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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 Ring Unique Items

Browse all 43 published POE2 ring unique items with requirements, stats, modifiers and variants.

Open SPA — explore all uniques

Published overview

Unique entries
43
Groups
1
Group appearances
43
Source snapshot

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

Grip of Kulemak Lv. 1+

Grip of Kulemak

Base stats

Base
Abyssal Signet
  • Inflict Abyssal Wasting on HitHit

    Any damage that isn't damage over time is Hit damage. Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
    Inflict Abyssal Wasting on Hit
  • (20-30) % reduced 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.
    AoE
    (20-30) % reduced Presence Area of Effect
  • (20-30) % reduced Light Radius

Grip of Kulemak Lv. 1+

Grip of Kulemak

Base stats

Base
Abyssal Signet
  • Inflict Abyssal Wasting on Hit
  • (20-30) % reduced Presence AoE(20-30) % reduced Presence Area of Effect
  • (20-30) % reduced Light Radius
  • Can gain 1 custom Desecrated Modifiers

Grip of Kulemak Lv. 1+

Grip of Kulemak

Base stats

Base
Abyssal Signet
  • Inflict Abyssal Wasting on Hit
  • (20-30) % reduced Presence AoE(20-30) % reduced Presence Area of Effect
  • (20-30) % reduced Light Radius
  • Can gain 2 custom Desecrated Modifiers

Grip of Kulemak Lv. 1+

Grip of Kulemak

Base stats

Base
Abyssal Signet
  • Inflict Abyssal Wasting on Hit
  • (20-30) % reduced Presence AoE(20-30) % reduced Presence Area of Effect
  • (20-30) % reduced Light Radius
  • Can gain 3 custom Desecrated Modifiers

Grip of Kulemak Lv. 1+

Grip of Kulemak

Base stats

Base
Abyssal Signet
  • Inflict Abyssal Wasting on Hit
  • (20-30) % reduced Presence AoE(20-30) % reduced Presence Area of Effect
  • (20-30) % reduced Light Radius
  • Can gain 4 custom Desecrated Modifiers

Blackheart Lv. 1+

Blackheart

Base stats

Base
Iron Ring
  • Adds 1 to 4 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 4 Physical Damage to Attacks
  • (3-6) Life Regeneration per second
  • Adds (4-6) to (8-10) Chaos.DmgChaos

    Fallback hint: no keyword description was found for this term.
    to Attacks
    Adds (4-6) to (8-10) Chaos Damage to Attacks
  • +(10-20) % 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.
    also applies to Chaos.Dmg
    +(10-20) % of Armour also applies to Chaos Damage
  • 25 % chance to IntimidateIntimidated

    Intimidate is a Debuff that inflicts 10% increased damage taken and 10% reduced damage dealt.
    Enemies for 4 seconds 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.
    25 % chance to Intimidate Enemies for 4 seconds on Hit

Doedre's Damning Lv. 1+

Doedre's Damning

Base stats

Base
Lazuli Ring
  • +(20-30) to max Mana+(20-30) to maximum Mana
  • +(5-15) % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire 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.
    +(5-15) % to all Elemental Resistances
  • 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.
    (1-10) Mana per enemy killed
    Gain (1-10) Mana per enemy killed
  • You can apply an additional CurseCurses

    Fallback hint: no keyword description was found for this term.
    You can apply an additional Curse

Glowswarm Lv. 1+

Glowswarm

Base stats

Base
Lazuli Ring
  • +(20-30) to max Mana+(20-30) to maximum Mana
  • +(40-60) to max Mana+(40-60) to maximum Mana
  • (20-30) % inc. 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.
    Mana Recovery rate
    (20-30) % increased Flask Mana Recovery rate
  • Mana Flasks gain (0.17-0.25) charges per Second
  • Using a Mana Flask grants GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted. You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
    equal to 100 % of Flask's recovery amount for 4 seconds
    Using a Mana Flask grants Guard equal to 100 % of Flask's recovery amount for 4 seconds

