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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 Ezomyte Unique Items

Browse all 58 published POE2 ezomyte unique items with requirements, stats, modifiers and variants.

Open SPA — explore all uniques

Published overview

Unique entries
58
Groups
1
Group appearances
58
Source snapshot

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

Ezomyte Uniques

This collection groups Uniques marked Ezomyte. Eligible items can be consumed with Aldur’s Legacy to create a corresponding “Legacy of…” Augment.

For example, Dusk Vigil becomes Legacy of Dusk Vigil. Verisium Runeforging is a separate process: available base upgrades and their recipes are shown on each item’s card.

Dusk Vigil recipe

Dusk Vigil Lv. 1+

Dusk Vigil

Base stats

Base
Ashen Staff
Ezomyte
Aldur's Legacy

Consumes this Unique to create Legacy of Dusk Vigil

Effect: Gain 30% of Physical Damage as Extra Fire Damage

Bonded: Triggered Spells deal 20% increased Spell Damage

  • Grants Skill: Firebolt
  • Grants Skill: Level 1 Ember Fusillade
  • 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.
    (30-50) % of 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 (30-50) % of Damage as Extra Fire Damage
  • (80-120) % 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
    (80-120) % increased Spell Damage
  • Gain (5-10) Life per enemy killed
  • 25 % inc. Mana Regeneration Rate25 % increased Mana Regeneration Rate
  • TriggerTrigger

    Fallback hint: no keyword description was found for this term.
    Ember Fusillade Skill on casting a Spell
    Trigger Ember Fusillade Skill on casting a Spell
Firebolt

Spell

  • Spell
  • AoE
  • Projectile
  • Fire
  • Repeatable

Req: Level 90+

Launch a fiery ProjectileProjectile

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.
towards a target. The Projectile explodes on impact, damaging foes in a small area.
Launch a fiery Projectile towards a target. The Projectile explodes on impact, damaging foes in a small area.

  • Level: 1 - 20
  • Cost: 0 Mana
  • Cast: 0.90 secCast Time: 0.90 sec
  • 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: 8.00%
    Critical Hit Chance: 8.00%
  • Proj Speed: 10.4 m/sProjectile Speed: 10.4 metres per Second

Projectile

  • Deals (7 - 290) to (10 - 435) Fire.DmgFire

    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 .
    Deals (7 - 290) to (10 - 435) Fire DamageFire

    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 .
  • q20: Inflicts 20 % more Flammability Magnitude

Explosion

  • Explosion radius is 0.7 mExplosion radius is 0.7 metres
Ember Fusillade

Spell · Level 1

  • Spell
  • AoE
  • Projectile
  • Trigger
  • Fire
  • Duration
  • Repeatable

Req: Level 90+

Conjure a blazing Ember that hovers above you. After a short duration, the Ember launches at an enemy, dealing Fire damage in an area on impact and prioritising the last enemy targeted. Recasting this spell resets the duration for all active Embers. Multiple Embers fired in the same Fusillade will attempt to target different enemies. ConsumesConsume

Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources. Consuming a DebuffDebuff on an enemy causes the enemy to be immune to that DebuffDebuff for 1 seconds.
a 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.
Infusion if possible to cause the entire Fusillade to create beams that ChainChain

Effects that Chain are redirected to another target after colliding with an enemy. ProjectilesProjectile Splitting , Piercing or Forking take priority over Chaining. ProjectilesProjectile have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
to enemies.
Conjure a blazing Ember that hovers above you. After a short duration, the Ember launches at an enemy, dealing Fire damage in an area on impact and prioritising the last enemy targeted. Recasting this spell resets the duration for all active Embers. Multiple Embers fired in the same Fusillade will attempt to target different enemies. Consumes a Lightning Infusion if possible to cause the entire Fusillade to create beams that Chain to enemies.

  • Tier: 5
  • Level: 1 - 20
  • Cost: (3 - 37) Mana
  • Cast: 0.40 secCast Time: 0.40 sec
  • Critical Hit Chance: 7.00%
  • Proj Speed: 30 m/sProjectile Speed: 30 metres per Second

Projectile

  • Hover duration is 1.3 seconds
  • Can accumulate up to (6 - 10) Embers Modifiers to number of Proj instead apply to number of Embers accumulatedCan accumulate up to (6 - 10) Embers Modifiers to number of Projectiles instead apply to number of Embers accumulated

Explosion

  • 5 % more Dmg for each previous Ember fired in sequence5 % more Damage for each previous Ember fired in sequence
  • Explosion radius is 0.9 mExplosion radius is 0.9 metres
  • q20: +2 % more Dmg for each previous Ember fired in sequence+2 % more Damage for each previous Ember fired in sequence

Beam

  • ChainsChain

    Effects that Chain are redirected to another target after colliding with an enemy. ProjProjectile Splitting , Piercing or Forking take priority over Chaining. ProjProjectile have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
    4 times
    Chains 4 times
  • Deals (1 - 16) to (10 - 309) Light.DmgLightning

    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.
    Deals (1 - 16) to (10 - 309) Lightning Damage
  • q20: ember fusillade damage +% final per ember fired [0,2]

Alkem Eira Lv. 1+

Alkem Eira

Base stats

Base
Blazon Crest ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Blazon Crest Shield
Block chance
29%
Armour
14
ESEnergy Shield
9
Ezomyte
Aldur's Legacy

Consumes this Unique to create Legacy of Alkem Eira

Effect: 30% of damage Blocked is Recouped as Mana

Bonded: 20% of damage Blocked is Recouped as Mana

Version Lvl Block % AR ES Mov.Spd RW Recipe
Base 1 29%149-- —
R.mastered 40 25%6113-0.01547 Verisium×380Vorana's Crest of the Scythe×1
  • Grants Skill: Raise Shield
  • (15-20) % inc. 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
    (15-20) % increased Block chance
  • (30-50) % inc. 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.
    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 Armour and Energy Shield
  • +(50-70) to max Mana+(50-70) to maximum Mana
  • Dmg Blocked is RecoupedRecouped

    When you take damage from a Hit , Recoup causes you to recover an amount of the stated resource equal to a percentage of the damage you took over 8 seconds.
    as Mana
    Damage Blocked is Recouped as Mana
Raise Shield

Attack

  • Attack
  • AoE
  • Melee
  • Physical
  • Channelling

Req: Level 90+

Raise your Shield to BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a Shield Bash, damaging and Stunning enemies. While your Shield is raised you cannot be Light Stunned by hits you Block , but Blocking too much damage may Heavy StunHeavy_Stun

Heavy StunsStun occur when a target's StunStun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy StunStun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunStun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy StunStun them again for a short time afterwards. Physical damagePhysical, and player (but not monster) MeleeMelee Damage, each cause 50% more Heavy StunStun buildup. For players, these bonuses are multiplicative with each other.
you. You cannot Evade while your Shield is raised, but 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 .
instead grants an equal chance to avoid this Heavy Stun buildup.
Raise your Shield to Block all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a Shield Bash, damaging and Stunning enemies. While your Shield is raised you cannot be Light Stunned by hits you Block , but Blocking too much damage may Heavy Stun you. You cannot Evade while your Shield is raised, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.

  • Cost: 0 Mana 0 Mana/sCost: 0 Mana 0 Mana per second
  • Attack Time: 0.55 sec
  • Critical Hit Chance: 5.00%
  • Atk Dmg: 80% of baseAttack Damage: 80% of base
  • Shield Bash causes 600 % more Heavy Stun buildup
  • Shield Bash always Light StunsLight_Stun

    Any HitHit has a chance to Light StunStun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. 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%. Physical damagePhysical, and player (but not monster) MeleeMelee Damage, each have 50% more Light StunStun chance. For players, these bonuses are multiplicative with each other.
    Shield Bash DazesDaze

    Some skills and effects have a chance to apply Daze to enemies on HitHit . Daze lasts for 8 seconds, and a Dazed enemy will take 50% more StunStun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
    if holding a Tower Shield
    Shield Bash always Light Stuns Shield Bash Dazes if holding a Tower Shield
  • Shield Bash can't be Evaded
  • Shield Bash deals 3 to 4 Phys.DmgPhysical

    10% increased Physical Damage
    per 5 ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Phys.DmgPhysical . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    on Shield
    Shield Bash deals 3 to 4 Physical Damage per 5 ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical DamagePhysical . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    on Shield

Amor Mandragora Lv. 1+

Amor Mandragora

Base stats

Base
Changeling Talisman
Phys. DmgPhysical Damage
30-45
Crit. %Critical Hit Chance
8.00%
APSAttacks per Second
1.25
Ezomyte
Aldur's Legacy

