SPA is not recommended on phones

Mobile SPA support is limited. Some layouts and tools may not work correctly on your phone. We recommend staying on the static site.

Skip to content

POE2 search

Search all published Uniques and Skills for this game.

POE1
1Divine Orb9.5Chaos Orb

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

Open SPA
Discord
Account
Discord
Switch to POE1 Open desktop site (SPA)

Settings

Display preferences are saved for this game on this site.

Changes are saved in this browser.

Path of Exile 2 unique equipment

POE2 Gloves Unique Items

Browse all 38 published POE2 gloves unique items with requirements, stats, modifiers and variants.

Open SPA — explore all uniques

Published overview

Unique entries
38
Groups
1
Group appearances
38
Source snapshot

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

Facebreaker Lv. 1+

Facebreaker

Base stats

Base
Stocky Mitts
Armour
15
Phys. DmgPhysical Damage
8-12
Ezomyte
Version Lvl AR Ph.dmg RW Recipe
Base 1 158-12- —
R.mastered 38 508-1245 Verisium×240Vorana's Crest of the Scythe×1
  • Has 8 to 12 PhysicalPhysical

    10% increased Physical Damage
    damage, +3 to +4 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 8 to 12 Physical damage, +3 to +4 per Boss's Face Broken
  • (30-50) % 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 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.
    Buildup
    (30-50) % increased Stun Buildup
  • 1% more Unarmed DmgUnarmed Damage

    Unarmed Damage refers to the Hit Damage of Unarmed Attacks . As such, Unarmed Damage is always Attack HitDamage . Players' base Unarmed Damage is Physical , and has a minimum roll of 2, and a maximum roll between 5 - 8, depending on how aligned their class is with Strength . Other Damage is not considered Unarmed Damage, even if you are Unarmed while dealing it.
    per 5 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.
    1% more Unarmed Damage per 5 Strength
  • +0.3 m to MeleeMelee

    Melee Attacks 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.
    StrikeStrike

    A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
    Range while Unarmed
    +0.3 metres to Melee Strike Range while Unarmed
  • +1 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.
    per Str
    +1 to Armour per Strength
  • 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 Physical damage — they can deal any damage type.
    as though using a One Handed MaceMace

    Maces are Melee weapons that can be One-Handed or Two-Handed . Maces require Strength to equip. Mace Attacks are often Slams or slow Strikes that deal Physical or Fire damage.
    while both of your hand slots are empty | Unarmed AttacksUnarmed Attacks

    Unarmed Attacks are Attacks which are performed while Unarmed and use your character's base Unarmed Damage where other Attacks would use the base Damage from a Martial Weapon . Attacks 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 Attacks.
    that would use an EquippedEquipped

    Weapon, Armour , 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 Mace 's damage use this Item's damage
    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]

Northpaw Lv. 1+

Northpaw

Base stats

Base
Suede Bracers
EvasionEvasion Rating
29
Ezomyte
Version Lvl EV RW Recipe
Base 1 29- —
R.mastered 38 6320 Verisium×420Vorana's Crest of the Scythe×1
  • +(15-25) 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
    +(15-25) to Evasion Rating
  • Adds (3-5) to (8-10) Physical Dmg to AttacksAdds (3-5) to (8-10) Physical Damage to Attacks
  • (10-15) % inc. Critical Dmg BonusCritical Damage Bonus

    Multiplies the damage dealt by Critical Hits . Default value is +100% (i.e. twice as much damage).
    (10-15) % increased Critical Damage Bonus
  • Base 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 for Attacks with WeaponsWeapons

    Martial Weapons can be used to Attack . Axes , Bows , Claws , Crossbows , Daggers , Flails , Maces , Quarterstaves , Spears , Swords , and Talismans are Martial Weapons.
    is 7 %
    Base Critical Hit Chance for Attacks with Weapons is 7 %

Painter's Servant Lv. 1+

Painter's Servant

Base stats

Base
Torn Gloves
ESEnergy Shield
9
Version Lvl ES RW Recipe
Base 1 9- —
R.mastered 38 1836 Verisium×240Vorana's Crest of the Scythe×1
  • GainExtra

    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.
    (5-10) % of Ele.DmgElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    as Extra 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
    Gain (5-10) % of Elemental Damage as Extra Cold Damage
  • Gain (5-10) % of Ele.Dmg as Extra 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
    Gain (5-10) % of Elemental Damage as Extra Fire Damage
  • Gain (5-10) % of Ele.Dmg as Extra 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
    Gain (5-10) % of Elemental Damage as Extra Lightning Damage
  • 33 % of Ele.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 Cold Dmg
    33 % of Elemental Damage Converted to Cold Damage
  • 33 % of Ele.Dmg Converted to Fire Dmg33 % of Elemental Damage Converted to Fire Damage
  • 33 % of Ele.Dmg Converted to Lightning Dmg33 % of Elemental Damage Converted to Lightning Damage