Seed of Cataclysm Lv. 1+

Seed of Cataclysm

Base stats

Base
Lazuli Ring
  • +(20-30) to max Mana+(20-30) to maximum Mana
  • (30-50) % inc. Crit%Critical 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%.
    for SpellsSpell

    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.
    (30-50) % increased Critical Hit Chance for Spells
  • 5 % reduced Critical Spell Dmg BonusCritical Damage Bonus

    Multiplies the damage dealt by Critical Hits . Default value is +100% (i.e. twice as much damage).
    per Critical Hit you've dealt with Spells RecentlyRecently

    Recently refers to the past 4 seconds.
    5 % reduced Critical Spell Damage Bonus per Critical Hit you've dealt with Spells Recently
  • +(13-17) % to Chaos Res+(13-17) % to Chaos Resistance
  • 10 % inc. Mana Cost of Skills10 % increased Mana Cost of Skills
  • (15-30) % chance for Spell Dmg with Critical Hits to be LuckyLucky

    Lucky things are rolled twice and the better result used.
    (15-30) % chance for Spell Damage with Critical Hits to be Lucky

Eshtera's Path Lv. 1+

Eshtera's Path

Base stats

Base
Ring
  • You can only Socket Sapphire Jewels in this item
  • (10-20) % 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
    (10-20) % increased Rarity of Items found
  • +(10-20) to all AttributesAttributes

    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.
    +(10-20) to all Attributes
  • +(5-10) % to 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 .
    and 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 .
    Resistances per Equipped ItemEquipped

    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.
    with a 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.
    Resistance Modifier
    +(5-10) % to Fire and Cold Resistances per Equipped Item with a Lightning Resistance Modifier
  • Has 1 Jewel Socket (Hidden)

Kalandra's Touch Lv. 1+

Kalandra's Touch

Base stats

Base
Ring
  • Reflects opposite Ring

Blistering Bond Lv. 8+

Blistering Bond

Base stats

Base
Ruby Ring
  • +(20-30) % to Fire Res+(20-30) % to Fire Resistance
  • +(40-60) to max Life+(40-60) to maximum Life
  • +(20-30) % to Fire Res+(20-30) % to Fire Resistance
  • (-15--10) % to Cold Res(-15--10) % to Cold Resistance
  • You take Fire.Dmg instead of Phys.Dmg from 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.
    You take Fire Damage instead of Physical Damage from Bleeding
  • Fire.Dmg 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 Bleeding 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.
    Fire Damage also Contributes to Bleeding Magnitude
  • Bleeding you inflict deals Fire.Dmg instead of Phys.DmgBleeding you inflict deals Fire Damage instead of Physical Damage

Cracklecreep Lv. 8+

Cracklecreep

Base stats

Base
Ruby Ring
  • +(20-30) % to Fire Res+(20-30) % to Fire Resistance
  • (20-30) % inc. Fire Dmg(20-30) % increased Fire Damage
  • (3.1-6) Life Regeneration per second
  • (20-30) % inc. Mana Regeneration Rate(20-30) % increased Mana Regeneration Rate
  • IgnitesIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit . Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    you inflict spread to other Enemies that stay within 1.5 m for 1 second
    Ignites you inflict spread to other Enemies that stay within 1.5 metres for 1 second

Dream Fragments Lv. 12+

Dream Fragments

Base stats

Base
Sapphire Ring
  • +(20-30) % to Cold Res+(20-30) % to Cold Resistance
  • (10-15) % inc. max Mana(10-15) % increased maximum Mana
  • (30-50) % inc. Mana Regeneration Rate(30-50) % increased Mana Regeneration Rate
  • You cannot be 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.
    or FrozenFrozen

    A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.
    You cannot be Chilled or Frozen

Polcirkeln Lv. 12+

Polcirkeln

Base stats

Base
Sapphire Ring
  • +(20-30) % to Cold Res+(20-30) % to Cold Resistance
  • (20-30) % inc. Cold Dmg(20-30) % increased Cold Damage
  • +(40-60) to max Mana+(40-60) to maximum Mana
  • +(10-15) to StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    +(10-15) to Strength
  • Enemies Chilled by your Hits can be ShatteredShatter