Consumes this Unique to create Legacy of Amor Mandragora

Effect: Gain 1 Druidic Prowess for every 20 total Rage spent

Bonded: Enemies in your Presence are Hindered

Version Lvl Ph.dmg Crit. % APS DPS Recipe
Base 1 30-458.00%1.25 46.9 —
R.forged 38 108-1758%1.25 177 Verisium×240Medved's Crest of the Circle×1
  • Adds (16-20) to (23-27) Physical DmgAdds (16-20) to (23-27) Physical Damage
  • +(8-15) 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.
    +(8-15) to Intelligence
  • (10-15) % inc. Skill Effect Dur.(10-15) % increased Skill Effect Duration
  • 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.
    are HinderedHindered

    Hinder is a Debuff that Slows movement speed by 30% unless otherwise specified. Unless Specified, Hinder has a duration of 4 seconds.
    Enemies in your Presence are Hindered
  • Gain 1 Druidic ProwessDruidic Prowess

    Druidic Prowess is a stacking Buff which grants 10% increased Skill Speed and causes Hits with Spell Damage to grant 3 Rage per stack for 10 seconds. Each stack has an independent duration. Maximum 3 stacks.
    for every 20 total Rage spent
    Gain 1 Druidic Prowess for every 20 total Rage spent

Hoghunt Lv. 1+

Hoghunt

Base stats

Base
Felled Greatclub
Phys. DmgPhysical Damage
32-45
Crit. %Critical Hit Chance
20.00%
APSAttacks per Second
0.99
Ezomyte
Aldur's Legacy

Consumes this Unique to create Legacy of Hoghunt

Effect: +5% to Critical Hit Chance
Maim on Critical Hit

Bonded: 25% increased Attack Damage against Maimed Enemies

Version Lvl Ph.dmg Crit. % APS DPS Recipe
Base 1 32-4520.00%0.99 38.1 —
R.forged 38 165-22420%0.99 193 Verisium×210Medved's Crest of the Circle×1
R.mastered 55 236-32025%0.99 275 Verisium×805Vorana's Crest of the Scythe×1
  • Adds (16-20) to (23-27) Physical DmgAdds (16-20) to (23-27) Physical Damage
  • +15 % to Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
    +15 % to Critical Hit Chance
  • 10 % reduced AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
    10 % reduced Attack Speed
  • +10 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 to Strength
  • MaimMaim

    Maimed enemies suffer from 30% Slower Movement Speed and 15% reduced Evasion Rating . Maim lasts for 4 seconds unless otherwise specified.
    on Critical Hit
    Maim on Critical Hit

Dunkelhalt Lv. 1+

Dunkelhalt

Base stats

Base
Leather BucklerBuckler

Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Leather Buckler
Block chance
24%
EvasionEvasion Rating
39
Ezomyte
Aldur's Legacy

Consumes this Unique to create Legacy of Dunkelhalt

Effect: 50% increased Parried Debuff Magnitude

Bonded: 50% increased Parry Damage

Version Lvl Block % EV RW Recipe
Base 1 24%39- —
R.mastered 38 20%10836 Verisium×240Medved's Crest of the Circle×1
  • Grants Skill: Parry
  • (20-30) % inc. Block chance(20-30) % increased Block chance
  • +(20-30) 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
    +(20-30) to Evasion Rating
  • You take 50 % of damage from Blocked 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.
    You take 50 % of damage from Blocked Hits
  • 50 % inc. Parried DebuffParried Debuff

    Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.
    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.
    50 % increased Parried Debuff Magnitude
Parry

Attack

  • Attack
  • Melee
  • Physical
  • Duration
  • Channelling

Req: Level 90+

Ready your Buckler to parry the next Hit you would take, Blocking the Hit and retaliating with a quick sweep that leaves enemies off balance, causing them to take massively increased Attack damage for a short duration. Parrying causes you to accumulate Heavy Stun buildup. You cannot Evade a Hit you could parry, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.

  • Cost: 0 Mana 0 Mana/sCost: 0 Mana 0 Mana per second
  • Attack Time: 0.75 sec
  • Critical Hit Chance: 5.00%
  • Atk Dmg: 65% of baseAttack Damage: 65% of base
  • Can't be Evaded
  • 400 % more 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 StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_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 StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player Physical damagePhysical and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster Physical damagePhysical and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup
    400 % more Stun buildup
  • Can Block Dmg from enemies within 1 metreCan Block Damage from enemies within 1 metre
  • Can Block Proj Dmg from enemies within 1.5 mCan Block Projectile Damage from enemies within 1.5 metres
  • Parried DebuffParriedDebuff

    Enemies you Parry with a BucklerBuckler take more Attack Damage and cannot Evade Attacks for a duration.
    makes targets take 50 % more Atk Dmg
    Parried Debuff makes targets take 50 % more Attack Damage
  • Parried Debuff duration is 2 seconds
  • 3 to 4 Added Phys.Dmg per 5 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 on Buckler
    3 to 4 Added Physical Damage per 5 Evasion Rating on Buckler

Bristleboar Lv. 1+

Bristleboar

Base stats

Base
Leather Vest
EvasionEvasion Rating
15
Ezomyte
Aldur's Legacy

Consumes this Unique to create Legacy of Bristleboar

Effect: Gain 5 Rage when Hit by an Enemy
Gain 10 Rage when Critically Hit by an Enemy

Bonded: +3 to Maximum Rage

Version Lvl EV Mov.Spd RW Recipe
Base 1 15-- —
R.mastered 38 82-0.03165 Verisium×230Medved's Crest of the Circle×1
  • 50 % reduced Evasion Rating
  • +(40-60) to max Life+(40-60) to maximum Life
  • (3-5) Life Regeneration per second
  • Gain 5 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.
    when Hit by an Enemy
    Gain 5 Rage when Hit by an Enemy
  • Gain 10 Rage when Critically Hit by an Enemy

Midnight Braid Lv. 1+

Midnight Braid

Base stats

Base
Rawhide Belt
Ezomyte
  • Has (1-3) CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Slots
    Has (1-3) Charm Slots
  • (20-30) % inc. Life Recovery from 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.
    (20-30) % increased Life Recovery from Flasks
  • +(30-50) to max Mana+(30-50) to maximum Mana
  • +(5-10) % 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.
    +(5-10) % to all Elemental Resistances
  • 50 % of Dmg taken Recouped as Mana50 % of Damage taken Recouped as Mana

Legionstride Lv. 1+

Legionstride

Base stats

Base
Rough Greaves
Armour
79
Ezomyte
Aldur's Legacy

Consumes this Unique to create Legacy of Legionstride

Effect: +10% to Block chance

Bonded: 10% reduced Damage taken from Projectile Hits

Version Lvl AR RW Recipe Version details
Base 1 79- —
R.mastered 38 15027 Verisium×360Medved's Crest of the Circle×1
Runemastered details
  • 10 % increased Movement Speed
  • +(50-70) to Armour
  • +(50-70) to Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
    +(50-70) to Stun Threshold
  • +10 % to Block chance
  • -10 Physical damage taken from Proj Attacks-10 Physical damage taken from Projectile Attacks

Bramblejack Lv. 1+

Bramblejack

Base stats

Base
Rusted Cuirass
Armour
45
Ezomyte
Aldur's Legacy

Consumes this Unique to create Legacy of Bramblejack

Effect: 250% of Melee Physical Damage taken reflected to Attacker

Bonded: Regenerate 3% of maximum Life per second while Surrounded

Version Lvl AR Mov.Spd RW Recipe
Base 1 45-- —
R.mastered 38 244-0.05110 Verisium×230Medved's Crest of the Circle×1
  • +(60-100) to max Life+(60-100) to maximum Life
  • +(60-100) to Stun Threshold
  • Cannot Evade Enemy Attacks
  • 250 % of 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.
    Phys.Dmg taken reflected to Attacker
    250 % of Melee Physical Damage taken reflected to Attacker
  • Regenerate 5 % of max Life per second while SurroundedSurrounded

    You are Surrounded if there are at least 5 enemies within 3 metres of you. The number of enemies required to be Surrounded cannot be reduced below 1.
    Regenerate 5 % of maximum Life per second while Surrounded

