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1Divine Orb9.5Chaos Orb

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

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Path of Exile 2 unique equipment

POE2 Bow Unique Items

Browse all 11 published POE2 bow unique items with requirements, stats, modifiers and variants.

Open SPA — explore all uniques

Published overview

Unique entries
11
Groups
1
Group appearances
11
Source snapshot

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

Widowhail Lv. 1+

Widowhail

Base stats

Base
Crude BowBow

Bows are Two-Handed ranged weapons that require Dexterity to equip. Equipping a Bow allows you to also equip a Quiver in the off hand slot. Bows can Attack from long range and with high mobility using a variety of skills, but generally deal less damage than other two-handed weapon types.
Crude Bow
Phys. DmgPhysical Damage
6-9
Crit. %Critical Hit Chance
5.00%
APSAttacks per Second
1.20
Version Lvl Ph.dmg Crit. % APS Ch.dmg DPS Recipe
Base 1 6-95.00%1.20- 9 —
R.forged 55 -5%1.242-62 62.4 Exceptional Verisium×15Olroth's Crest of the Sun×1
  • (150-250) % inc. bonuses gained from Equipped QuiverQuiver

    Quivers are off hand items that are only usable while you have a Bow equipped. Quivers provide a variety of bonuses to Bow Attacks .
    (150-250) % increased bonuses gained from Equipped Quiver

Quill Rain Lv. 5+

Quill Rain

Base stats

Base
Shortbow
DexDexterity
12
Phys. DmgPhysical Damage
7-14
Crit. %Critical Hit Chance
5.00%
APSAttacks per Second
2.50
Ezomyte
Version Lvl Ph.dmg Crit. % APS DPS Recipe Version details
Base 5 7-145.00%2.50 26.3 —
R.forged 38 30-565%2.5 108 Verisium×200Medved's Crest of the Circle×1
R.forged 55 44-815%2.8 175 Exceptional Verisium×5Uhtred's Crest of the Chalice×1
Runeforged details
  • Projectiles have 50 % chance for an additional Projectile when Forking
  • 100 % inc. 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.
    Speed
    100 % increased Attack Speed
  • +(10-20) 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.
    +(10-20) to Dexterity
  • (50-100) % inc. Arrow Speed(50-100) % increased Arrow Speed
  • 40 % less Attack Dmg40 % less Attack Damage

Ironbound Lv. 11+

Ironbound

Base stats

Base
Warden Bow
DexDexterity
23
Phys. DmgPhysical Damage
12-20
Crit. %Critical Hit Chance
5.00%
APSAttacks per Second
1.27
Ezomyte
Version Lvl Ph.dmg Crit. % APS DPS Recipe
Base 11 12-205.00%1.27 20.3 —
R.forged 40 38-635%1.26 63.6 Verisium×245Vorana's Crest of the Scythe×1
  • (25-35) % chance to ChainChain

    Fallback hint: no keyword description was found for this term.
    an additional time
    (25-35) % chance to Chain an additional time
  • +(100-150) 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.
    +(100-150) to Armour
  • (5-10) % inc. Attack Speed(5-10) % increased Attack Speed
  • +12 % to Block chanceBlock chance

    Chance to Block only includes modifiers that are explicitly chance-based. Guaranteed Block (such as raising your Shield ) does not affect your Chance to Block .
    +12 % to Block chance
  • (3-5) % inc. Block chance per 100 total Item ArmourItem Armour

    Stats that refer to an item's Armour use the exact value listed on the item. This means that Quality and local modifiers on the item are taken into account, but stats from other sources that change the amount of Armour actually granted to your character are not considered.
    on Equipped Armour ItemsEquipped Armour Items

    Equippable Armours are pieces of equipment that you can wear to provide various defences. Equippable Armours include Helmets, Body Armours, Gloves, Boots, Shields and Foci .
    (3-5) % increased Block chance per 100 total Item Armour on Equipped Armour Items
  • Hits with this weapon have (1-2) to (4-5) Added PhysicalPhysical

    10% increased Physical Damage
    Dmg per 1% Block%
    Hits with this weapon have (1-2) to (4-5) Added Physical Damage per 1% Block Chance
  • Arrows ReturnReturn

    Projectiles which Return will Return to the entity which originated them after reaching the end of their travel, or on hitting a final target.
    if they have PiercedPierced