    Frozen enemies Shatter when killed, destroying their corpse.
    as though Frozen
    Enemies Chilled by your Hits can be Shattered as though Frozen

Levinstone Lv. 16+

Levinstone

Base stats

Base
Topaz Ring
  • +(20-30) % to Light. Res+(20-30) % to Lightning Resistance
  • +(40-60) to max Mana+(40-60) to maximum Mana
  • (10-20) % inc. chance to ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    (10-20) % increased chance to Shock
  • Lightning Skills ChainChain

    Fallback hint: no keyword description was found for this term.
    +1 times
    Lightning Skills Chain +1 times
  • (10-20) % inc. Magnitude of Shock you inflict(10-20) % increased Magnitude of Shock you inflict

The Burrower Lv. 16+

The Burrower

Base stats

Base
Topaz Ring
  • +(20-30) % to Light. Res+(20-30) % to Lightning Resistance
  • -10 % to Cold Res-10 % to Cold Resistance
  • +(20-30) % to Light. Res+(20-30) % to Lightning Resistance
  • (30-50) % inc. Mana Regeneration Rate(30-50) % increased Mana Regeneration Rate
  • Lightning Dmg of Enemies Hitting you is UnluckyUnlucky

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

Blackflame Lv. 20+

Blackflame

Base stats

Base
Amethyst Ring
  • +(7-13) % to Chaos Res+(7-13) % to Chaos Resistance
  • (15-30) % inc. Mana Regeneration Rate(15-30) % increased Mana Regeneration Rate
  • Ignite you inflict deals Chaos.Dmg instead of Fire.DmgIgnite you inflict deals Chaos Damage instead of Fire Damage
  • (80-100) % inc. Ignite Magnitude(80-100) % increased Ignite Magnitude
  • (60-75) % reduced Ignite Dur. on Enemies(60-75) % reduced Ignite Duration on Enemies
  • WitheredWithered

    Withered applies 5% increased Chaos damage Taken, and can be inflicted up to 10 times.
    you inflict also increases Fire.Dmg taken
    Withered you inflict also increases Fire Damage taken
  • Withered does not expire on Enemies Ignited by you
  • use unique blackflame ignite effect [1]

Ming's Heart Lv. 20+

Ming's Heart

Base stats

Base
Amethyst Ring
  • +(7-13) % to Chaos Res+(7-13) % to Chaos Resistance
  • 20 % reduced max Life20 % reduced maximum Life
  • 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.
    (30-40) % of Dmg as Extra Chaos Dmg
    Gain (30-40) % of Damage as Extra Chaos Damage
  • 30 % reduced Global Armour , 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 .
    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 % reduced Global Armour , Evasion and Energy Shield

Original Sin Lv. 20+

Original Sin

Base stats

Base
Amethyst Ring
  • +(7-13) % to Chaos Res+(7-13) % to Chaos Resistance
  • +(17-23) % to Chaos Res+(17-23) % to Chaos Resistance
  • 100 % 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 Chaos Dmg
    100 % of Elemental Damage Converted to Chaos Damage

Veilpiercer Lv. 20+

Veilpiercer

Base stats

Base
Amethyst Ring
  • +(7-13) % to Chaos Res+(7-13) % to Chaos Resistance
  • +(60-100) to max Mana+(60-100) to maximum Mana
  • +(15-25) 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.
    +(15-25) to Intelligence
  • Curses you inflict can affect HexproofHexproof

    Hexproof means that you are Unaffected by Curses .
    Enemies
    Curses you inflict can affect Hexproof Enemies
  • Curses you inflict spread to enemies within 3 m when Cursed enemy diesCurses you inflict spread to enemies within 3 metres when Cursed enemy dies
  • Gain 1 Dark WhisperDark Whisper

    Curses you inflict have 4% increased Curse Magnitudes for each Dark Whisper you have. You can have a maximum of 10 Dark Whispers. Dark Whispers last for 8 seconds, and this duration is refreshed whenever you gain more. When Dark Whispers expire, you Lose 3% of Life, Mana, and Energy Shield for each of them, over 4 seconds.
    every second there is a Cursed Enemy in your Presence
    Gain 1 Dark Whisper every second there is a Cursed Enemy in your Presence
  • (20-40) % inc. Dmg with Hits against targets in your Presence(20-40) % increased Damage with Hits against targets in your Presence