Plaguefinger Lv. 4+

Plaguefinger

Base stats

Base
Gauze Wraps
DexDexterity
6
IntIntelligence
6
EvasionEvasion Rating
14
ESEnergy Shield
9
Version Lvl EV ES RW Recipe
Base 4 149- —
R.mastered 38 --90 Verisium×230Vorana's Crest of the Scythe×1
  • (30-50) % inc. Evasion and 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.
    (30-50) % increased Evasion and Energy Shield
  • (4-6) % inc. Attack Speed(4-6) % increased Attack Speed
  • Cannot inflict Elemental AilmentsElemental Ailments

    Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .
    Cannot inflict Elemental Ailments
  • (20-30) % chance to PoisonPoisons

    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.
    on 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.
    (20-30) % chance to Poison on Hit
  • All DmgAll Damage

    The damage types are Physical , Fire , Cold , Lightning and Chaos .
    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 Poison Magnitude
    All Damage from Hits Contributes to Poison Magnitude

Gravebind Lv. 5+

Gravebind

Base stats

Base
Rope Cuffs
StrStrength
6
IntIntelligence
6
Armour
18
ESEnergy Shield
9
Version Lvl AR ES RW Recipe
Base 5 189- —
R.mastered 38 471036 Verisium×130Medved's Crest of the Circle×1
  • (40-60) % inc. Armour and ES(40-60) % increased Armour and Energy Shield
  • 20 % 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 | Your other Modifiers to Rarity of Items found do not apply
    20 % increased Rarity of Items found | Your other Modifiers to Rarity of Items found do not apply
  • +(10-15) % to Cold 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.
    +(10-15) % to Cold Resistance
  • 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.
    (7-10) Life per enemy killed
    Gain (7-10) Life per enemy killed
  • Gain (4-6) Mana per enemy killed
  • 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 Presence killed by anyone count as being killed by you instead

Jarngreipr Lv. 6+

Jarngreipr

Base stats

Base
Ringmail Gauntlets
StrStrength
6
DexDexterity
6
Armour
21
EvasionEvasion Rating
17
Version Lvl AR EV RW Recipe
Base 6 2117- —
R.mastered 38 663918 Verisium×140Medved's Crest of the Circle×1
  • 50 % inc. Armour and Evasion50 % increased Armour and Evasion
  • Adds (2-3) to (5-6) Physical Dmg to AttacksAdds (2-3) to (5-6) Physical Damage to Attacks
  • +(30-50) to max Life+(30-50) to maximum Life
  • (4-8) % inc. Attack Speed(4-8) % increased Attack Speed
  • Str can satisfy other 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. of Melee Weapons and Melee Skills
    Strength can satisfy other Attribute Requirements of Melee Weapons and Melee Skills

Grip of Winter Lv. 11+

Grip of Winter

Base stats

Base
Firm Bracers
DexDexterity
16
EvasionEvasion Rating
45
Version Lvl EV RW Recipe
Base 11 45- —
R.mastered 38 9127 Verisium×140Medved's Crest of the Circle×1
  • (30-50) % inc. Evasion Rating(30-50) % increased Evasion Rating
  • Adds (3-5) to (6-8) Cold damage to Attacks
  • +(20-30) % to Cold Res+(20-30) % to Cold Resistance
  • (40-50) % inc. 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
    (40-50) % increased Freeze Buildup
  • (20-30) % inc. 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.
    of 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.
    you inflict
    (20-30) % increased Magnitude of Chill you inflict

Treefingers Lv. 11+

Treefingers

Base stats

Base
Riveted Mitts
StrStrength
16
Armour
63
Version Lvl AR RW Recipe
Base 11 63- —
R.mastered 38 11923 Verisium×250Vorana's Crest of the Scythe×1
  • (30-60) % inc. Armour(30-60) % increased Armour
  • Adds (6-10) to (12-16) Physical Dmg to AttacksAdds (6-10) to (12-16) Physical Damage to Attacks
  • 5 % reduced Attack Speed
  • +(15-20) to Str+(15-20) to Strength
  • (20-30) % inc. Stun Buildup(20-30) % increased Stun Buildup
  • Giant's BloodGiant's Blood

    You can wield Two-Handed Axes , Maces and Swords in one hand Triple Attribute requirements of weapons Inherent Life granted by Strength is halved
    Giant's Blood