    Projectiles that Pierce can pass through a target while still damaging them.
    a target which had Fully Broken ArmourFully Broken Armour

    Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits . Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
    Arrows Return if they have Pierced a target which had Fully Broken Armour

Splinterheart Lv. 16+

Splinterheart

Base stats

Base
Recurve Bow
DexDexterity
31
Phys. DmgPhysical Damage
35-72
Crit. %Critical Hit Chance
5.00%
APSAttacks per Second
1.10
Version Lvl Ph.dmg Crit. % APS DPS Recipe
Base 16 35-725.00%1.10 58.9 —
R.forged 40 95-1945%1.1 159 Verisium×205Medved's Crest of the Circle×1
  • (120-160) % inc. Physical Dmg(120-160) % increased Physical Damage
  • +(50-70) to AccuAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
    +(50-70) to Accuracy Rating
  • (20-30) % inc. 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.
    Speed
    (20-30) % increased Projectile Speed
  • Proj SplitSplit

    The first time a Projectile or beam that can Split collides with a target, it splits into a multiple which will all aim at different targets within 6 metres if able. If there aren't enough targets, the rest will be aimed in random directions.
    towards +2 targets
    Projectiles Split towards +2 targets

Doomfletch Lv. 22+

Doomfletch

Base stats

Base
Composite Bow
DexDexterity
41
Phys. DmgPhysical Damage
25-41
Crit. %Critical Hit Chance
5.00%
APSAttacks per Second
1.20
Corrupted
Version Lvl Ph.dmg Crit. % APS DPS Recipe
Base 22 25-415.00%1.20 39.6 —
R.forged 55 59-985%1.2 94.2 Exceptional Verisium×20Uhtred's Crest of the Chalice×1
  • Adds (5-7) to (10-12) Physical DmgAdds (5-7) to (10-12) Physical Damage
  • +10 to Dex+10 to Dexterity
  • (30-50) % inc. Mana Regeneration Rate(30-50) % increased Mana Regeneration Rate
  • Attacks with this Weapon gain 100 % of Physical damage as ExtraExtra

    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 damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    damage of each ElementElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    Attacks with this Weapon gain 100 % of Physical damage as Extra damage of each Element

Death's Harp Lv. 28+

Death's Harp

Base stats

Base
Dualstring Bow
DexDexterity
52
Phys. DmgPhysical Damage
19-35
Crit. %Critical Hit Chance
5.00%
APSAttacks per Second
1.15
Version Lvl Ph.dmg Crit. % APS DPS Recipe
Base 28 19-355.00%1.15 31.1 —
R.forged 55 45-8326.5%1.15 73.6 Verisium×570Vorana's Crest of the Scythe×1
  • +50 % SurpassingSurpassing

    By default, chance-based stats cap at 100% chance for the result to occur. However, some chances can surpass 100%. In this case, the event for which you have a chance to effect will occur once for each 100% chance for that event you have, and then have a normal percentage chance for it to occur again based on the remaining value. For example, a Surpassing 215% chance for an event to occur will cause the event to occur twice (once for each 100% chance) and have a 15% chance for it to occur a third time.
    chance to fire an additional Arrow
    +50 % Surpassing chance to fire an additional Arrow
  • +(20-25) % to Critical Dmg BonusCritical Damage Bonus

    Multiplies the damage dealt by Critical Hits . Default value is +100% (i.e. twice as much damage).
    +(20-25) % to Critical Damage Bonus
  • 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, 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.
    (20-30) Life per enemy killed
    Gain (20-30) Life per enemy killed
  • Gain (12-18) Mana per enemy killed
  • +(250-330) % Surpassing chance to fire an additional Arrow

Slivertongue Lv. 39+

Slivertongue

Base stats

Base
Zealot Bow
DexDexterity
70
Phys. DmgPhysical Damage
74-119
Crit. %Critical Hit Chance
10.28%
APSAttacks per Second
1.20
Version Lvl Ph.dmg Crit. % APS DPS Recipe
Base 39 74-11910.28%1.20 116 —
R.forged 55 87-13915%1.2 136 Verisium×775Uhtred's Crest of the Chalice×1
  • Adds (40-48) to (65-72) Physical DmgAdds (40-48) to (65-72) Physical Damage
  • +(4-6) % to 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
    +(4-6) % to Critical Hit Chance
  • LeechesLeeches