Horns of Bynden Lv. 1+

Horns of Bynden

Base stats

Base
Rusted Greathelm
Armour
49
Ezomyte
Aldur's Legacy

Consumes this Unique to create Legacy of Horns of Bynden

Effect: Every Rage also grants 1% increased Armour
Gain 1 Rage on Melee Hit

Bonded: +3 to Maximum Rage

Version Lvl AR RW Recipe
Base 1 49- —
R.mastered 38 36436 Verisium×160Medved's Crest of the Circle×1
  • +20 to Armour
  • (5-15) % 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
    (5-15) % increased Rarity of Items found
  • +(20-30) to Str+(20-30) to Strength
  • Every Rage also grants 1 % inc. ArmourEvery Rage also grants 1 % increased Armour
  • Gain 1 Rage on Melee Hit

Wings of Caelyn Lv. 1+

Wings of Caelyn

Base stats

Base
Rusted Greathelm
Armour
49
Ezomyte
Aldur's Legacy

Consumes this Unique to create Legacy of Wings of Caelyn

Effect: Gain 1 Rage on Melee Hit
Every Rage also grants 1% increased Stun Threshold

Bonded: Every five Rage also grants you 1% increased Movement Speed

Version Lvl AR RW Recipe
Base 1 49- —
R.mastered 38 36036 Verisium×170Medved's Crest of the Circle×1
  • +20 to Armour
  • (5-15) % inc. Rarity of Items found(5-15) % 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
  • Gain 1 Rage on Melee Hit
  • Every Rage also grants 1 % inc. Stun ThresholdEvery Rage also grants 1 % increased Stun Threshold

Dionadair Lv. 1+

Dionadair

Base stats

Base
Splintered Tower Shield
Block chance
26%
Armour
30
Ezomyte
Aldur's Legacy

Consumes this Unique to create Legacy of Dionadair

Effect: Double Stun Threshold while Shield is Raised

Bonded: 15% increased Stun Threshold

Version Lvl Block % AR Mov.Spd RW Recipe
Base 1 26%30-- —
R.mastered 38 26%164-0.0323 Verisium×220Medved's Crest of the Circle×1
  • Grants Skill: Raise Shield
  • (60-80) % inc. Armour(60-80) % increased Armour
  • +(10-15) to Str+(10-15) to Strength
  • (3-5) Life Regeneration per second
  • 20 % reduced Stun Threshold
  • Double Stun Threshold while Shield is Raised
Raise Shield

Attack

  • Attack
  • AoE
  • Melee
  • Physical
  • Channelling

Req: Level 90+

Raise your Shield to Block all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a Shield Bash, damaging and Stunning enemies. While your Shield is raised you cannot be Light Stunned by hits you Block , but Blocking too much damage may Heavy Stun you. You cannot Evade while your Shield is raised, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.

  • Cost: 0 Mana 0 Mana/sCost: 0 Mana 0 Mana per second
  • Attack Time: 0.55 sec
  • Critical Hit Chance: 5.00%
  • Atk Dmg: 80% of baseAttack Damage: 80% of base
  • Shield Bash causes 600 % more Heavy Stun buildup
  • Shield Bash always Light Stuns Shield Bash Dazes if holding a Tower Shield
  • Shield Bash can't be Evaded
  • Shield Bash deals 3 to 4 Phys.Dmg per 5 Armour on ShieldShield Bash deals 3 to 4 Physical Damage per 5 Armour on Shield

Facebreaker Lv. 1+

Facebreaker

Base stats

Base
Stocky Mitts
Armour
15
Phys. DmgPhysical Damage
8-12
Ezomyte
Aldur's Legacy

Consumes this Unique to create Legacy of Facebreaker

Effect: +1 to Armour per Strength

Bonded: 1% increased Damage per 15 Strength

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 Physical 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 Str
    1% more Unarmed Damage per 5 Strength
  • +0.3 m to Melee 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 Armour per Str+1 to Armour per Strength
  • Can Attack 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
Aldur's Legacy

Consumes this Unique to create Legacy of Northpaw

Effect: Base Critical Hit Chance for Attacks with Weapons is 7%

Bonded: 15% increased Critical Damage Bonus

Version Lvl EV RW Recipe
Base 1 29- —
R.mastered 38 6320 Verisium×420Vorana's Crest of the Scythe×1
  • +(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 Hit 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 %

Crown of Thorns Lv. 1+

Crown of Thorns

Base stats

Base
Twig Circlet
ESEnergy Shield
128
Ezomyte
Aldur's Legacy

Consumes this Unique to create Legacy of Crown of Thorns

Effect: Pain Attunement

Bonded: 17 to 26 Physical Thorns damage

Version Lvl ES RW Recipe
Base 1 128- —
R.mastered 38 4836 Verisium×190Medved's Crest of the Circle×1
  • +(100-150) to max ES+(100-150) to maximum Energy Shield
  • Lose 5 Life when you use a Skill
  • (3-5) to (6-10) 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
    (3-5) to (6-10) Physical Thorns damage
  • Pain AttunementPain Attunement

    30% less Critical Damage Bonus when on Full Life 30% more Critical Damage Bonus when on Low Life
    Pain Attunement

Brynhand's Mark Lv. 1+

Brynhand's Mark

Base stats

Base
Wooden Club
Phys. DmgPhysical Damage
16-30
Crit. %Critical Hit Chance
5.00%
APSAttacks per Second
1.16
Ezomyte
Aldur's Legacy

Consumes this Unique to create Legacy of Brynhand's Mark

Effect: Causes Double Stun Buildup

Bonded: Adds 14 to 20 Physical Damage

Version Lvl Ph.dmg Crit. % APS DPS Recipe Version details
Base 1 16-305.00%1.16 26.7 —
R.forged 38 93-1585%1.16 146 Verisium×205Medved's Crest of the Circle×1
Runeforged details
  • (20 — 30) % increased Area of Effect for Attacks
R.mastered 55 142-2405%1.16 222 Verisium×460Medved's Crest of the Circle×1
Runemastered details
  • (20 — 30) % increased Area of Effect for Attacks
  • Adds (10-14) to (16-20) Physical DmgAdds (10-14) to (16-20) Physical Damage
  • +(30-50) 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
    +(30-50) to Accuracy Rating
  • 20 % reduced Attack Speed
  • +(10-20) to Str+(10-20) to Strength
  • Causes Double Stun Buildup

The Blood Thorn Lv. 1+

The Blood Thorn

Base stats

Base
Wrapped QuarterstaffQuarterstaff

Quarterstaves are Two-Handed MeleeMelee weapons that require Dexterity and Intelligence to equip. Quarterstaff Attacks often focus on high mobility in combat.
Wrapped Quarterstaff
Phys. DmgPhysical Damage
15-29
Crit. %Critical Hit Chance
10.00%
APSAttacks per Second
1.40
Ezomyte
Aldur's Legacy

Consumes this Unique to create Legacy of The Blood Thorn

Effect: Adds 4 to 8 Physical Damage
Causes Bleeding on Hit

Bonded: 10% increased Magnitude of Bleeding you inflict

Version Lvl Ph.dmg Crit. % APS DPS Recipe Version details
Base 1 15-2910.00%1.40 30.8 —
R.forged 38 101-17210%1.4 191 Verisium×225Medved's Crest of the Circle×1
Runeforged details
  • 50 % increased Magnitude of Bleeding you inflict
  • Adds (8-12) to (16-18) Physical DmgAdds (8-12) to (16-18) Physical Damage
  • +(10-15) to Str+(10-15) to Strength
  • Causes 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.
    on Hit
    Causes Bleeding on Hit
  • (4-5) to (8-10) Physical Thorns damage

Lifesprig Lv. 2+

Lifesprig

Base stats

Base
Attuned Wand
Ezomyte
Aldur's Legacy

Consumes this Unique to create Legacy of Lifesprig

Effect: +2 to Level of all Spell Skills

Bonded: Leeches 1% of maximum Life when you Cast a Spell

  • Grants Skill: Mana Drain
  • +(10-20) to max Mana+(10-20) to maximum Mana
  • +(1-3) to Level of all Spell Skills
  • (5-10) % inc. Cast Speed(5-10) % increased Cast Speed
  • LeechesLeeches

    When you deal damage with a Hit , Life Leech causes you to recover an amount of Life to a percentage of the damage dealt, over a period of one second. Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same. Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them. You can only recover from a single instance of Life Leech at a time, and all Life Leech is removed when Life is filled.
    1 % of max Life when you Cast a Spell
    Leeches 1 % of maximum Life when you Cast a Spell
Mana Drain

Spell

  • Spell

Req: Level 90+

Leech Mana from an enemy over a prolonged period, as well as briefly Hindering them.