Death Rush Lv. 26+

Death Rush

Base stats

Base
Emerald Ring
  • +(120-160) 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
    +(120-160) to Accuracy Rating
  • +(75-125) to Accu Rating+(75-125) to Accuracy Rating
  • +(75-125) to Evasion Rating
  • 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.
    5 % of Physical Attack Dmg as Life
    Leech 5 % of Physical Attack Damage as Life
  • You gain OnslaughtOnslaught

    Onslaught grants 20% increased Skill Speed and 10% increased movement speed. Unless specified, Onslaught lasts 4 seconds.
    for 4 seconds on Kill
    You gain Onslaught for 4 seconds on Kill

Thief's Torment Lv. 26+

Thief's Torment

Base stats

Base
Emerald Ring
  • +(120-160) to Accu Rating+(120-160) to Accuracy Rating
  • (30-40) % inc. Rarity of Items found(30-40) % increased Rarity of Items found
  • +(10-15) % to all Elemental Resistances
  • Gain 25 Life per Enemy Hit with Attacks
  • Can't use other Rings
  • Gain 15 Mana per Enemy Hit with Attacks
  • 50 % reduced Dur. of Curses on you50 % reduced Duration of Curses on you

Vigilant View Lv. 26+

Vigilant View

Base stats

Base
Emerald Ring
  • +(120-160) to Accu Rating+(120-160) to Accuracy Rating
  • +(100-150) to Accu Rating+(100-150) to Accuracy Rating
  • +(100-150) to Evasion Rating
  • (10-20) % inc. Rarity of Items found(10-20) % increased Rarity of Items found
  • +(20-30) 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.
    +(20-30) to Dexterity
  • Enemies have an Accu Penalty against you based on DistanceEnemies have an Accuracy Penalty against you based on Distance
  • Maximum Chance to Evade is 50%

Evergrasping Ring Lv. 32+

Evergrasping Ring

Base stats

Base
Pearl Ring
  • (7-10) % inc. Cast Speed(7-10) % increased Cast Speed
  • +(60-100) to max Mana+(60-100) to maximum Mana
  • 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 Gain (15-25) % of Dmg as Extra Chaos Dmg
    Allies in your Presence Gain (15-25) % of Damage as Extra Chaos Damage
  • Enemies in your Presence Gain (6-12) % of Dmg as Extra Chaos DmgEnemies in your Presence Gain (6-12) % of Damage as Extra Chaos Damage

Heartbound Loop Lv. 32+

Heartbound Loop

Base stats

Base
Pearl Ring
  • (7-10) % inc. Cast Speed(7-10) % increased Cast Speed
  • MinionsMinion

    Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active.
    have (10-15) % inc. max Life
    Minions have (10-15) % increased maximum Life
  • (10-15) Life Regeneration per second
  • (20-40) % inc. Mana Regeneration Rate(20-40) % increased Mana Regeneration Rate
  • 300 Physical Dmg taken on Minion Death300 Physical Damage taken on Minion Death
  • Minions ReviveRevive

    Reviving Minions heal after avoiding damage for a short time, and automatically revive after a short delay when killed. This delay is reset whenever another Reviving Minion dies.
    (10-15) % faster
    Minions Revive (10-15) % faster

Snakepit Lv. 32+

Snakepit

Base stats

Base
Pearl Ring
  • (7-10) % inc. Cast Speed(7-10) % increased Cast Speed
  • (20-30) % inc. Spell Dmg(20-30) % increased Spell Damage
  • (10-15) % inc. Cast Speed(10-15) % increased Cast Speed
  • Left ring slot: 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.
    from Spells cannot Chain
    Left ring slot: Projectiles from Spells cannot Chain
  • Left ring slot: Proj from Spells ForkFork