Candlemaker Lv. 12+

Candlemaker

Base stats

Base
Sombre Gloves
IntIntelligence
17
ESEnergy Shield
27
Ezomyte
Version Lvl ES RW Recipe
Base 12 27- —
R.mastered 39 4218 Verisium×140Medved's Crest of the Circle×1
  • (50-80) % inc. ES(50-80) % increased Energy Shield
  • (20-40) % inc. Fire Dmg(20-40) % increased Fire Damage
  • (10-20) % reduced Cold Dmg(10-20) % reduced Cold Damage
  • +(20-40) % to Fire Res+(20-40) % to Fire Resistance
  • (-20--10) % to Cold Res(-20--10) % to Cold Resistance
  • 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.
    Magnitude is doubled
    Flammability Magnitude is doubled

Shackles of the Wretched Lv. 16+

Shackles of the Wretched

Base stats

Base
Aged Cuffs
StrStrength
13
IntIntelligence
13
Armour
36
ESEnergy Shield
14
Version Lvl AR ES RW Recipe
Base 16 3614- —
R.mastered 38 591318 Verisium×150Medved's Crest of the Circle×1
  • (30-50) % inc. Armour and ES(30-50) % increased Armour and Energy Shield
  • You cannot be Chilled for 6 seconds after being Chilled
  • You cannot be FrozenFrozen

    A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.
    for 6 seconds after being Frozen
    You cannot be Frozen for 6 seconds after being Frozen
  • You cannot be 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.
    for 6 seconds after being Ignited
    You cannot be Ignited for 6 seconds after being Ignited
  • You cannot be 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.
    for 6 seconds after being Shocked
    You cannot be Shocked for 6 seconds after being Shocked
  • CursesCurses

    Fallback hint: no keyword description was found for this term.
    you inflict are reflected back to you
    Curses you inflict are reflected back to you

Aurseize Lv. 16+

Aurseize

Base stats

Base
Layered Gauntlets
StrStrength
13
DexDexterity
13
Armour
39
EvasionEvasion Rating
34
Version Lvl AR EV RW Recipe
Base 16 3934- —
R.mastered 38 764714 Verisium×140Medved's Crest of the Circle×1
  • (40-60) % inc. Armour and Evasion(40-60) % increased Armour and Evasion
  • (40-50) % inc. Rarity of Items found(40-50) % increased Rarity of Items found
  • LoseLose

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

Killjoy Lv. 16+

Killjoy

Base stats

Base
Linen Wraps
DexDexterity
13
IntIntelligence
13
EvasionEvasion Rating
34
ESEnergy Shield
15
Version Lvl EV ES RW Recipe
Base 16 3415- —
R.mastered 38 541223 Verisium×150Medved's Crest of the Circle×1
  • (30-60) % inc. Evasion and ES(30-60) % increased Evasion and Energy Shield
  • +(30-50) to max Life+(30-50) to maximum Life
  • (20-30) % inc. Critical Dmg Bonus(20-30) % increased Critical Damage Bonus
  • FlasksFlask

    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.
    do not recover Life
    Flasks do not recover Life
  • On-Kill Effects happen twice

Doedre's Tenure Lv. 16+

Doedre's Tenure

Base stats

Base
Stitched Gloves
IntIntelligence
22
ESEnergy Shield
43
Version Lvl ES RW Recipe
Base 16 43- —
R.mastered 38 3023 Verisium×150Medved's Crest of the Circle×1
  • +(20-30) to max ES+(20-30) to maximum Energy Shield
  • 100 % inc. SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Dmg
    100 % increased Spell Damage
  • (15-25) % reduced Cast Speed
  • +(10-15) 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.
    +(10-15) to Intelligence

Lochtonial Caress Lv. 16+

Lochtonial Caress

Base stats

Base
Tempered Mitts
StrStrength
22
Armour
69
Version Lvl AR RW Recipe
Base 16 69- —
R.mastered 38 9523 Verisium×150Medved's Crest of the Circle×1
  • (10-15) % inc. Skill SpeedSkill Speed

    Affects the speed at which all Skills are used. Increases and reductions to Skill Speed stack additively with increases and reductions to Attack Speed, Cast Speed, Warcry Speed, and similar stats.
    (10-15) % increased Skill Speed
  • +(15-25) to Armour
  • +(40-60) to max Life+(40-60) to maximum Life
  • (10-15) % reduced max Mana(10-15) % reduced maximum Mana
  • Share 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.
    with 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 Presence
    Share Charges with Allies in your Presence

Kitoko's Current Lv. 26+

Kitoko's Current

Base stats

Base
Jewelled Gloves
IntIntelligence
34
ESEnergy Shield
30
Version Lvl ES RW Recipe
Base 26 30- —
R.mastered 38 2827 Verisium×140Medved's Crest of the Circle×1
  • (30-50) % inc. ES(30-50) % increased Energy Shield
  • +(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
  • (10-15) % reduced Attack and Cast Speed
  • Lightning damage from Hits Contributes 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 Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.
    Buildup
    Lightning damage from Hits Contributes to Electrocution Buildup