  • Level: 1 - 20
  • Cost: 0 Mana
  • Cast: 0.85 secCast Time: 0.85 sec
  • Leeches Mana 70 % slower
  • Leeches (30 - 408) Mana
  • q20: Leeches 90 Mana

Blackbraid Lv. 4+

Blackbraid

Base stats

Base
Fur Plate
StrStrength
10
Armour
115
Ezomyte
Aldur's Legacy

Consumes this Unique to create Legacy of Blackbraid

Effect: +50% of Armour also applies to Elemental Damage

Bonded: +15% to all Elemental Resistances

Version Lvl AR Mov.Spd RW Recipe
Base 4 115-- —
R.forged 4 66-0.0533 Verisium×400Vorana's Crest of the Scythe×1
R.forged 38 275-0.0569 Verisium×400Vorana's Crest of the Scythe×1
  • +(40-60) to Armour
  • +(5-15) to Str+(5-15) to Strength
  • +(5-15) to Int+(5-15) to Intelligence
  • +10 % to all Elemental Resistances
  • +(100-150) % of Armour also applies to Ele.Dmg+(100-150) % of Armour also applies to Elemental Damage
  • +(40-60) to Stun Threshold

Hrimnor's Hymn Lv. 4+

Hrimnor's Hymn

Base stats

Base
Oak Greathammer
StrStrength
11
Phys. DmgPhysical Damage
30-56
Crit. %Critical Hit Chance
5.00%
APSAttacks per Second
1.00
Ezomyte
Aldur's Legacy

Consumes this Unique to create Legacy of Hrimnor's Hymn

Effect: 25% chance for Slam Skills you use yourself to cause an additional Aftershock

Bonded: 15% chance for Slam Skills you use yourself to cause an additional Aftershock

Version Lvl Ph.dmg Crit. % APS DPS Recipe
Base 4 30-565.00%1.00 43 —
R.forged 38 137-2545%1 196 Verisium×215Medved's Crest of the Circle×1
R.mastered 55 209-3895%1 299 Verisium×955Uhtred's Crest of the Chalice×1
  • Causes (20-40) % inc. Stun BuildupCauses (20-40) % increased Stun Buildup
  • (80-120) % inc. Physical Dmg(80-120) % increased Physical Damage
  • +(10-15) to Str+(10-15) to Strength
  • 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.
    (10-20) Life per enemy killed
    Gain (10-20) Life per enemy killed
  • SlamSlam

    Slams are Melee Attacks that cause damaging areas of effect, rather than Striking enemies with your weapon directly. Damage from Slams is still Melee damage.
    Skills you use yourself cause an additional AftershockAftershock

    Aftershocks are bursts of area damage that occur after the initial impact of the skill causing them. If not otherwise specified, the Aftershock will deal the same damage as the initial impact, in the same area. Only Attack damage can cause Aftershocks.
    Slam Skills you use yourself cause an additional Aftershock

Foxshade Lv. 4+

Foxshade

Base stats

Base
Quilted Vest
DexDexterity
10
EvasionEvasion Rating
100
Ezomyte
Aldur's Legacy

Consumes this Unique to create Legacy of Foxshade

Effect: 10% increased Movement Speed when on Full Life
100% increased Evasion Rating when on Full Life

Bonded: 20% increased Evasion Rating

Version Lvl EV Mov.Spd RW Recipe
Base 4 100-- —
R.mastered 38 356-0.03152 Verisium×230Medved's Crest of the Circle×1
  • +(50-70) to ER+(50-70) to Evasion Rating
  • +(20-30) to Dex+(20-30) to Dexterity
  • 10 % inc. Move.Spd when on Full Life10 % increased Movement Speed when on Full Life
  • 100 % inc. ER when on Full Life100 % increased Evasion Rating when on Full Life

Greymake Lv. 5+

Greymake

Base stats

Base
Brimmed Helm
StrStrength
7
DexDexterity
7
Armour
26
EvasionEvasion Rating
20
Ezomyte
Aldur's Legacy

Consumes this Unique to create Legacy of Greymake

Effect: +50 to all Attributes

Bonded: +1 Maximum Life per Level

Version Lvl AR EV RW Recipe
Base 5 2620- —
R.mastered 38 4439109 Verisium×180Medved's Crest of the Circle×1
  • +(30-50) to Str+(30-50) to Strength
  • +(30-50) to Dex+(30-50) to Dexterity
  • +(30-50) to Int+(30-50) to Intelligence
  • -1 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.
    per Level
    -1 to all Attributes per Level
  • Has 4 Augment Sockets (Hidden)

Tyranny's Grip Lv. 5+

Tyranny's Grip

Base stats

Base
Ironhead SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
Ironhead Spear
DexDexterity
10
Phys. DmgPhysical Damage
23-31
Crit. %Critical Hit Chance
5.00%
APSAttacks per Second
1.39
Ezomyte
Aldur's Legacy

Consumes this Unique to create Legacy of Tyranny's Grip

Effect: Strikes deal Splash Damage

Bonded: Knocks Enemies Back on Hit

Version Lvl Ph.dmg Crit. % APS DPS Recipe
Base 5 23-315.00%1.39 37.5 —
R.forged 38 102-1385%1.39 167 Verisium×225Medved's Crest of the Circle×1
R.mastered 55 240-3245%1.09 307 Verisium×860Vorana's Crest of the Scythe×1
  • Grants Skill: Spear Throw
  • (150-200) % inc. Physical Dmg(150-200) % increased Physical Damage
  • (10-15) % reduced Attack Speed
  • +(15-30) to Str+(15-30) to Strength
  • Strikes deal Splash DmgSplash Damage

    Strike Skills can be made to deal Splash damage when hitting an enemy, causing an additional Hit to other enemies around the one hit by the Strike . The base radius of Splash damage is 1.5 metres.
    Strikes deal Splash Damage
  • Knocks BackKnocks Back

    Knockback pushes Enemies away when Hit .
    Enemies on Hit
    Knocks Back Enemies on Hit
  • Cannot use Proj AttacksCannot use Projectile Attacks
Spear Throw

Attack

  • Attack
  • AoE
  • Projectile
  • Repeatable

Req: Level 90+

Hurl your Spear with force. Consumes a Frenzy ChargeCharges

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.
if you have one to cause the Spear to explode at the end of its flight.
Hurl your Spear with force. Consumes a Frenzy Charge if you have one to cause the Spear to explode at the end of its flight.

  • Level: 2 - 20
  • Atk Speed: 70% of baseAttack Speed: 70% of base
  • Atk Dmg: (125 - 390)% of baseAttack Damage: (125 - 390)% of base
  • Proj Speed: 37 m/sProjectile Speed: 37 metres per Second

Explosion

Attack Damage
(232 - 724)%
  • Explosion radius is 2 mExplosion radius is 2 metres

Spiteful Floret Lv. 5+

Spiteful Floret

Base stats

Base
Nettle Talisman
StrStrength
9
IntIntelligence
8
Phys. DmgPhysical Damage
21-34
Crit. %Critical Hit Chance
11.00%
APSAttacks per Second
1.34
Ezomyte
Aldur's Legacy

Consumes this Unique to create Legacy of Spiteful Floret

Effect: Every 5 Rage also grants 5% of Damage taken Recouped as Life

Bonded: Attacks have 20% chance to cause Bleeding

Version Lvl Ph.dmg Crit. % APS DPS Recipe
Base 5 21-3411.00%1.34 36.9 —
R.forged 38 87-14711%1.34 157 Verisium×210Medved's Crest of the Circle×1
R.mastered 55 116-19511%1.34 208 Verisium×1960Exceptional Verisium×9Uhtred's Crest of the Chalice×1
  • Grants Skill: Level 2 Sanguine Revelry
  • (60-90) % inc. Physical Dmg(60-90) % increased Physical Damage
  • (6-10) % inc. Attack Speed(6-10) % increased Attack Speed
  • +(7-14) to Str+(7-14) to Strength
  • (20-30) % chance to cause Bleeding on Hit
  • Every 5 Rage also grants 5 % of Dmg taken Recouped as LifeEvery 5 Rage also grants 5 % of Damage taken Recouped as Life
Sanguine Revelry

Buff · Level 2

  • Buff
  • Persistent
  • Remnant

Req: Level 90+

Conjure hateful energy to fuel your 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 HitHit every 0.5 seconds can cause you to gain Rage.
and Life. While active, BleedingBleeding

Bleeding is an Ailment that deals Physical damagePhysical over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy ShieldEnergy_Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical damagePhysical 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 damagePhysical per second equal to 15% of the Pre-mitigation Physical damagePhysical 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 Bleeding, but any such modifiers that specifically apply to HitHit damage (such as Armour BreakArmour_Break ) do not affect Bleeding damage.
enemies you kill have a chance to spawn a Hateful Remnant , and Hitting a Bleeding target spawns a Hateful Remnant every few seconds. Picking up a Hateful Remnant grants you Rage and recovers Life based on your current Rage.
Conjure hateful energy to fuel your Rage and Life. While active, Bleeding enemies you kill have a chance to spawn a Hateful Remnant , and Hitting a Bleeding target spawns a Hateful Remnant every few seconds. Picking up a Hateful Remnant grants you Rage and recovers Life based on your current Rage.

