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POE1
1Divine Orb9.5Chaos Orb

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

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Path of Exile 2 unique equipment

POE2 Charm Unique Items

Browse all 12 published POE2 charm unique items with requirements, stats, modifiers and variants.

Open SPA — explore all uniques

Published overview

Unique entries
12
Groups
1
Group appearances
12
Source snapshot

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

Ngamahu's Chosen Lv. 5+

Ngamahu's Chosen

Base stats

Base
Ruby Charm
Lasts {0} Seconds
4
Consumes {0} of {1} Charges on use
20
Currently has {0} Charges
0
Version Lvl Lasts {0} Seconds Consumes {0} of {1} Charges on use Currently has {0} Charges Recipe
Base 5 4200 —
  • Used when you take 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 from a 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.
    Used when you take Fire damage from a Hit
  • (30-40) % inc. ChargesCharges

    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.
    (30-40) % increased Charges
  • Grants up to your max 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 Hit every 0.5 seconds can cause you to gain Rage.
    on use
    Grants up to your maximum Rage on use

Breath of the Mountains Lv. 5+

Breath of the Mountains

Base stats

Base
Sapphire Charm
Lasts {0} Seconds
4
Consumes {0} of {1} Charges on use
17
Currently has {0} Charges
0
Version Lvl Lasts {0} Seconds Consumes {0} of {1} Charges on use Currently has {0} Charges Recipe
Base 5 4170 —
  • Used when you take 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 from a Hit
    Used when you take Cold damage from a Hit
  • (10-15) % reduced ChargesEndurance 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.
    per use
    (10-15) % reduced Charges per use
  • Grants a Power Charge on use

Valako's Roar Lv. 5+

Valako's Roar

Base stats

Base
Topaz Charm
Lasts {0} Seconds
4
Consumes {0} of {1} Charges on use
20
Currently has {0} Charges
0
Version Lvl Lasts {0} Seconds Consumes {0} of {1} Charges on use Currently has {0} Charges Recipe
Base 5 4200 —
  • Used when you take 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 a Hit
    Used when you take Lightning damage from a Hit
  • (30-40) % inc. Charges gained(30-40) % increased Charges gained
  • Grants a Frenzy Charge on use

For Utopia Lv. 8+

For Utopia

Base stats

Base
Stone Charm
Lasts {0} Seconds
3
Consumes {0} of {1} Charges on use
20
Currently has {0} Charges
0
Version Lvl Lasts {0} Seconds Consumes {0} of {1} Charges on use Currently has {0} Charges Recipe
Base 8 3200 —
  • Used when you become StunnedStun

    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.
    Used when you become Stunned
  • Defend with 200% of 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.
    during effect
    Defend with 200% of Armour during effect

The Fall of the Axe Lv. 10+

The Fall of the Axe

Base stats

Base
Silver Charm
Lasts {0} Seconds
3
Consumes {0} of {1} Charges on use
20
Currently has {0} Charges
0
Ezomyte
Version Lvl Lasts {0} Seconds Consumes {0} of {1} Charges on use Currently has {0} Charges Recipe
Base 10 3200 —
  • Used when you are affected by a SlowSlowing

    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.
    Used when you are affected by a Slow
  • Grants OnslaughtOnslaught

    Onslaught grants 20% increased Skill Speed and 10% increased movement speed. Unless specified, Onslaught lasts 4 seconds.
    during effect
    Grants Onslaught during effect

Nascent Hope Lv. 12+

Nascent Hope

Base stats

Base
Thawing Charm
Lasts {0} Seconds
3
Consumes {0} of {1} Charges on use
40
Currently has {0} Charges
0
Version Lvl Lasts {0} Seconds Consumes {0} of {1} Charges on use Currently has {0} Charges Recipe
Base 12 3400 —
  • Used when you become FrozenFrozen

    A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.
    Used when you become Frozen
  • (20-25) % Chance to gain a Charge when you kill an enemy
  • ES RechargeEnergy Shield Recharge

    Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.
    starts on use
    Energy Shield Recharge starts on use

Sanguis Heroum Lv. 18+

Sanguis Heroum

Base stats

Base
Staunching Charm
Lasts {0} Seconds
3
Consumes {0} of {1} Charges on use
30
Currently has {0} Charges
0
Version Lvl Lasts {0} Seconds Consumes {0} of {1} Charges on use Currently has {0} Charges Recipe
Base 18 3300 —
  • Used when you start 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.
    Used when you start Bleeding
  • 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.
    (0.15-0.2) Charges per Second
    Gains (0.15-0.2) Charges per Second
  • Creates Consecrated GroundConsecrated Ground