Dreadfist Lv. 27+

Dreadfist

Base stats

Base
Bolstered Mitts
StrStrength
35
Armour
122
Version Lvl AR RW Recipe
Base 27 122- —
R.mastered 38 13027 Verisium×150Medved's Crest of the Circle×1
  • (60-100) % inc. Armour(60-100) % increased Armour
  • (20-30) % inc. Critical Dmg Bonus(20-30) % increased Critical Damage Bonus
  • Critical Hits inflict ImpaleImpale

    Impale is a Debuff inflicted by Hits , which stores 30% of the Pre-mitigation Physical Hit damage of the Impaling hit as its Magnitude . Subsequent Attack Hits against Impaled targets will Extract the Impale debuff. When this occurs, the Magnitude of the Impale is added to the Pre-mitigation Physical damage of that attack hit. A maximum of 60 Impale Debuffs can be present on a target at once. If multiple Impales are present on a target, each Attack's Hit only Extracts and benefits from the strongest one of them.
    Critical Hits inflict Impale
  • Critical Hits cannot Extract Impale
  • (20-31) to (32-49) Physical 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
    (20-31) to (32-49) Physical Thorns damage

Idle Hands Lv. 28+

Idle Hands

Base stats

Base
Sectioned Bracers
DexDexterity
36
EvasionEvasion Rating
106
Version Lvl EV RW Recipe
Base 28 106- —
R.mastered 38 11918 Verisium×150Medved's Crest of the Circle×1
  • (40-60) % inc. Evasion Rating(40-60) % increased Evasion Rating
  • +(60-100) 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
    +(60-100) to Accuracy Rating
  • +(5-10) to Int+(5-10) to Intelligence
  • 25 % inc. Attack Speed while on Full Mana25 % increased Attack Speed while on Full Mana
  • You count as on Full Mana while at 90 % of max Mana or aboveYou count as on Full Mana while at 90 % of maximum Mana or above

Deathblow Lv. 33+

Deathblow

Base stats

Base
Doubled Gauntlets
StrStrength
24
DexDexterity
24
Armour
103
EvasionEvasion Rating
91
Ezomyte
Version Lvl AR EV RW Recipe
Base 33 10391- —
R.mastered 55 1295624 Verisium×260Medved's Crest of the Circle×1
  • (100-150) % inc. Armour and Evasion(100-150) % increased Armour and Evasion
  • (5-10) % inc. Attack Speed(5-10) % increased Attack Speed
  • Gain (20-30) Life per enemy killed
  • Gain (20-30) Mana per enemy killed
  • 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 Strike

Blueflame Bracers Lv. 33+

Blueflame Bracers

Base stats

Base
Goldcast Cuffs
StrStrength
24
IntIntelligence
24
Armour
49
ESEnergy Shield
35
Version Lvl AR ES RW Recipe
Base 33 4935- —
R.mastered 55 772237 Verisium×260Medved's Crest of the Circle×1
  • +20 to max ES+20 to maximum Energy Shield
  • +(10-20) to Int+(10-20) to Intelligence
  • +(5-15) % to Fire Res+(5-15) % to Fire Resistance
  • +(5-15) % to Cold Res+(5-15) % to Cold Resistance
  • 100 % of Fire Dmg Converted to Cold Dmg100 % of Fire Damage Converted to Cold Damage

Demon Stitcher Lv. 33+

Demon Stitcher

Base stats

Base
Intricate Gloves
IntIntelligence
42
ESEnergy Shield
86
Version Lvl ES RW Recipe
Base 33 86- —
R.mastered 55 4724 Verisium×260Medved's Crest of the Circle×1
  • +(40-60) to max ES+(40-60) to maximum Energy Shield
  • +(80-120) to max Life+(80-120) to maximum Life
  • (6-12) % inc. Cast Speed(6-12) % increased Cast Speed
  • 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.
    (5-15) % of max Life to gain that much ES when you Cast a Spell
    Sacrifice (5-15) % of maximum Life to gain that much Energy Shield when you Cast a Spell

Atziri's Acuity Lv. 33+

Atziri's Acuity

Base stats

Base
Moulded Mitts
StrStrength
42
Armour
251
Version Lvl AR RW Recipe
Base 33 251- —
R.mastered 55 19761 Verisium×400Medved's Crest of the Circle×1
  • Grants Skill: Level 9 Herald of the Royal Queen
  • (150-200) % inc. Armour(150-200) % increased Armour
  • +(100-150) to max Life+(100-150) to maximum Life
  • LeechLeeches

    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.
    10 % of Physical Attack Dmg as Life
    Leech 10 % of Physical Attack Damage as Life
  • 10 % of Physical damage dealt by your Hits causes Blood LossBlood Loss

