-50) % reduced 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 .
    Dur. on you
    (30-50) % reduced Freeze Duration on you
  • (30-50) % reduced ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    duration on you
    (30-50) % reduced Shock duration on you

Birth of Fury Lv. 33+

Birth of Fury

Base stats

Base
Stone Greaves
StrStrength
45
Armour
133
Version Lvl AR RW Recipe
Base 33 133- —
R.mastered 55 15746 Verisium×400Medved's Crest of the Circle×1
  • 20 % inc. Move.Spd20 % increased Movement Speed
  • +(40-60) to max Life+(40-60) to maximum Life
  • +(20-30) % to Fire Res+(20-30) % to Fire Resistance
  • Drop Ignited GroundIgnited Ground

    Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
    while moving, which lasts 8 seconds and IgnitesIgnite

    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.
    as though dealing 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 .
    Dmg equal to 10 % of your max Life
    Drop Ignited Ground while moving, which lasts 8 seconds and Ignites as though dealing Fire Damage equal to 10 % of your maximum Life

Shankgonne Lv. 45+

Shankgonne

Base stats

Base
Covered Sabatons
StrStrength
34
DexDexterity
34
Armour
180
EvasionEvasion Rating
162
Version Lvl AR EV RW Recipe
Base 45 180162- —
R.mastered 55 1306373 Verisium×700Vorana's Crest of the Scythe×1
  • Grants Skill: Level 11 Black Powder Blitz
  • (80-100) % inc. Armour and Evasion(80-100) % increased Armour and Evasion
  • (10-20) % inc. Rarity of Items found(10-20) % increased Rarity of Items found
  • +(15-25) % to Fire Res+(15-25) % to Fire Resistance
  • Gain Deflection RatingDeflection Rating

    Deflection Rating provides a chance to Deflect damage from Hits , preventing 40% of the damage from those Hits. Exact chance to Deflect also depends on the attacker's Accuracy .
    equal to 20 % of Armour
    Gain Deflection Rating equal to 20 % of Armour
  • +(200-300) to Stun Threshold
  • You cannot Sprint
  • cannon ball footsteps [1]
  • footstep effect variation [119]
Black Powder Blitz

Buff · Level 11

  • Buff
  • Persistent
  • AoE
  • Physical
  • Fire
  • Detonator
  • Travel

Req: Level 90+

Replaces your dodge roll with an explosive-assisted leap, firing off a round from your prosthetic cannon leg that BlindsBlind

Being Blinded causes 20% less AccuracyAccuracy Rating and EvasionEvasion Rating, and lasts for 4 seconds unless otherwise specified.
and IgnitesIgnite

Ignite is an Ailment that deals Fire damageFire over time, and lasts for 4 seconds by default. The chance for a HitHit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that HitHit . Fire damageFire from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damageFire inflict stronger Ignites. The base Magnitude of Ignite is Fire damageFire per second equal to 20% of the Fire damageFire dealt by the HitHit that inflicted it. This is calculated using the final damage dealt by the HitHit , but not any modifiers on the target that affect how much damage they will take from the HitHit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuff that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to HitHit damage (such as Penetration ) do not affect Ignite damage.
enemies in the area you escape from. The explosion will cause any GrenadesGrenade

FireFire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
in its area of effect to also explode.
Replaces your dodge roll with an explosive-assisted leap, firing off a round from your prosthetic cannon leg that Blinds and Ignites enemies in the area you escape from. The explosion will cause any Grenades in its area of effect to also explode.

  • Level: 11 - 20

Explosion

Cost
0 Mana
Cooldown Time
(4.50 - 3.50) s
Critical Hit Chance
15.00%
  • Deals (140 - 521) to (260 - 967) Phys.DmgDeals (140 - 521) to (260 - 967) Physical Damage
  • Converts 60 % of Physical damage to Fire damageConverts 60 % of Physical damage to Fire damage
  • BlindBlind

    Being Blinded causes 20% less AccuAccuracy Rating and EvasionEvasion Rating, and lasts for 4 seconds unless otherwise specified.
    enemies 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.
    Blind enemies on Hit
  • 100 % inc. 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 StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_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 StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player Physical damagePhysical and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster Physical damagePhysical and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    Threshold while using Skill
    100 % increased Stun Threshold while using Skill
  • Always Ignites
  • q20: 10 % inc. Cooldown RecoveryCooldownRecovery