  • Level: 2 - 20
  • Remnants last for 8 seconds
  • Spawn a Remnant on Hitting a BleedingBleeding

    Bleeding is an Ailment that deals Physical damagePhysical over time, and lasts 5 seconds by default. Damage from Bleeding bypasses ESEnergy_Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical damagePhysical 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 damagePhysical per second equal to 15% of the Pre-mitigation Physical damagePhysical 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 Bleeding, but any such modifiers that specifically apply to HitHit damage (such as Armour BreakArmour_Break ) do not affect Bleeding damage.
    enemy, no more than once every 2 seconds
    Spawn a Remnant on Hitting a Bleeding enemy, no more than once every 2 seconds
  • Spawn a Remnant on killing a Bleeding enemySpawn a Remnant on killing a Bleeding enemy
  • Each Remnant grants (5 - 9) Rage
  • Each Remnant causes you to recover (1 - 1.5) % of max Life per 5 Current RageEach Remnant causes you to recover (1 - 1.5) % of maximum Life per 5 Current Rage
  • q20: Each Remnant grants 2 Rage

Quill Rain Lv. 5+

Quill Rain

Base stats

Base
Shortbow
DexDexterity
12
Phys. DmgPhysical Damage
7-14
Crit. %Critical Hit Chance
5.00%
APSAttacks per Second
2.50
Ezomyte
Aldur's Legacy

Consumes this Unique to create Legacy of Quill Rain

Effect: 50% increased Attack Speed
20% less Attack Damage

Bonded: 70% increased Arrow Speed

Version Lvl Ph.dmg Crit. % APS DPS Recipe Version details
Base 5 7-145.00%2.50 26.3 —
R.forged 38 30-565%2.5 108 Verisium×200Medved's Crest of the Circle×1
R.forged 55 44-815%2.8 175 Exceptional Verisium×5Uhtred's Crest of the Chalice×1
Runeforged details
  • Projectiles have 50 % chance for an additional Projectile when Forking
  • 100 % inc. Attack Speed100 % increased Attack Speed
  • +(10-20) to Dex+(10-20) to Dexterity
  • (50-100) % inc. Arrow Speed(50-100) % increased Arrow Speed
  • 40 % less Attack Dmg40 % less Attack Damage

The Knight-errant Lv. 6+

The Knight-errant

Base stats

Base
Mail Sabatons
StrStrength
7
DexDexterity
7
Armour
30
EvasionEvasion Rating
23
Ezomyte
Aldur's Legacy

Consumes this Unique to create Legacy of The Knight-errant

Effect: Iron Reflexes

Bonded: 25% increased Elemental Ailment Threshold

Version Lvl AR EV RW Recipe Version details
Base 6 3023- —
R.mastered 38 684454 Verisium×200Medved's Crest of the Circle×1
Runemastered details
  • 5 % increased Movement Speed
  • 10 % inc. Move.Spd10 % increased Movement Speed
  • (30-50) % inc. Armour and Evasion(30-50) % increased Armour and Evasion
  • +(30-50) to Stun Threshold
  • +(30-50) to Ailment ThresholdElemental Ailment Threshold

    A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.
    +(30-50) to Ailment Threshold
  • Iron ReflexesIron Reflexes

    Converts all Evasion Rating to Armour .
    Iron Reflexes

Wulfsbane Lv. 6+

Wulfsbane

Base stats

Base
Painted Tower Shield
StrStrength
11
Block chance
26%
Armour
33
Ezomyte
Aldur's Legacy

Consumes this Unique to create Legacy of Wulfsbane

Effect: Intimidate Enemies on Block for 8 seconds

Bonded: +25 to Strength

Version Lvl Block % AR Mov.Spd RW Recipe
Base 6 26%33-- —
R.mastered 38 26%63-0.0357 Verisium×230Medved's Crest of the Circle×1
  • Grants Skill: Raise Shield
  • +(40-60) to max Life+(40-60) to maximum Life
  • +(10-15) to Str+(10-15) to Strength
  • +(60-80) to Stun Threshold
  • IntimidateIntimidated

    Intimidate is a Debuff that inflicts 10% increased damage taken and 10% reduced damage dealt.
    Enemies on Block for 8 seconds
    Intimidate Enemies on Block for 8 seconds
Raise Shield

Attack

  • Attack
  • AoE
  • Melee
  • Physical
  • Channelling

Req: Level 90+

Raise your Shield to Block all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a Shield Bash, damaging and Stunning enemies. While your Shield is raised you cannot be Light Stunned by hits you Block , but Blocking too much damage may Heavy Stun you. You cannot Evade while your Shield is raised, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.

  • Cost: 0 Mana 0 Mana/sCost: 0 Mana 0 Mana per second
  • Attack Time: 0.55 sec
  • Critical Hit Chance: 5.00%
  • Atk Dmg: 80% of baseAttack Damage: 80% of base
  • Shield Bash causes 600 % more Heavy Stun buildup
  • Shield Bash always Light Stuns Shield Bash Dazes if holding a Tower Shield
  • Shield Bash can't be Evaded
  • Shield Bash deals 3 to 4 Phys.Dmg per 5 Armour on ShieldShield Bash deals 3 to 4 Physical Damage per 5 Armour on Shield

Oaksworn Lv. 7+

Oaksworn

Base stats

Base
Sigil Crest Shield
StrStrength
8
IntIntelligence
8
Block chance
31%
Armour
38
ESEnergy Shield
17
Ezomyte
Aldur's Legacy

Consumes this Unique to create Legacy of Oaksworn

Effect: 50% increased Life Regeneration rate

Bonded: 50 Life Regeneration per second

Version Lvl Block % AR ES Mov.Spd RW Recipe
Base 7 31%3817-- —
R.mastered 40 25%12519-0.01512 Verisium×230Medved's Crest of the Circle×1
  • Grants Skill: Raise Shield
  • (20-30) % inc. Block chance(20-30) % increased Block chance
  • (80-120) % inc. Armour and ES(80-120) % increased Armour and Energy Shield
  • +(17-23) % to Chaos Res+(17-23) % to Chaos Resistance
  • 50 % inc. Life Regeneration rate50 % increased Life Regeneration rate
Raise Shield

Attack

  • Attack
  • AoE
  • Melee
  • Physical
  • Channelling

Req: Level 90+

Raise your Shield to Block all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a Shield Bash, damaging and Stunning enemies. While your Shield is raised you cannot be Light Stunned by hits you Block , but Blocking too much damage may Heavy Stun you. You cannot Evade while your Shield is raised, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.

  • Cost: 0 Mana 0 Mana/sCost: 0 Mana 0 Mana per second
  • Attack Time: 0.55 sec
  • Critical Hit Chance: 5.00%
  • Atk Dmg: 80% of baseAttack Damage: 80% of base
  • Shield Bash causes 600 % more Heavy Stun buildup
  • Shield Bash always Light Stuns Shield Bash Dazes if holding a Tower Shield
  • Shield Bash can't be Evaded
  • Shield Bash deals 3 to 4 Phys.Dmg per 5 Armour on ShieldShield Bash deals 3 to 4 Physical Damage per 5 Armour on Shield

The Fall of the Axe Lv. 10+

The Fall of the Axe

Base stats

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

    Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other. Higher Rarity enemies are less affected by Slows: 15% less Slow effect on Magic monsters 30% less Slow effect on Rare monsters 50% less Slow effect on Unique monsters Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.
    Used when you are affected by a Slow
  • Grants OnslaughtOnslaught

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

The Sentry Lv. 11+

The Sentry

Base stats

Base
Gothic Quarterstaff
DexDexterity
18
IntIntelligence
9
Fire Damage
32-44
Crit. %Critical Hit Chance
12.00%
APSAttacks per Second
1.40
Ezomyte
Aldur's Legacy

Consumes this Unique to create Legacy of The Sentry

Effect: Adds 23 to 34 Fire damage to Attacks
100% increased Flammability Magnitude