    All Physical damage over time taken by a target (including Bleeding ) is accumulated as Blood Loss.
    10 % of Physical damage dealt by your Hits causes Blood Loss
  • Vaal PactVaal Pact

    50% more amount of Life Leeched Leech Life 67% less quickly Cannot Recover Life other than from Leech Life Leech effects are not removed when Unreserved Life is Filled
    Vaal Pact
Herald of the Royal Queen

Buff · Level 9

  • Buff
  • Attack
  • Persistent
  • AoE
  • Physical
  • Herald
  • Payoff

Req: Level 90+

Killing an enemy with Blood LossBlood_Loss

All Physical damagePhysical over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
will cause a bloody explosion that deals Physical Attack damage to surrounding enemies. This damage is not based on your Weapon Damage , but is based on their accumulated Blood Loss . The explosion destroys their 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.
if the enemy was Normal or Magic .
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 Damage , but is based on their accumulated Blood Loss . The explosion destroys their Corpse if the enemy was Normal or Magic .

  • Level: 9 - 20

Buff

  • Enemies with Blood Loss you kill explode
  • q20: Deals 10 % more damage

Explosion

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

Snakebite Lv. 33+

Snakebite

Base stats

Base
Spined Bracers
DexDexterity
42
EvasionEvasion Rating
122
Version Lvl EV RW Recipe
Base 33 122- —
R.mastered 38 11118 Verisium×490Vorana's Crest of the Scythe×1
  • (40-60) % inc. Evasion Rating(40-60) % increased Evasion Rating
  • +(7-17) % to Chaos Res+(7-17) % to Chaos Resistance
  • (6-10) Life Regeneration per second
  • (20-30) % chance to Poison on Hit
  • Targets can be affected by +1 of your Poisons at the same time

Hand of Wisdom and Action Lv. 33+

Hand of Wisdom and Action

Base stats

Base
Spiral Wraps
DexDexterity
24
IntIntelligence
24
EvasionEvasion Rating
52
ESEnergy Shield
18
Corrupted
Version Lvl EV ES RW Recipe
Base 33 5218- —
R.mastered 55 381267 Verisium×500Vorana's Crest of the Scythe×1
  • +(15-25) to Dex+(15-25) to Dexterity
  • +(15-25) to Int+(15-25) to Intelligence
  • 1 % inc. Attack Speed per 20 Dex1 % increased Attack Speed per 20 Dexterity
  • Adds 1 to 10 Light.Dmg to Attacks per 20 IntAdds 1 to 10 Lightning Damage to Attacks per 20 Intelligence

Maligaro's Virtuosity Lv. 45+

Maligaro's Virtuosity

Base stats

Base
Fine Bracers
DexDexterity
56
EvasionEvasion Rating
176
Version Lvl EV RW Recipe
Base 45 176- —
R.mastered 45 8752 Verisium×1740Exceptional Verisium×2Uhtred's Crest of the Chalice×1
  • (60-80) % inc. Evasion Rating(60-80) % increased Evasion Rating
  • (20-30) % inc. Critical Hit Chance(20-30) % increased Critical Hit Chance
  • 5 % inc. Attack Speed5 % increased Attack Speed
  • +(10-20) to Dex+(10-20) to Dexterity
  • Your Critical Hit Chance cannot be RerolledRerolled

    Any mechanic where the calculation of a single Hit would roll Critical Hit Chance more than once is considered to be Rerolling. This includes anything that makes Critical Hit Chance Lucky , Unlucky , Bifurcated , or Inevitable . Sustained Skills using an independent Critical Hit Chance roll for each different time they deal damage is not Rerolling.
    Your Critical Hit Chance cannot be Rerolled
  • Your Critical Dmg Bonus is 250%Your Critical Damage Bonus is 250%

The Prisoner's Manacles Lv. 45+

The Prisoner's Manacles

Base stats

Base
Kalguuran Cuffs
StrStrength
64
IntIntelligence
64
Armour
217
ESEnergy Shield
64
Version Lvl AR ES RW Recipe
Base 45 21764- —
R.mastered 55 2472112 Verisium×260Medved's Crest of the Circle×1
  • (200-300) % inc. Armour and ES(200-300) % increased Armour and Energy Shield
  • +100 to max Life+100 to maximum Life
  • 100 % inc. Attribute req.100 % increased Attribute Requirements
  • +(20-40) % to Light. Res+(20-40) % to Lightning Resistance
  • (15-30) Life Regeneration per second
  • DebuffsDebuffs

    Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met. Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
    you inflict have (20-30) % inc. Slow MagnitudeSlow Magnitude

    This is modifier applies to Debuffs you inflict that Slow enemies, and scales only the specific Magnitude that slows the target. It will not affect any other Magnitudes that Debuff has if it does other things in addition to the Slow .
    Debuffs you inflict have (20-30) % increased Slow Magnitude
  • Cannot ImmobiliseImmobilise