    When you deal damage with a Hit , Life Leech causes you to recover an amount of Life to a percentage of the damage dealt, over a period of one second. Hits 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 Hits 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.
    (5-8) % of Physical Dmg as Life
    Leeches (5-8) % of Physical Damage as Life
  • Leeches (4-7) % of Physical Dmg as ManaLeeches (4-7) % of Physical Damage as Mana
  • Arrows ForkFork

    Projectiles that Fork split into two the first time they collide with an enemy and do not Split from it or Pierce it.
    Arrows Fork
  • Arrows Pierce all targets after Forking

Fairgraves' Curse Lv. 45+

Fairgraves' Curse

Base stats

Base
Artillery Bow
DexDexterity
80
Phys. DmgPhysical Damage
39-72
Fire Damage
93-169
Crit. %Critical Hit Chance
5.00%
APSAttacks per Second
1.10
Version Lvl Ph.dmg F.dmg Crit. % APS DPS Recipe
Base 45 39-7293-1695.00%1.10 205 —
  • Grants Skill: Level 11 Phantasmal Arrow
  • 50 % reduced Proj Range50 % reduced Projectile Range
  • Adds (76-98) to (126-193) 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
    Adds (76-98) to (126-193) Fire Damage
  • (30-50) % inc. FlammabilityFlammability

    Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is. Fire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often. The base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite . Since chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted. Effects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%. Multiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.
    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.
    (30-50) % increased Flammability Magnitude
  • (10-20) % inc. 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.
    Magnitude
    (10-20) % increased Ignite Magnitude
  • 30 % reduced Life Recovery rate
  • -30 Phys.Dmg taken from 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 Physical Damage taken from Hits
  • Attack Hits inflict Spectral FireSpectral Fire

    Targets affected by a Spectral Fire Debuff do not take damage from Ignite . Instead that damage feeds the Spectral Fire. When the Spectral Fire Debuff expires or the target dies, the Spectral Fire explodes, dealing all the damage it has absorbed to all enemies within 1.8m, including the affected target. Damage modifiers do not apply to the explosion.
    for 8 seconds
    Attack Hits inflict Spectral Fire for 8 seconds
Phantasmal Arrow

Attack · Level 11

  • Attack
  • AoE
  • Projectile
  • Fire
  • Duration
  • Repeatable

Req: Level 90+

FiresFire

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 .
an arrow that embeds where it lands for a short duration. At the end of the duration, the arrow explodes in spectral flame, turning it to ashes and damaging enemies, with a high chance to IgniteIgnite

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.
. Igniting any enemy with the Explosion also applies Ignite to enemies within range.
Fires an arrow that embeds where it lands for a short duration. At the end of the duration, the arrow explodes in spectral flame, turning it to ashes and damaging enemies, with a high chance to Ignite . Igniting any enemy with the Explosion also applies Ignite to enemies within range.

  • Level: 11 - 20
  • Cost: (6 - 40) Mana
  • Atk Speed: 70% of baseAttack Speed: 70% of base
  • Atk Dmg: (20 - 62)% of baseAttack Damage: (20 - 62)% of base
  • Proj Speed: 54 m/sProjectile Speed: 54 metres per Second

Arrow

  • Converts 20 % of Physical damage to Fire damageFire

    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 .
    Converts 20 % of Physical damage to Fire damage
  • Arrow duration is 1.5 seconds
  • q20: Inflicts 100 % more Flammability Magnitude

Explosion

Attack Damage
(120 - 374)%
  • Converts 20 % of Physical damage to Fire damageConverts 20 % of Physical damage to Fire damage
  • Inflicts 200 % more Flammability Magnitude
  • Ignites inflicted by this Skill Spread to other enemies that stay within 1.8 m for 1 secondIgnites inflicted by this Skill Spread to other enemies that stay within 1.8 metres for 1 second
  • Arrow duration is 1.5 seconds
  • Explosion radius is (2 - 2.4) mExplosion radius is (2 - 2.4) metres