Bonded: +2% to Maximum Fire Resistance

Version Lvl F.dmg Crit. % APS DPS Recipe Version details
Base 11 32-4412.00%1.40 53.2 —
R.forged 38 112-17812%1.4 203 Verisium×200Medved's Crest of the Circle×1
R.mastered 55 150-24012%1.4 273 Verisium×3500Uhtred's Crest of the Chalice×1
Runemastered details
  • Ignites you inflict deal Damage (30 — 40) % faster
  • No Physical DmgNo Physical Damage
  • Adds (25-32) to (40-50) Fire DmgAdds (25-32) to (40-50) Fire Damage
  • +(30-50) to Accu Rating+(30-50) to Accuracy Rating
  • +20 % to Fire Res+20 % to Fire Resistance
  • 100 % 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
    100 % increased Flammability Magnitude
  • 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.
    30 % increased Light Radius

Erian's Cobble Lv. 11+

Erian's Cobble

Base stats

Base
Guarded Helm
StrStrength
11
DexDexterity
11
Armour
46
EvasionEvasion Rating
47
ESEnergy Shield
14
Ezomyte
Aldur's Legacy

Consumes this Unique to create Legacy of Erian's Cobble

Effect: +30 to Accuracy Rating
+10 to maximum Life
+10 to maximum Mana
10% increased Rarity of Items found
10% increased Critical Hit Chance
+5 to all Attributes
+5% to all Elemental Resistances
3 Life Regeneration per second

Bonded: +20 to Armour, +20 to Evasion Rating, +20 to maximum Energy Shield

Version Lvl AR EV ES RW Recipe
Base 11 464714- —
R.mastered 38 275247-36 Verisium×180Medved's Crest of the Circle×1
  • +(0-40) to Armour
  • +(0-30) to Evasion Rating
  • +(0-20) to max ES+(0-20) to maximum Energy Shield
  • +(0-60) to Accu Rating+(0-60) to Accuracy Rating
  • +(0-30) to max Life+(0-30) to maximum Life
  • +(0-20) to max Mana+(0-20) to maximum Mana
  • (0-20) % inc. Rarity of Items found(0-20) % increased Rarity of Items found
  • (0-30) % inc. Critical Hit Chance(0-30) % increased Critical Hit Chance
  • +(0-10) to Str+(0-10) to Strength
  • +(0-10) to Dex+(0-10) to Dexterity
  • +(0-10) to Int+(0-10) to Intelligence
  • +(0-10) % to Fire Res+(0-10) % to Fire Resistance
  • +(0-10) % to Cold Res+(0-10) % to Cold Resistance
  • +(0-10) % to Light. Res+(0-10) % to Lightning Resistance
  • (0-6) Life Regeneration per second

Edyrn's Tusks Lv. 11+

Edyrn's Tusks

Base stats

Base
Iron Cuirass
StrStrength
21
Armour
298
Ezomyte
Aldur's Legacy

Consumes this Unique to create Legacy of Edyrns Tusks

Effect: 50% chance to inflict Bleeding on Hit
50% reduced Slowing Potency of Debuffs on You

Bonded: 35% increased Thorns damage

Version Lvl AR Mov.Spd RW Recipe
Base 11 298-- —
R.mastered 38 673-0.0555 Verisium×230Medved's Crest of the Circle×1
  • (120-160) % inc. Armour(120-160) % increased Armour
  • 50 % chance to inflict Bleeding on Hit
  • 50 % reduced Slowing Potency of 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.
    on You
    50 % reduced Slowing Potency of Debuffs on You
  • (15-20) to (25-30) Physical Thorns damage

Briarpatch Lv. 11+

Briarpatch

Base stats

Base
Laced Boots
DexDexterity
17
EvasionEvasion Rating
47
Ezomyte
Aldur's Legacy

Consumes this Unique to create Legacy of Briarpatch

Effect: +15% to Thorns Critical Hit Chance

Bonded: 15% increased Thorns Critical Damage Bonus

Version Lvl EV RW Recipe Version details
Base 11 47- —
R.mastered 38 5481 Verisium×710Vorana's Crest of the Scythe×1
Runemastered details
  • 5 % increased Movement Speed
  • (10-20) % inc. Move.Spd(10-20) % increased Movement Speed
  • +(40-60) to max Life+(40-60) to maximum Life
  • +(60-80) to Stun Threshold
  • +25 % to Thorns Critical Hit Chance
  • (10-15) to (20-25) Physical Thorns damage

Ashrend Lv. 11+

Ashrend

Base stats

Base
Pathfinder Coat
DexDexterity
21
EvasionEvasion Rating
96
Ezomyte
Aldur's Legacy

Consumes this Unique to create Legacy of Ashrend

Effect: Cannot be Ignited
-10 Physical Damage taken from Attack Hits

Bonded: +35% to Fire Resistance

Version Lvl EV Mov.Spd RW Recipe
Base 11 96-- —
R.mastered 38 219-0.0355 Verisium×240Medved's Crest of the Circle×1
  • +(40-60) to max Life+(40-60) to maximum Life
  • +(10-20) to Str+(10-20) to Strength
  • +(30-40) % to Fire Res+(30-40) % to Fire Resistance
  • 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.
    Cannot be Ignited
  • -10 Physical Dmg taken from Attack Hits-10 Physical Damage taken from Attack Hits

Rondel de Ezo Lv. 11+

Rondel de Ezo

Base stats

Base
Plated Buckler
DexDexterity
18
Block chance
20%
EvasionEvasion Rating
79
Ezomyte
Aldur's Legacy

Consumes this Unique to create Legacy of Rondel de Ezo

Effect: Curse Enemies with Enfeeble on Block

Bonded: 100% increased Block chance against Projectiles

Version Lvl Block % EV RW Recipe
Base 11 20%79- —
R.mastered 38 20%15523 Verisium×240Medved's Crest of the Circle×1
  • Grants Skill: Parry
  • (50-150) % inc. Evasion Rating(50-150) % increased Evasion Rating
  • +(10-20) to Dex+(10-20) to Dexterity
  • 5 Life Regeneration per second
  • 100 % inc. Block chance against Proj100 % increased Block chance against Projectiles
  • CurseCurses

    Fallback hint: no keyword description was found for this term.
    Enemies with EnfeebleEnfeeble

    Enfeeble is a Curse that lessens the damage dealt by those affected. If not otherwise specified, Enfeeble lessens damage dealt by unique targets by 10%, and other targets by 20%.
    on Block
    Curse Enemies with Enfeeble on Block
Parry

Attack

  • Attack
  • Melee
  • Physical
  • Duration
  • Channelling

Req: Level 90+

Ready your Buckler to parry the next Hit you would take, Blocking the Hit and retaliating with a quick sweep that leaves enemies off balance, causing them to take massively increased Attack damage for a short duration. Parrying causes you to accumulate Heavy Stun buildup. You cannot Evade a Hit you could parry, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.

  • Cost: 0 Mana 0 Mana/sCost: 0 Mana 0 Mana per second
  • Attack Time: 0.75 sec
  • Critical Hit Chance: 5.00%
  • Atk Dmg: 65% of baseAttack Damage: 65% of base
  • Can't be Evaded
  • 400 % more Stun buildup
  • Can Block Dmg from enemies within 1 metreCan Block Damage from enemies within 1 metre
  • Can Block Proj Dmg from enemies within 1.5 mCan Block Projectile Damage from enemies within 1.5 metres
  • Parried Debuff makes targets take 50 % more Atk DmgParried Debuff makes targets take 50 % more Attack Damage
  • Parried Debuff duration is 2 seconds
  • 3 to 4 Added Phys.Dmg per 5 Evasion Rating on Buckler3 to 4 Added Physical Damage per 5 Evasion Rating on Buckler

Ironbound Lv. 11+

Ironbound

Base stats

Base
Warden 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.
Warden Bow
DexDexterity
23
Phys. DmgPhysical Damage
12-20
Crit. %Critical Hit Chance
5.00%
APSAttacks per Second
1.27
Ezomyte
Aldur's Legacy

Consumes this Unique to create Legacy of Ironbound

Effect: Hits with this weapon have 1 to 3 Added Physical Damage per 1% Block Chance

Bonded: 3% increased Block chance per 100 total Item Armour on Equipped Armour Items

Version Lvl Ph.dmg Crit. % APS DPS Recipe
Base 11 12-205.00%1.27 20.3 —
R.forged 40 38-635%1.26 63.6 Verisium×245Vorana's Crest of the Scythe×1
  • (25-35) % chance to ChainChain