    A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .
    enemies
    Cannot Immobilise enemies

Nightscale Lv. 45+

Nightscale

Base stats

Base
Pauascale Gloves
IntIntelligence
56
ESEnergy Shield
62
Version Lvl ES RW Recipe
Base 45 62- —
R.mastered 55 5531 Verisium×260Medved's Crest of the Circle×1
  • (60-100) % inc. ES(60-100) % increased Energy Shield
  • (30-50) % inc. Critical Hit Chance(30-50) % increased Critical Hit Chance
  • +(10-20) to Int+(10-20) to Intelligence
  • +(20-30) % to Cold Res+(20-30) % to Cold Resistance
  • 150 % inc. Mana Regeneration Rate if you've dealt a Critical Hit RecentlyRecently

    Recently refers to the past 4 seconds.
    150 % increased Mana Regeneration Rate if you've dealt a Critical Hit Recently
  • Cannot Regenerate Mana if you haven't dealt a Critical Hit Recently

Valako's Vice Lv. 45+

Valako's Vice

Base stats

Base
Plate Gauntlets
StrStrength
32
DexDexterity
32
Armour
109
EvasionEvasion Rating
99
Version Lvl AR EV RW Recipe
Base 45 10999- —
R.mastered 55 1186312 Verisium×260Medved's Crest of the Circle×1
  • (50-100) % inc. Armour and Evasion(50-100) % increased Armour and Evasion
  • (5-10) % inc. Attack Speed(5-10) % increased Attack Speed
  • +(20-30) to Str+(20-30) to Strength
  • +(20-30) to Dex+(20-30) to Dexterity
  • +(30-50) % to Light. Res+(30-50) % to Lightning Resistance
  • 100 % of Fire damage Converted to Lightning damage

Aerisvane's Wings Lv. 52+

Aerisvane's Wings

Base stats

Base
Burnished Gauntlets
StrStrength
36
DexDexterity
36
Armour
110
EvasionEvasion Rating
99
Version Lvl AR EV RW Recipe
Base 52 11099- —
R.mastered 52 543358 Verisium×230Medved's Crest of the Circle×1
  • (50-70) % inc. Armour and Evasion(50-70) % increased Armour and Evasion
  • (5-10) % inc. Attack Speed(5-10) % increased Attack Speed
  • +(20-30) to Int+(20-30) to Intelligence
  • Decimating StrikeDecimating Strike

    Hits against Full Life Enemies remove between 5% and 30% of Life, before the damage of the Hit is applied.
    Decimating Strike

Leopold's Applause Lv. 52+

Leopold's Applause

Base stats

Base
Embroidered Gloves
IntIntelligence
64
ESEnergy Shield
61
Version Lvl ES RW Recipe
Base 52 61- —
R.mastered 52 4235 Verisium×1900Uhtred's Crest of the Chalice×1
  • (60-100) % inc. ES(60-100) % increased Energy Shield
  • +(60-100) to max Mana+(60-100) to maximum Mana
  • (10-15) % inc. Rarity of Items found(10-15) % increased Rarity of Items found
  • Dmg PenetratesPenetrates

    Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default. Since Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .
    10 % Elemental Resistances
    Damage Penetrates 10 % Elemental Resistances
  • Your Hits can Penetrate Elemental Resistances down to a min of -50%Your Hits can Penetrate Elemental Resistances down to a minimum of -50%

Essentia Sanguis Lv. 52+

Essentia Sanguis

Base stats

Base
Furtive Wraps
DexDexterity
36
IntIntelligence
36
EvasionEvasion Rating
112
ESEnergy Shield
35
Version Lvl EV ES RW Recipe
Base 52 11235- —
R.mastered 55 951724 Verisium×1960Exceptional Verisium×1Uhtred's Crest of the Chalice×1
  • (50-70) % inc. Evasion and ES(50-70) % increased Evasion and Energy Shield
  • Adds 1 to (30-50) Lightning damage to Attacks
  • +(15-25) to Int+(15-25) to Intelligence
  • +(25-35) % to Light. Res+(25-35) % to Lightning Resistance
  • Life Leech is ConvertedConverted

    Converting stat A to stat B applies the base value of stat A to stat B instead. The converted stat scales with percentage modifiers to stat B, but not with percentage modifiers to stat A. For example, if you converted your Evasion to Armour , the converted portion would be scaled by percentage modifiers to Armour , but percentage modifiers to Evasion would have no effect.
    to ES LeechEnergy Shield Leech

    When you deal damage with a Hit , Energy Shield Leech causes you to recover an amount of Energy Shield 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 Energy Shield Leech at a time, and all Energy Shield Leech is removed when Energy Shield is filled. Modifiers specific to Life Leech will not apply to Energy Shield Leech.
    Life Leech is Converted to Energy Shield Leech