    You and Allies standing on your Consecrated Ground Regenerate 5% of their maximum Life per second, and Curses have 50% reduced effect on them.
    on use
    Creates Consecrated Ground on use
  • charm create consecrated ground when used duration ms [4000]
  • charm create consecrated ground when used radius [14]

Arakaali's Gift Lv. 24+

Arakaali's Gift

Base stats

Base
Antidote Charm
Lasts {0} Seconds
3
Consumes {0} of {1} Charges on use
20
Currently has {0} Charges
0
Version Lvl Lasts {0} Seconds Consumes {0} of {1} Charges on use Currently has {0} Charges Recipe
Base 24 3200 —
  • Used when you become PoisonedPoisons

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield . Physical and Chaos 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 damage per second equal to 20% of the Pre-mitigation Physical and Chaos 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 Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    Used when you become Poisoned
  • Recover Life equal to (15-20) % of Mana Flask'sFlask

    Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Recovery Amount when used
    Recover Life equal to (15-20) % of Mana Flask's Recovery Amount when used
  • Recover Mana equal to (15-20) % of Life Flask's Recovery Amount when used

Beira's Anguish Lv. 32+

Beira's Anguish

Base stats

Base
Dousing Charm
Lasts {0} Seconds
3
Consumes {0} of {1} Charges on use
30
Currently has {0} Charges
0
Ezomyte
Version Lvl Lasts {0} Seconds Consumes {0} of {1} Charges on use Currently has {0} Charges Recipe
Base 32 3300 —
  • Used when you become IgnitedIgnite

    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.
    Used when you become Ignited
  • (20-25) % Chance to gain a Charge when you kill an enemy
  • Creates 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.
    for 4 seconds when used, Igniting enemies as though dealing Fire damage equal to 500 % of your max Life
    Creates Ignited Ground for 4 seconds when used, Igniting enemies as though dealing Fire damage equal to 500 % of your maximum Life

The Black Cat Lv. 32+

The Black Cat

Base stats

Base
Grounding Charm
Lasts {0} Seconds
3.40
Consumes {0} of {1} Charges on use
30
Currently has {0} Charges
0
Version Lvl Lasts {0} Seconds Consumes {0} of {1} Charges on use Currently has {0} Charges Recipe
Base 32 3.40300 —
  • Used when you become ShockedShock

    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.
    Used when you become Shocked
  • (10-20) % inc. Dur.(10-20) % increased Duration
  • Lightning Dmg of Enemies Hitting you is UnluckyUnlucky

    Unlucky things are rolled twice and the worse result used.
    during effect
    Lightning Damage of Enemies Hitting you is Unlucky during effect

Forsaken Bangle Lv. 40+

Forsaken Bangle

Base stats

Base
Amethyst Charm
Lasts {0} Seconds
4.90
Consumes {0} of {1} Charges on use
30
Currently has {0} Charges
0
Version Lvl Lasts {0} Seconds Consumes {0} of {1} Charges on use Currently has {0} Charges Recipe
Base 40 4.90300 —
  • Used when you take ChaosChaos

    Fallback hint: no keyword description was found for this term.
    damage from a Hit
    Used when you take Chaos damage from a Hit
  • (15-25) % inc. Dur.(15-25) % increased Duration
  • 50 % of Chaos damage you prevent when Hit RecoupedRecouped

    When you take damage from a Hit , Recoup causes you to recover an amount of the stated resource equal to a percentage of the damage you took over 8 seconds.
    as Life and Mana during effect
    50 % of Chaos damage you prevent when Hit Recouped as Life and Mana during effect

Rite of Passage Lv. 50+

Rite of Passage

Base stats

Base
Golden Charm
Lasts {0} Second
1
Consumes {0} of {1} Charges on use
80
Currently has {0} Charges
0
Version Lvl Lasts {0} Second Consumes {0} of {1} Charges on use Currently has {0} Charges Recipe
Base 50 1800 —
  • Used when you kill a RareRare or Unique

    Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
    or Unique enemy
    Used when you kill a Rare or Unique enemy
  • PossessedPossessed

    A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent. Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
    by Spirit Of The Azmeri SpiritAzmeri Spirits

    Azmeri Spirits are the spirits of various Azmeri Animal Guardians. Azmeri Spirits appear as wisps that flee as you approach them. Normal or Magic Monsters the Spirit comes into contact with become Spirit-Influenced , making them more powerful. Sometimes the Spirit will reach and Possess a Rare or Unique monster, making them substantially stronger and rewarding while occasionally summoning spiritual animals depending on the type of Animal Spirit they represent. Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
    for (10–20) seconds on use
    Possessed by Spirit Of The Azmeri Spirit for (10–20) seconds on use