    Projectiles that Fork split into two the first time they collide with an enemy and do not Split from it or Pierce it.
    Left ring slot: Projectiles from Spells Fork
  • Right ring slot: Proj from Spells Chain + 1 timesRight ring slot: Projectiles from Spells Chain + 1 times
  • Right ring slot: Proj from Spells cannot ForkRight ring slot: Projectiles from Spells cannot Fork
  • Proj from Spells cannot PiercePierced

    Projectiles that Pierce can pass through a target while still damaging them.
    Projectiles from Spells cannot Pierce

Whisper of the Brotherhood Lv. 32+

Whisper of the Brotherhood

Base stats

Base
Sapphire Ring
  • +(20-30) % to Cold Res+(20-30) % to Cold Resistance
  • (5-10) % 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.
    (5-10) % increased Skill Speed
  • +(10-20) to Dex+(10-20) to Dexterity
  • (25-35) % inc. Mana Regeneration Rate(25-35) % increased Mana Regeneration Rate
  • 100 % of Cold Dmg Converted to Lightning Dmg100 % of Cold Damage Converted to Lightning Damage

Call of the Brotherhood Lv. 32+

Call of the Brotherhood

Base stats

Base
Topaz Ring
  • +(20-30) % to Light. Res+(20-30) % to Lightning Resistance
  • +(10-20) to Int+(10-20) to Intelligence
  • (25-35) % inc. Mana Regeneration Rate(25-35) % increased Mana Regeneration Rate
  • (20-30) % 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
    (20-30) % increased Freeze Buildup
  • 100 % of Lightning Dmg Converted to Cold Dmg100 % of Lightning Damage Converted to Cold Damage

Gifts from Above Lv. 35+

Gifts from Above

Base stats

Base
Prismatic Ring
  • +(7-10) % to all Elemental Resistances
  • (20-30) % inc. Critical Hit Chance(20-30) % increased Critical Hit Chance
  • (20-30) % inc. Light RadiusLight Radius

    Your Light Radius determines the distance from your character which will be illuminated in dark areas, and the radius within which terrain and points of interest are revealed on the map.
    (20-30) % increased Light Radius
  • (20-30) % inc. Rarity of Items Dropped by Enemies killed with a Critical Hit(20-30) % increased Rarity of Items Dropped by Enemies killed with a Critical Hit
  • You have 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.
    around you while stationary
    You have Consecrated Ground around you while stationary

Icefang Orbit Lv. 36+

Base stats

Base
Iron Ring
  • Adds 1 to 4 Physical Dmg to AttacksAdds 1 to 4 Physical Damage to Attacks
  • Adds (5-7) to (9-13) Physical Dmg to AttacksAdds (5-7) to (9-13) Physical Damage to Attacks
  • +(20-30) to Dex+(20-30) to Dexterity
  • (10-20) % 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
    (10-20) % chance to Poison on Hit
  • All DmgAll Damage

    The damage types are Physical , Fire , Cold , Lightning and Chaos .
    taken from Hits while Poisoned Contributes to Magnitude of Chill on you
    All Damage taken from Hits while Poisoned Contributes to Magnitude of Chill on you
  • All Dmg from Hits against Poisoned targets Contributes to Chill MagnitudeAll Damage from Hits against Poisoned targets Contributes to Chill Magnitude
  • (15-25) % inc. Magnitude of Poison you inflict(15-25) % increased Magnitude of Poison you inflict

Venopuncture Lv. 36+

Venopuncture

Base stats

Base
Iron Ring
  • Adds 1 to 4 Physical Dmg to AttacksAdds 1 to 4 Physical Damage to Attacks
  • Adds (5-7) to (9-13) Physical Dmg to AttacksAdds (5-7) to (9-13) Physical Damage to Attacks
  • +(20-30) to Str+(20-30) to Strength
  • All Dmg taken from Hits while Bleeding Contributes to Magnitude of Chill on youAll Damage taken from Hits while Bleeding Contributes to Magnitude of Chill on you
  • All Dmg from Hits against Bleeding targets Contributes to Chill MagnitudeAll Damage from Hits against Bleeding targets Contributes to Chill Magnitude
  • (10-20) % chance to inflict Bleeding on Hit
  • (15-25) % inc. Magnitude of Bleeding you inflict(15-25) % increased Magnitude of Bleeding you inflict