Empire's Grasp Lv. 52+

Empire's Grasp

Base stats

Base
Titan Mitts
StrStrength
64
Armour
352
Version Lvl AR RW Recipe
Base 52 352- —
R.mastered 65 30449 Verisium×400Vorana's Crest of the Scythe×1
  • (150-200) % inc. Armour(150-200) % increased Armour
  • +(20-30) to Str+(20-30) to Strength
  • Gain (30-50) Life per enemy killed
  • (10-20) % inc. Global Physical Dmg(10-20) % increased Global Physical Damage
  • KnockbackKnocks Back

    Knockback pushes Enemies away when Hit .
    direction is reversed
    Knockback direction is reversed

Hateforge Lv. 60+

Hateforge

Base stats

Base
Moulded Mitts
StrStrength
42
Armour
428
Corrupted
Version Lvl AR RW Recipe
Base 60 428- —
R.mastered 60 28161 Verisium×400Medved's Crest of the Circle×1
  • (300-400) % inc. Armour(300-400) % increased Armour
  • Gain (3-6) 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 Hit
    Gain (3-6) Rage on Hit
  • Gain a random Charge on reaching Maximum Rage , no more than once every (3-6) seconds
  • Lose all Rage on reaching Maximum Rage
  • (-10-10) to Maximum Rage

Horror's Flight Lv. 65+

Horror's Flight

Base stats

Base
Engraved Bracers
DexDexterity
80
EvasionEvasion Rating
497
Version Lvl EV Recipe
Base 65 497 —
  • Grants Skill: Level 15 Crushing Fear
  • (200-300) % inc. 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 AccuAccuracy .
    Rating
    (200-300) % increased 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
  • (7-17) % inc. Atk Speed(7-17) % increased Attack Speed
  • +(13-23) to Dex+(13-23) to Dexterity
  • Adds (19-23) to (31-37) Chaos.DmgChaos_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.
    to Attacks
    Adds (19-23) to (31-37) 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.
    to Attacks
  • Gain 1 Fear Incarnate when you Cull a target
Crushing Fear

Attack · Level 15

  • Attack
  • AoE
  • Melee
  • Strike
  • Physical
  • Chaos

Req: Level 90+

Dash to an enemy and StrikeStrike

A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
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.
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.

  • Level: 15 - 20
  • Cost: (6 - 42) Mana
  • Atk Speed: 75% of baseAttack Speed: 75% of base
  • Atk Dmg: (110 - 343)% of baseAttack Damage: (110 - 343)% of base

Strike

  • Converts 50 % of Physical damage to Chaos damageConverts 50 % of Physical damage to Chaos damage
  • Culling StrikeCulling_Strike

    Culling StrikesStrike 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 Strike
  • Can't be Evaded
  • q20: 10 % more AoE10 % more Area of Effect

Shockwave

Attack Damage
(400 - 1449)%
  • Converts 50 % of Physical damage to Chaos damageConverts 50 % of Physical damage to Chaos damage
  • Culling Strike
  • Can't be Evaded
  • 5 % more AoE per Power of killed target5 % more Area of Effect per Power of killed target
  • 10 % more Dmg per Power of killed target10 % more Damage per Power of killed target

Horror's Flight Lv. 65+

Horror's Flight

Base stats

Base
Engraved Bracers
DexDexterity
80
EvasionEvasion Rating
497
Version Lvl EV Recipe
Base 65 497 —
  • Grants Skill: Level 15 Crushing Fear
  • (200-300) % inc. Evasion Rating(200-300) % increased Evasion Rating
  • (7-17) % inc. Atk Speed(7-17) % increased Attack Speed
  • +(13-23) to Dex+(13-23) to Dexterity
  • Adds (19-23) to (31-37) Chaos.Dmg to AttacksAdds (19-23) to (31-37) Chaos Damage to Attacks
  • Gain 1 Fear Incarnate when you Cull a target
  • Raven-Touched
Crushing Fear

Attack · Level 15

  • Attack
  • AoE
  • Melee
  • Strike
  • Physical
  • Chaos

Req: Level 90+

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.