    Cooldown Recovery Rate modifies the speed at which your Skill cooldowns are restored. For example, with 100% increased Cooldown Recovery Rate your Skill cooldowns will effectively be halved. Cooldown Recovery Rate does not affect anything other than Skill cooldowns.
    Rate
    10 % increased Cooldown Recovery Rate

Beetlebite Lv. 52+

Beetlebite

Base stats

Base
Velour Shoes
DexDexterity
38
IntIntelligence
38
EvasionEvasion Rating
201
ESEnergy Shield
63
Version Lvl EV ES RW Recipe
Base 52 20163- —
R.mastered 65 1732663 Verisium×520Medved's Crest of the Circle×1
  • (20-30) % inc. Move.Spd(20-30) % increased Movement Speed
  • (60-120) % inc. Evasion and ES(60-120) % increased Evasion and Energy Shield
  • AggravateAggravate

    Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage. Once a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires. Each Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.
    BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical damage from Hits Contributes to Bleeding Magnitude . Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance. The base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit 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 Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    on Enemies when they Enter 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.
    Aggravate Bleeding on Enemies when they Enter your Presence
  • 100 % inc. Thorns damage100 % increased Thorns damage

Decree of Flight Lv. 65+

Decree of Flight

Base stats

Base
Ancient Leggings
StrStrength
56
IntIntelligence
56
Armour
398
ESEnergy Shield
110
Version Lvl AR ES RW Recipe
Base 65 398110- —
R.mastered 65 3183053 Verisium×960Vorana's Crest of the Scythe×1
  • 30 % inc. Move.Spd30 % increased Movement Speed
  • (150-200) % inc. Armour and ES(150-200) % increased Armour and Energy Shield
  • (20-30) % faster Dodge Roll
  • Gain 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 (10-20) % of missing ES for 4 seconds when you Dodge Roll
    Gain Guard equal to (10-20) % of missing Energy Shield for 4 seconds when you Dodge Roll
  • Maximum amount of Guard is based on max ES insteadMaximum amount of Guard is based on maximum Energy Shield instead
  • Divine Flight
  • base is floating [1]

Atziri's Step Lv. 65+

Atziri's Step

Base stats

Base
Cinched Boots
DexDexterity
86
EvasionEvasion Rating
486
Version Lvl EV RW Recipe
Base 65 486- —
R.mastered 65 39074 Verisium×530Medved's Crest of the Circle×1
  • 30 % inc. Move.Spd30 % increased Movement Speed
  • (80-120) % inc. ER(80-120) % increased Evasion Rating
  • +(70-100) to max Life+(70-100) to maximum Life
  • Gain Deflection Rating equal to (40-60) % of ERGain Deflection Rating equal to (40-60) % of Evasion Rating
  • (-12--6) % to amount of Dmg Prevented by Deflection(-12--6) % to amount of Damage Prevented by Deflection
  • Cannot be Light StunnedLight Stunned

    Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. 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%. Physical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.
    by Deflected Hits
    Cannot be Light Stunned by Deflected Hits

Ab Aeterno Lv. 65+

Ab Aeterno

Base stats

Base
Grand Cuisses
StrStrength
34
DexDexterity
34
IntIntelligence
34
Armour
303
EvasionEvasion Rating
276
ESEnergy Shield
85
Version Lvl AR EV ES RW Recipe
Base 65 30327685- —
R.mastered 65 1534112106 Verisium×540Medved's Crest of the Circle×1
  • (15-30) % inc. Move.Spd(15-30) % increased Movement Speed
  • (200-250) % inc. Armour , Evasion and ES(200-250) % increased Armour , Evasion and Energy Shield
  • Dodge Roll avoids all Hits
  • Gain OverencumbranceOverencumbrance

    Slows by 10%, reapplying this Debuff stacks and refreshes it's duration.
    for 4 seconds when you Dodge Roll
    Gain Overencumbrance for 4 seconds when you Dodge Roll
  • Your speed is UnaffectedUnaffected

    Debuffs you are Unaffected by can still be placed on you, but will not actually apply their effect.
    by Slows while Sprinting
    Your speed is Unaffected by Slows while Sprinting