Andvarius Lv. 40+

Andvarius

Base stats

Base
Gold Ring
  • (6-15) % inc. Rarity of Items found(6-15) % increased Rarity of Items found
  • (50-70) % inc. Rarity of Items found(50-70) % increased Rarity of Items found
  • +10 to Dex+10 to Dexterity
  • -20 % to all Elemental Resistances

Perandus Seal Lv. 40+

Perandus Seal

Base stats

Base
Gold Ring
  • (6-15) % inc. Rarity of Items found(6-15) % increased Rarity of Items found
  • +(30-50) to max Mana+(30-50) to maximum Mana
  • +(5-10) to all Attributes
  • (10-15) % inc. Quantity of Gold Dropped by Slain Enemies(10-15) % increased Quantity of Gold Dropped by Slain Enemies

Safrin's Resolve Lv. 40+

Safrin's Resolve

Base stats

Base
Ring
  • You can only Socket Ruby Jewels in this item
  • (10-20) % inc. Rarity of Items found(10-20) % increased Rarity of Items found
  • +(10-20) to all Attributes
  • +(5-10) % to Cold and Lightning Resistances per Equipped Item with a Fire Resistance Modifier
  • Has 1 Jewel Socket (Hidden)

Zaida's Longevity Lv. 40+

Zaida's Longevity

Base stats

Base
Ring
  • You can only Socket Emerald Jewels in this item
  • (10-20) % inc. Rarity of Items found(10-20) % increased Rarity of Items found
  • +(10-20) to all Attributes
  • +(5-10) % to Fire and Lightning Resistances per Equipped ItemEquipped Item

    Equipment are items that can be Equipped
    with a Cold Resistance Modifier
    +(5-10) % to Fire and Lightning Resistances per Equipped Item with a Cold Resistance Modifier
  • Has 1 Jewel Socket (Hidden)

The Taming Lv. 42+

The Taming

Base stats

Base
Prismatic Ring
  • +(7-10) % to all Elemental Resistances
  • +(10-20) % to all Elemental Resistances
  • (10-20) % inc. Dmg for each type of Elemental AilmentElemental Ailments

    Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .
    on Enemy
    (10-20) % increased Damage for each type of Elemental Ailment on Enemy
  • Wind SkillsWind Skills

    Wind Skills gain additional interactions with other specified Skills, typically Fire Skills.
    which can be boosted by Elemental Ground SurfacesElemental Ground Surfaces

    Elemental Ground Surfaces include Shocked Ground , Chilled Ground , and Ignited Ground .
    can be boosted by multiple Elemental Ground Surfaces
    Wind Skills which can be boosted by Elemental Ground Surfaces can be boosted by multiple Elemental Ground Surfaces
  • Wind Skills which can be boosted by Elemental Ground Surfaces count | as being boosted by IgnitedIgnited 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.
    , ShockedShocked Ground

    Shocked Ground Shocks those standing in it, and lasts 6 seconds by default.
    , and Chilled GroundChilled Ground

    Chilled Ground Chills those standing in it, and lasts 6 seconds by default.
    Wind Skills which can be boosted by Elemental Ground Surfaces count | as being boosted by Ignited , Shocked , and Chilled Ground

Berek's Grip Lv. 42+

Berek's Grip

Base stats

Base
Two-Stone Ring
  • +(12-16) % to ColdCold

    Cold damage is one of the five Dmg TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun .
    and LightningLightning

    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.
    ResistancesResistances

    Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , LightningLightning or Chaos — up to a Maximum . FireFire , ColdCold and LightningLightning 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.
    +(12-16) % to ColdCold

    Cold damage is one of the five Damage TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun .
    and LightningLightning

    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.
    Resistances
  • +(10-20) to Dex and Int+(10-20) to Dexterity and Intelligence
  • +(10-20) % to Cold and Lightning Resistances+(10-20) % to Cold and Lightning Resistances
  • Hits against you have (35-50) % reduced Crit% while you are ChilledHits against you have (35-50) % reduced Critical Hit Chance while you are Chilled
  • Wind Skills which can be boosted by Elemental Ground Surfaces count | as being boosted by Shocked Ground

