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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 Quiver Unique Items

Browse all 8 published POE2 quiver unique items with requirements, stats, modifiers and variants.

Open SPA — explore all uniques

Published overview

Unique entries
8
Groups
1
Group appearances
8
Source snapshot

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

Asphyxia's Wrath Lv. 1+

Asphyxia's Wrath

Base stats

Base
Broadhead Quiver
  • Adds 1 to 3 PhysicalPhysical

    10% increased Physical Damage
    Dmg to AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Adds 1 to 3 Physical Damage to Attacks
  • Adds (3-4) to (5-8) 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 to Attacks
    Adds (3-4) to (5-8) Cold damage to Attacks
  • Attacks 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 Dmg as Extra Cold Dmg
    Attacks Gain (5-10) % of Damage as Extra Cold Damage
  • (5-10) % inc. Attack Speed(5-10) % increased Attack Speed
  • +(5-10) % 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.
    +(5-10) % to Cold Resistance
  • Enemies ChilledChill

    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.
    by your HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
    increase damage taken by Chill MagnitudeMagnitude

    The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful. Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
    Enemies Chilled by your Hits increase damage taken by Chill Magnitude

Blackgleam Lv. 8+

Blackgleam

Base stats

Base
FireFire

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 .
Quiver
FireFire

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 .
Quiver
  • Adds 3 to 5 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 to Attacks
    Adds 3 to 5 Fire damage to Attacks
  • Adds (3-5) to (6-9) Fire damage to Attacks
  • Attacks Gain (5-10) % of Dmg as Extra Fire DmgAttacks Gain (5-10) % of Damage as Extra Fire Damage
  • +(30-50) to max Mana+(30-50) to maximum Mana
  • 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.
    Magnitude
    50 % increased Flammability Magnitude
  • 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.
    PiercePierced

    Projectiles that Pierce can pass through a target while still damaging them.
    all 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.
    enemies
    Projectiles Pierce all Ignited enemies

The Lethal Draw Lv. 16+

The Lethal Draw

Base stats

Base
Sacral Quiver
  • Gain (2-3) Life per Enemy Hit with Attacks
  • (5-10) % inc. Attack Speed(5-10) % increased Attack Speed
  • Gain 5 Life per Enemy Hit with Attacks
  • (15-25) % chance to Pierce an Enemy
  • 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.
    Attacks consume 10 % of your max Life FlaskFlask

    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.
    Charges if possible to deal added Physical damage equal to (5-10) % of Flask 's Life Recovery amount
    Bow Attacks consume 10 % of your maximum Life Flask Charges if possible to deal added Physical damage equal to (5-10) % of Flask 's Life Recovery amount

Rearguard Lv. 33+

Rearguard

Base stats

Base
Blunt Quiver
  • (25-40) % 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
    (25-40) % increased Stun Buildup
  • Adds (7-11) to (14-20) Physical Dmg to AttacksAdds (7-11) to (14-20) Physical Damage to Attacks
  • +(150-200) 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.
    +(150-200) to Armour
  • (20-30) % inc. Proj Speed(20-30) % increased Projectile Speed
  • +(15-25) % to BlockBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    chance
    +(15-25) % to Block chance

Murkshaft Lv. 39+

Murkshaft

Base stats

Base
Toxic Quiver
  • Grants Skill: Level 10 Bursting Fen Toad
  • (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 Hit with Attacks
    (20-30) % chance to Poison on Hit with Attacks
  • Adds (6-10) to (13-17) Physical Dmg to AttacksAdds (6-10) to (13-17) Physical Damage to Attacks
  • 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.
    (10-15) Mana per enemy killed
    Gain (10-15) Mana per enemy killed
  • (10-20) % inc. Poison Dur.(10-20) % increased Poison Duration
  • (20-30) % chance to Poison on Hit with Attacks
  • BlindBlinded

    Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.
    Targets when you Poison them
    Blind Targets when you Poison them
  • local display triggers level x toad on kill [1]
Bursting Fen Toad

Attack · Level 10

  • Attack
  • AoE
  • Trigger
  • Physical
  • Chaos

Req: Level 90+

This skill creates a toad that jumps around briefly, then explodes the toad, dealing Attack damage in an area and inflicting PoisonPoison

Poison is an Ailment that deals Chaos damageChaos_Damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy ShieldEnergy_Shield . PhysicalPhysical and Chaos damageChaos_Damage from Hits Contribute to Poison Magnitude . Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance. The base Magnitude of Poison is Chaos damageChaos_Damage per second equal to 20% of the Pre-mitigation PhysicalPhysical and Chaos damageChaos_Damage of the HitHit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuff that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to HitHit damage (such as Penetration ) do not affect Poison damage.
. Damage you deal with skill is not based on your Weapon
This skill creates a toad that jumps around briefly, then explodes the toad, dealing Attack damage in an area and inflicting Poison . Damage you deal with skill is not based on your Weapon