Lioneye's Glare Lv. 65+

Lioneye's Glare

Base stats

Base
Heavy Bow
DexDexterity
114
Phys. DmgPhysical Damage
115-192
Crit. %Critical Hit Chance
5.00%
APSAttacks per Second
1.32
Version Lvl Ph.dmg Crit. % APS DPS Recipe
Base 65 115-1925.00%1.32 203 —
  • (150-240) % inc. Physical Dmg(150-240) % increased Physical Damage
  • +(300-500) to Accu Rating+(300-500) to Accuracy Rating
  • 10 % inc. Attack Speed10 % increased Attack Speed
  • +(20-30) to Dex+(20-30) to Dexterity
  • +2 m to Dodge Roll distance if you haven't Dodge Rolled RecentlyRecently

    Recently refers to the past 4 seconds.
    +2 metres to Dodge Roll distance if you haven't Dodge Rolled Recently
  • -1 metre to Dodge Roll distance if you've Dodge Rolled Recently
  • RepeatableRepeatable

    Fallback hint: no keyword description was found for this term.
    Attacks with this Bow Repeat +2 times if no enemies are 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.
    Repeatable Attacks with this Bow Repeat +2 times if no enemies are in your Presence
  • enable lioneyes glow task [1]

Periphery Lv. 67+

Periphery

Base stats

Base
Heartwood Shortbow
DexDexterity
134
Phys. DmgPhysical Damage
41-76
Elem. DmgElemental Damage
52-89
Crit. %Critical Hit Chance
5.00%
APSAttacks per Second
1.38
Version Lvl Ph.dmg El.dmg Crit. % APS DPS Recipe
Base 67 41-7652-895.00%1.38 178 —
  • Grants Skill: Level 16 Azmerian Swarms
  • Adds (48-59) to (75-97) Fire DmgAdds (48-59) to (75-97) Fire Damage
  • Adds (35-53) to (65-80) 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
    Adds (35-53) to (65-80) Cold Damage
  • Adds (1-8) to (123-152) 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.
    Dmg
    Adds (1-8) to (123-152) Lightning Damage
  • (8-14) % inc. Attack Speed(8-14) % increased Attack Speed
  • Ele.Dmg from Hits ContributesContributes

    By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit 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 damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage 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 Flammability , Ignite , 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%. 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.
    Magnitudes , 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, and 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.
    Chance
    Elemental Damage from Hits Contributes to Flammability , Ignite , and Chill Magnitudes , Freeze Buildup, and Shock Chance
Azmerian Swarms

Buff · Level 16

  • Buff
  • Minion
  • Persistent
  • Physical
  • Lightning
  • Cold
  • Fire
  • Duration

Req: Level 90+

While active, summons short-lived Azmerian Swarms when you kill enemies affected by Elemental AilmentsElemental_Ailments

Elemental Ailments are IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , and ElectrocuteElectrocute .
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 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.
.
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 .

  • Level: 16 - 20
  • 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 HitSwarms have 100 % chance to inflict 1 Faerie Fire on Hit
  • Swarms Convert 100 % of Phys.Dmg to a random ElementSwarms Convert 100 % of Physical Damage to a random Element
  • Swarm duration is 10 seconds
  • Swarms have 1% inc. Atk Speed per 5 of your DexSwarms have 1% increased Attack Speed per 5 of your Dexterity
  • Swarms deal (26 - 30) % more Dmg with Hits for each type of Elemental Ailment on targetSwarms deal (26 - 30) % more Damage with Hits for each type of Elemental Ailment on target
  • q20: Maximum +2 Azmerian Swarms

Voltaxic Rift Lv. 79+

Voltaxic Rift

Base stats

Base
Fanatic Bow
DexDexterity
163
Phys. DmgPhysical Damage
47-79
Lightning Damage
1-302
Chaos Damage
28-64
Crit. %Critical Hit Chance
5.00%
APSAttacks per Second
1.37
Version Lvl Ph.dmg Li.dmg Ch.dmg Crit. % APS DPS Recipe
Base 79 47-791-30228-645.00%1.37 357 —
  • Adds 1 to (300-500) Lightning DmgAdds 1 to (300-500) Lightning Damage
  • (10-15) % inc. Attack Speed(10-15) % increased Attack Speed
  • 100 % of Lightning Dmg 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, Fire damage converted to Lightning now scales with Lightning damage modifiers and causes Shock , but no longer scales with Fire 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 ChaosChaos

    Fallback hint: no keyword description was found for this term.
    Dmg
    100 % of Lightning Damage Converted to Chaos Damage
  • Chaos Dmg from Hits also Contributes to Shock ChanceChaos Damage from Hits also Contributes to Shock Chance