Berek's Pass Lv. 42+

Berek's Pass

Base stats

Base
Two-Stone Ring
  • +(12-16) % to 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 .
    and Cold Resistances
    +(12-16) % to 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 .
    and Cold Resistances
  • +(10-20) to Str and Int+(10-20) to Strength and Intelligence
  • +(10-20) % to Fire and Cold Resistances+(10-20) % to Fire and Cold Resistances
  • Regenerate (1-2) % of max Life per second while IgnitedRegenerate (1-2) % of maximum Life per second while Ignited
  • Wind Skills which can be boosted by Elemental Ground Surfaces count | as being boosted by Chilled Ground

Berek's Respite Lv. 42+

Berek's Respite

Base stats

Base
Two-Stone Ring
  • +(12-16) % to Fire and Lightning Resistances+(12-16) % to Fire and Lightning Resistances
  • +(10-20) to Str and Dex+(10-20) to Strength and Dexterity
  • +(10-20) % to Fire and Lightning Resistances+(10-20) % to Fire and Lightning Resistances
  • (15-25) % inc. Critical Dmg Bonus while Shocked(15-25) % increased Critical Damage Bonus while Shocked
  • Wind Skills which can be boosted by Elemental Ground Surfaces count | as being boosted by Ignited Ground

Prized Pain Lv. 48+

Prized Pain

Base stats

Base
Iron Ring
  • Adds 1 to 4 Physical Dmg to AttacksAdds 1 to 4 Physical Damage to Attacks
  • +(20-30) to Str+(20-30) to Strength
  • Skills GainGain

    Gaining a percentage of stat A as stat B is calculated from the base value of stat A. The portion gained scales with percentage modifiers to stat B, but not with percentage modifiers to stat A. For example, if you gained 50% of Evasion as Armour , the portion gained would be scaled by percentage modifiers to Armour , but not by percentage modifiers to Evasion .
    10 % of Mana Cost as Extra Life Cost
    Skills Gain 10 % of Mana Cost as Extra Life Cost
  • (24-35) to (36-53) 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
    (24-35) to (36-53) Physical Thorns damage
  • (15-25) % chance to deal your Thorns Dmg to Enemies you Hit with 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.
    Attacks
    (15-25) % chance to deal your Thorns Damage to Enemies you Hit with Melee Attacks

Bursting Decay Lv. 60+

Bursting Decay

Base stats

Base
Unset Ring
  • Grants 1 additional Skill Slots
  • (15-25) % inc. Rarity of Items found(15-25) % increased Rarity of Items found
  • +(17-23) % to Chaos Res+(17-23) % to Chaos Resistance
  • LoseLose

    Life Loss is not damage, and can't be mitigated or absorbed by Energy Shield . Life Loss can still kill you.
    5 % of max Life per second
    Lose 5 % of maximum Life per second
  • Attacks have added Physical damage equal to 3 % of max LifeAttacks have added Physical damage equal to 3 % of maximum Life

Ventor's Gamble Lv. 64+

Ventor's Gamble

Base stats

Base
Gold Ring
  • (6-15) % inc. Rarity of Items found(6-15) % increased Rarity of Items found
  • +(0-80) to max Life+(0-80) to maximum Life
  • +(0-20) to SpiritSpirit

    Spirit is a reserve of power used to activate and maintain skills with permanent effects. Spirit-powered skills are managed within the Skills Panel. Weapon Sets can have differing amounts of available Spirit, due to weapons with Spirit (such as Sceptres ), Weapon Set Passive Skills , or Persistent Skills that are active in specific Weapon Sets .
    +(0-20) to Spirit
  • (-25-25) % reduced Rarity of Items found
  • (-40-40) % to Fire Res(-40-40) % to Fire Resistance
  • (-40-40) % to Cold Res(-40-40) % to Cold Resistance
  • (-40-40) % to Light. Res(-40-40) % to Lightning Resistance