  • Level: 10 - 20
  • Cost: 0 Mana
  • CriticalCritical

    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 HitHit Chance, while Spells and some other skills have their base Critical HitHit Chance listed on the skill. Most modifiers to Critical HitHit Chance are percentage based. For example, gaining 100% increased Critical HitHit Chance on a base Critical HitHit Chance of 7% would result in a final Critical HitHit Chance of 14%.
    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.
    Chance: 5.00%
    Critical Hit Chance: 5.00%
  • Atk Dmg: (225 - 702)% of baseAttack Damage: (225 - 702)% of base
  • 25 % chance to Trigger this Skill on Kill
  • Toad Explosion radius is 2.5 mToad Explosion radius is 2.5 metres
  • 100 % chance to PoisonPoison

    Poison is an Ailment that deals Chaos damageChaos_Damage over time, and lasts 2 seconds by default. Damage from Poison bypasses ESEnergy_Shield . PhysicalPhysical and Chaos damageChaos_Damage from Hits Contribute to Poison Magnitude . Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance. The base Magnitude of Poison is Chaos damageChaos_Damage per second equal to 20% of the Pre-mitigation PhysicalPhysical and Chaos damageChaos_Damage of the HitHit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuff that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to HitHit damage (such as Penetration ) do not affect Poison damage.
    on Hit
    100 % chance to Poison on Hit
  • (66 - 171) to (99 - 256) Base Phys.Dmg(66 - 171) to (99 - 256) Base Physical Damage
  • q20: 10 % chance to Trigger this Skill on Kill

Drillneck Lv. 55+

Drillneck

Base stats

Base
Penetrating Quiver
  • 100 % chance to Pierce an Enemy
  • +(60-90) to max Life+(60-90) to maximum Life
  • (8-12) % inc. Attack Speed(8-12) % increased Attack Speed
  • Gain Deflection RatingDeflection Rating

    Deflection Rating provides a chance to Deflect damage from Hits , preventing 40% of the damage from those Hits. Exact chance to Deflect also depends on the attacker's Accuracy .
    equal to (24-32) % of EREvasion

    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 .
    Gain Deflection Rating equal to (24-32) % of Evasion Rating
  • Attack Proj 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 Pierced at least (2-4) times
    Attack Projectiles Return if they Pierced at least (2-4) times
  • Proj deal (42-64) % inc. Dmg with Hits for each time they have PiercedProjectiles deal (42-64) % increased Damage with Hits for each time they have Pierced
  • Proj have (42-64) % inc. 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 each time they have Pierced
    Projectiles have (42-64) % increased Critical Hit chance for each time they have Pierced

Beyond Reach Lv. 65+

Beyond Reach

Base stats

Base
Visceral Quiver
  • (20-30) % inc. Crit% for Attacks(20-30) % increased Critical Hit Chance for Attacks
  • (10-15) % reduced Attack Speed
  • Attacks Gain (10-20) % of Physical Dmg as extra ChaosChaos

    Fallback hint: no keyword description was found for this term.
    Dmg
    Attacks Gain (10-20) % of Physical Damage as extra Chaos Damage
  • Chaos Dmg from Hits also 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 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
    Chaos Damage from Hits also Contributes to Freeze Buildup
  • Chaos Dmg from Hits also Contributes to ElectrocuteElectrocution

    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
    Chaos Damage from Hits also Contributes to Electrocute Buildup

Cadiro's Gambit Lv. 66+

Cadiro's Gambit

Base stats

Base
Primed Quiver
  • (7-10) % inc. Attack Speed(7-10) % increased Attack Speed
  • Each Arrow fired is a CrescendoCrescendo

    Crescendo Arrows Chain 6 additional times and deal 60% increased Damage for each time they have Chained .
    , SplinterSplinter

    Splintering Arrows Split towards 6 targets.
    , ReversingReversing

    Reversing Arrows Pierce all targets and Return to you.
    , DiamondDiamond

    All Hits with Diamond Arrows are Critical Hits with 60% increased Critical Damage Bonus .
    , CovetousCovetous

    Enemies killed with Covetous Arrows drop items with 600% increased Rarity .
    , or BluntBlunt

    Blunt Arrows cause 600% increased Stun Buildup .
    Arrow
    Each Arrow fired is a Crescendo , Splinter , Reversing , Diamond , Covetous , or Blunt Arrow