  • Level: 15 - 20
  • Cost: (6 - 42) Mana
  • Atk Speed: 75% of baseAttack Speed: 75% of base
  • Atk Dmg: (110 - 343)% of baseAttack Damage: (110 - 343)% of base

Strike

  • Converts 50 % of Physical damage to Chaos damageConverts 50 % of Physical damage to Chaos damage
  • Culling Strike
  • Can't be Evaded
  • q20: 10 % more AoE10 % more Area of Effect

Shockwave

Attack Damage
(400 - 1449)%
  • Converts 50 % of Physical damage to Chaos damageConverts 50 % of Physical damage to Chaos damage
  • Culling Strike
  • Can't be Evaded
  • 5 % more AoE per Power of killed target5 % more Area of Effect per Power of killed target
  • 10 % more Dmg per Power of killed target10 % more Damage per Power of killed target

Sine Aequo Lv. 65+

Sine Aequo

Base stats

Base
Grand Manchettes
StrStrength
32
DexDexterity
32
IntIntelligence
32
Armour
173
EvasionEvasion Rating
156
ESEnergy Shield
49
Version Lvl AR EV ES RW Recipe
Base 65 17315649- —
R.mastered 65 8727870 Verisium×640Vorana's Crest of the Scythe×1
  • (10-15) % inc. Skill Speed(10-15) % increased Skill Speed
  • (150-200) % inc. Armour , Evasion and ES(150-200) % increased Armour , Evasion and Energy Shield
  • Immobilise enemies at 50 % buildup instead of 100%
  • (30-50) % inc. Dmg against Immobilised Enemies(30-50) % increased Damage against Immobilised Enemies

Death Articulated Lv. 65+

Death Articulated

Base stats

Base
Ornate Gauntlets
StrStrength
44
DexDexterity
44
Armour
187
EvasionEvasion Rating
170
Version Lvl AR EV Recipe
Base 65 187170 —
  • (100-150) % inc. Armour and Evasion(100-150) % increased Armour and Evasion
  • (5-10) % inc. Attack Speed(5-10) % increased Attack Speed
  • +(17-23) % to Chaos Res+(17-23) % to Chaos Resistance
  • Lose 5 % of max Life per secondLose 5 % of maximum Life per second
  • Regenerate 5 Rage per second
  • No Inherent loss of Rage

The Master's Reach Lv. 65+

Base stats

Base
Tethering Bands
StrStrength
55
IntIntelligence
55
Armour
317
ESEnergy Shield
87
  • Grants Skill: Level 15 Untether
  • +(75-125) to max Life+(75-125) to maximum Life
  • +(15-25) to Int+(15-25) to Intelligence
  • Reveal Weaknesses against Rare and Unique enemies
  • Eat a Soul on Hitting 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]
Untether

Level 15

Req: Level 90+

  • Grants Skill: Level 15 Untether

Thunderfist Lv. 65+

Thunderfist

Base stats

Base
Utility Wraps
DexDexterity
44
IntIntelligence
44
EvasionEvasion Rating
164
ESEnergy Shield
51
Version Lvl EV ES RW Recipe
Base 65 16451- —
R.mastered 65 991556 Verisium×2750Exceptional Verisium×1Uhtred's Crest of the Chalice×1
  • Grants Skill: Level 15 Crackling Palm
  • (1-111) % inc. Evasion and ES(1-111) % increased Evasion and Energy Shield
  • (1-11) % inc. Attack Speed(1-11) % increased Attack Speed
  • +(1-33) % to Light. Res+(1-33) % to Lightning Resistance
  • Adds 1 to (77-111) Light.Dmg to Unarmed Melee HitsAdds 1 to (77-111) Lightning Damage to Unarmed Melee Hits
  • +(0.1-1.1) % to Unarmed Melee Attack Critical Hit Chance
  • use thunderfist art variation [1]
Crackling Palm

Buff · Level 15

  • Buff
  • Attack
  • Persistent
  • AoE
  • Lightning

Req: Level 90+

When you 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.
with UnarmedUnarmed

You are considered Unarmed while you have no equipped Martial or Caster Weapon .
MeleeMelee

Melee Attacks are those that directly hit with a melee StrikeStrike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or UnarmedUnarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
Attacks , calls down lightning bolts which deal Unarmed Attack damage to all surrounding enemies.
When you Hit with Unarmed Melee Attacks , calls down lightning bolts which deal Unarmed Attack damage to all surrounding enemies.

  • Level: 15 - 20

Crackling Palm

  • q20: active skill base area of effect radius [0,2]

Bolt

Attack Damage
(25 - 73)%
  • Creates a bolt of lightning when you Hit with Unarmed MeleeMelee

    Melee Attacks are those that directly hit with a melee StrikeStrike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or UnarmedUnarmed damage. Any ProjProjectile these attacks create do not count as Melee damage.
    damage, no more than 5 times every 0.5 seconds
    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 mBolt impact radius is 1.4 metres
  • (19 - 28) to (359 - 539) Added Lightning damageLightning

    Lightning damage is one of the five Dmg TypesDamage_Types . It is reduced by Lightning ResistanceResistances . Lightning hits have a chance to ShockShock based on how much Lightning damage is dealt.
    (19 - 28) to (359 - 539) Added Lightning damageLightning

    Lightning damage is one of the five Damage TypesDamage_Types . It is reduced by Lightning ResistanceResistances . Lightning hits have a chance to ShockShock based on how much Lightning damage is dealt.