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

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

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

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

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

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

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

Wanderlust Lv. 11+

Wanderlust

Base stats

Base
Wrapped Sandals
IntIntelligence
17
ESEnergy Shield
38
Ezomyte
Aldur's Legacy

Consumes this Unique to create Legacy of Wanderlust

Effect: Your speed is unaffected by Slows

Bonded: 5% increased Movement Speed

Version Lvl ES RW Recipe Version details
Base 11 38- —
R.mastered 38 4141 Verisium×370Vorana's Crest of the Scythe×1
Runemastered details
  • 5 % increased Movement Speed
  • 20 % inc. Move.Spd20 % increased Movement Speed
  • +(10-20) to max ES+(10-20) to maximum Energy Shield
  • +5 to Dex+5 to Dexterity
  • Your speed is unaffected by Slows

Ezomyte Peak Lv. 12+

Ezomyte Peak

Base stats

Base
Soldier Greathelm
StrStrength
19
Armour
129
Ezomyte
Aldur's Legacy

Consumes this Unique to create Legacy of Ezomyte Peak

Effect: 15% increased Area of Effect
Unwavering Stance

Bonded: 50% reduced Slowing Potency of Debuffs on You

Version Lvl AR RW Recipe
Base 12 129- —
R.mastered 38 22554 Verisium×180Medved's Crest of the Circle×1
  • (50-100) % inc. Armour(50-100) % increased Armour
  • +(50-80) to max Life+(50-80) to maximum Life
  • (3-6) Life Regeneration per second
  • (10-20) % inc. AoE(10-20) % increased Area of Effect
  • Unwavering StanceUnwavering Stance

    Cannot be Light Stunned Cannot Dodge Roll or Sprint
    Unwavering Stance

Candlemaker Lv. 12+

Candlemaker

Base stats

Base
Sombre Gloves
IntIntelligence
17
ESEnergy Shield
27
Ezomyte
Aldur's Legacy

Consumes this Unique to create Legacy of Candlemaker

Effect: 40% increased Fire Damage
Flammability Magnitude is doubled

Bonded: 20% increased Ignite Duration on Enemies

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 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
    (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
  • Flammability Magnitude is doubled

Trenchtimbre Lv. 16+

Trenchtimbre

Base stats

Base
Spiked Club
StrStrength
31
Phys. DmgPhysical Damage
30-46
Crit. %Critical Hit Chance
5.00%
APSAttacks per Second
1.81
Ezomyte
Aldur's Legacy

Consumes this Unique to create Legacy of Trenchtimbre

Effect: Increases and Reductions to Minion Attack Speed also affect you

Bonded: +1 to Level of all Minion Skills

Version Lvl Ph.dmg Crit. % APS DPS Recipe
Base 16 30-465.00%1.81 68.8 —
R.forged 40 71-1155%1.88 175 Verisium×550Vorana's Crest of the Scythe×1
  • Adds (13-15) to (22-25) Physical DmgAdds (13-15) to (22-25) Physical Damage
  • (20-30) % inc. Attack Speed(20-30) % increased Attack Speed
  • +(1-2) to Level of all MinionMinion

    Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active.
    Skills
    +(1-2) to Level of all Minion Skills
  • Increases and Reductions to Minion Attack Speed also affect you

Brain Rattler Lv. 16+

Brain Rattler

Base stats

Base
Studded Greatclub
StrStrength
31
Phys. DmgPhysical Damage
32-48
Lightning Damage
1-112
Crit. %Critical Hit Chance
5.00%
APSAttacks per Second
1.21
Ezomyte
Aldur's Legacy

Consumes this Unique to create Legacy of Brain Rattler

Effect: All damage with this Weapon causes Electrocution buildup

Bonded: Damage Penetrates 10% Lightning Resistance

Version Lvl Ph.dmg Li.dmg Crit. % APS DPS Recipe
Base 16 32-481-1125.00%1.21 117 —
R.forged 38 23.5-62.2571.5-298.755%1.21 276 Verisium×245Medved's Crest of the Circle×1
R.mastered 55 15.5-140.2547.5-532.755%1.21 445 Verisium×1835Vorana's Crest of the Scythe×1
  • Adds 1 to (110-115) LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Dmg
    Adds 1 to (110-115) Lightning Damage
  • (10-15) % inc. Attack Speed(10-15) % increased Attack Speed
  • All damage with this Weapon causes 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
    All damage with this Weapon causes Electrocution buildup

Briskwrap Lv. 22+

Briskwrap

Base stats

Base
Rhoahide Coat
DexDexterity
37
EvasionEvasion Rating
306
Ezomyte
Aldur's Legacy

Consumes this Unique to create Legacy of Briskwrap

Effect: Gain Deflection Rating equal to 30% of Evasion Rating

Bonded: 35% increased Flask Mana Recovery rate

Version Lvl EV Mov.Spd RW Recipe
Base 22 306-- —
R.mastered 38 399-0.0369 Verisium×450Vorana's Crest of the Scythe×1
  • (60-100) % inc. ER(60-100) % increased Evasion Rating
  • (40-60) % inc. Flask Life Recovery rate(40-60) % increased Flask Life Recovery rate
  • (40-60) % inc. Flask Mana Recovery rate(40-60) % increased Flask Mana Recovery rate
  • +(20-30) to Dex+(20-30) to Dexterity
  • +(20-30) % to Cold Res+(20-30) % to Cold Resistance
  • 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 (20-30) % of ER
    Gain Deflection Rating equal to (20-30) % of Evasion Rating

Goregirdle Lv. 24+

Goregirdle

Base stats

Base
Plate Belt
Ezomyte
  • Has (1-3) Charm Slots
  • +(140-180) to Armour
  • +(20-30) to Str+(20-30) to Strength
  • (10-20) Life Regeneration per second
  • Defend with 200% of Armour
  • Maximum Phys.Dmg Reduction is 50%Maximum Physical Damage Reduction is 50%

The Smiling Knight Lv. 26+

The Smiling Knight

Base stats

Base
Cowled Helm
StrStrength
22
DexDexterity
22
Armour
228
EvasionEvasion Rating
200
Ezomyte
Aldur's Legacy

Consumes this Unique to create Legacy of The Smiling Knight

Effect: Aggravate Bleeding on targets you Critically Hit with Attacks

Bonded: 20% increased Critical Hit Chance

Version Lvl AR EV RW Recipe
Base 26 228200- —
R.mastered 40 2969319 Verisium×530Vorana's Crest of the Scythe×1
  • +(50-100) to Accu Rating+(50-100) to Accuracy Rating
  • (150-200) % inc. Armour and Evasion(150-200) % increased Armour and Evasion
  • (15-25) % inc. Critical Hit Chance(15-25) % increased Critical Hit Chance
  • AggravateAggravate

    Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage. Once a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires. Each Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.
    Bleeding on targets you Critically Hit with Attacks
    Aggravate Bleeding on targets you Critically Hit with Attacks

Trampletoe Lv. 27+

Trampletoe

Base stats

Base
Trimmed Greaves
StrStrength
57
Armour
188
Ezomyte
Aldur's Legacy

Consumes this Unique to create Legacy of Trampletoe

Effect: Deal 10% of Overkill damage to enemies within 2 metres of the enemy killed

Bonded: 15% increased Global Physical Damage

Version Lvl AR RW Recipe Version details
Base 27 188- —
R.mastered 40 13371 Verisium×5600Exceptional Verisium×20Olroth's Crest of the Sun×1
Runemastered details
  • 5 % increased Movement Speed
  • 15 % inc. Move.Spd15 % increased Movement Speed
  • (50-100) % inc. Armour(50-100) % increased Armour
  • 50 % inc. Attribute req.50 % increased Attribute Requirements
  • Deal 30 % of OverkillOverkill

    Overkill damage is any damage from a Hit in excess of the enemy's remaining Life when it is killed.
    damage to enemies within 2 m of the enemy killed
    Deal 30 % of Overkill damage to enemies within 2 metres of the enemy killed

Beira's Anguish Lv. 32+

Beira's Anguish

Base stats

Base
Dousing Charm
Lasts {0} Seconds
3
Consumes {0} of {1} Charges on use
30
Currently has {0} Charges
0
Ezomyte
Version Lvl Lasts {0} Seconds Consumes {0} of {1} Charges on use Currently has {0} Charges Recipe
Base 32 3300 —
  • Used when you become Ignited
  • (20-25) % Chance to gain a ChargeEndurance 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.
    when you kill an enemy
    (20-25) % Chance to gain a Charge when you kill an enemy
  • Creates Ignited GroundIgnited Ground

    Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
    for 4 seconds when used, Igniting enemies as though dealing Fire damage equal to 500 % of your max Life
    Creates Ignited Ground for 4 seconds when used, Igniting enemies as though dealing Fire damage equal to 500 % of your maximum Life

Cursecarver Lv. 33+

Cursecarver

Base stats

Base
Acrid Wand
IntIntelligence
60
Ezomyte
Aldur's Legacy

Consumes this Unique to create Legacy of Cursecarver

Effect: +3 to Level of all Curse Skills

Bonded: 35% increased Mana Regeneration Rate

  • Grants Skill: Decompose
  • (80-100) % inc. Spell Dmg(80-100) % increased Spell Damage
  • (10-20) % inc. Cast Speed(10-20) % increased Cast Speed
  • Lose 10 Life per enemy killed
  • (30-50) % inc. Mana Regeneration Rate(30-50) % increased Mana Regeneration Rate
  • +4 to Level of Random Curse Skills
Decompose

Spell

  • Spell
  • AoE
  • Fire
  • Chaos
  • Duration
  • Trigger

Req: Level 90+

Consume a 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.
to create a cloud of flammable Poisonous gas. Any BurningBurning

Enemies taking Fire damageFire over time are Burning. Usually this occurs because the enemy is Ignited .
effects or Detonator skillsDetonator_Skills

Detonator Skills can cause flammable gas, OilOil , explosives, and similar effects to explode on contact.
will explode the gas cloud, creating a fiery explosion.
Consume a Corpse to create a cloud of flammable Poisonous gas. Any Burning effects or Detonator skills will explode the gas cloud, creating a fiery explosion.

  • Level: 9 - 20
  • Cost: 0 Mana
  • Cast: 0.80 secCast Time: 0.80 sec

Poison Cloud

  • Limit 6 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.
    Clouds
    Limit 6 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.
    Clouds
  • Poisons enemies as though dealing Chaos damageChaos_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.
    equal to 10 % of Corpse's max Life
    Poisons enemies as though dealing 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.
    equal to 10 % of Corpse's maximum Life
  • Gains +20 % more Radius per second, up to a max of +80 %Gains +20 % more Radius per second, up to a maximum of +80 %
  • Cloud radius is 1.6 mCloud radius is 1.6 metres
  • Cloud duration is 4 seconds
  • q20: +1 second to Cloud duration base secondary skill effect duration [0,1000]

Explosion

Critical Hit Chance
8.00%
  • Cloud radius is 1.6 mCloud radius is 1.6 metres
  • Cloud duration is 4 seconds
  • Deals (73 - 398) to (110 - 598) Fire.DmgDeals (73 - 398) to (110 - 598) Fire Damage

Deathblow Lv. 33+

Deathblow

Base stats

Base
Doubled Gauntlets
StrStrength
24
DexDexterity
24
Armour
103
EvasionEvasion Rating
91
Ezomyte
Aldur's Legacy

Consumes this Unique to create Legacy of Deathblow

Effect: Culling Strike

Bonded: Gain 30 Life per enemy killed

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

Deidbell Lv. 33+

Deidbell

Base stats

Base
Elite Greathelm
StrStrength
48
Armour
285
Ezomyte
Aldur's Legacy

Consumes this Unique to create Legacy of Deidbell

Effect: Warcries Explode Corpses dealing 10% of their Life as Physical Damage

Bonded: Warcry Skills have 20% increased Area of Effect

Version Lvl AR RW Recipe
Base 33 285- —
R.mastered 55 33661 Verisium×330Medved's Crest of the Circle×1
  • (60-100) % inc. Armour(60-100) % increased Armour
  • +(10-20) to Str+(10-20) to Strength
  • (20-30) % inc. WarcryWarcries

    Warcries are skills which count enemy Power within their area and Empower your subsequent Melee Attacks , sometimes depending on the total Power of enemies counted.
    Speed
    (20-30) % increased Warcry Speed
  • Warcries Explode CorpsesCorpses

    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 Allies do not leave usable Corpses.
    dealing 10 % of their Life as Physical Dmg
    Warcries Explode Corpses dealing 10 % of their Life as Physical Damage
  • Warcry Skills have (20-30) % inc. AoEWarcry Skills have (20-30) % increased Area of Effect

Kingsguard Lv. 33+

Kingsguard

Base stats

Base
Full Plate
StrStrength
54
Armour
270
Ezomyte
Aldur's Legacy

Consumes this Unique to create Legacy of Kingsguard

Effect: Recover 5% of maximum Life for each Endurance Charge consumed

Bonded: +30 to maximum Life

Version Lvl AR Mov.Spd RW Recipe
Base 33 270-- —
R.mastered 45 231-0.05126 Verisium×320Medved's Crest of the Circle×1
  • +(60-80) to max Life+(60-80) to maximum Life
  • +(40-60) to max Mana+(40-60) to maximum Mana
  • +(5-10) % to all Elemental Resistances
  • 25 % reduced Endurance Charge Dur.25 % reduced Endurance Charge Duration
  • Recover 5 % of max Life for each Endurance Charge consumedRecover 5 % of maximum Life for each Endurance Charge consumed

Elevore Lv. 33+

Elevore

Base stats

Base
Hunter Hood
DexDexterity
48
EvasionEvasion Rating
253
Ezomyte
Aldur's Legacy

Consumes this Unique to create Legacy of Elevore

Effect: Charms gain 1 charge per Second
+1 Charm Slot

Bonded: Charms gain 0.5 charges per Second

Version Lvl EV RW Recipe
Base 33 253- —
R.mastered 40 11775 Verisium×330Medved's Crest of the Circle×1
  • (50-80) % inc. Evasion Rating(50-80) % increased Evasion Rating
  • +(20-30) to Dex+(20-30) to Dexterity
  • Charms gain 1 charge per Second
  • +(1-2) Charm Slots

Bushwhack Lv. 33+

Bushwhack

Base stats

Base
Lizardscale Boots
DexDexterity
45
EvasionEvasion Rating
208
Ezomyte
Aldur's Legacy

Consumes this Unique to create Legacy of Bushwhack

Effect: Physical Damage is Pinning

Bonded: +20 to Dexterity

Version Lvl EV RW Recipe
Base 33 208- —
R.mastered 40 17442 Verisium×220Medved's Crest of the Circle×1
  • (15-25) % inc. Move.Spd(15-25) % increased Movement Speed
  • (50-80) % inc. Evasion Rating(50-80) % increased Evasion Rating
  • +(10-20) to Dex+(10-20) to Dexterity
  • Physical Dmg is PinningPin

    Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned. Pinned targets count as Immobilised .
    Physical Damage is Pinning

The Vile Knight Lv. 33+

The Vile Knight

Base stats

Base
Shielded Helm
StrStrength
27
DexDexterity
27
Armour
174
EvasionEvasion Rating
156
Ezomyte
Aldur's Legacy

Consumes this Unique to create Legacy of The Vile Knight

Effect: Deal 4% increased Damage with Hits to Rare or Unique Enemies for each second they've ever been in your Presence
up to a maximum of 200%

Bonded: 20% increased Presence Area of Effect

Version Lvl AR EV RW Recipe
Base 33 174156- —
R.mastered 55 19297122 Verisium×450Medved's Crest of the Circle×1
  • (60-100) % inc. Armour and Evasion(60-100) % increased Armour and Evasion
  • +(75-125) to Accu Rating+(75-125) to Accuracy Rating
  • (10-15) Life Regeneration per second
  • Deal 4 % inc. Dmg with Hits to Rare or UniqueRare or Unique

    Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
    Enemies for each second they've ever been in your Presence , up to a max of 200%
    Deal 4 % increased Damage with Hits to Rare or Unique Enemies for each second they've ever been in your Presence , up to a maximum of 200%

Obern's Bastion Lv. 33+

Obern's Bastion

Base stats

Base
Stacked Sabatons
StrStrength
26
DexDexterity
26
Armour
210
EvasionEvasion Rating
187
Ezomyte
Aldur's Legacy

Consumes this Unique to create Legacy of Obern's Bastion

Effect: 200% increased Stun Recovery

Bonded: 40% reduced Chill Duration on you, 40% reduced Freeze Duration on you

Version Lvl AR EV RW Recipe Version details
Base 33 210187- —
R.mastered 40 49715521 Verisium×390Vorana's Crest of the Scythe×1
Runemastered details
  • 10 % increased Movement Speed
  • (150-200) % inc. Armour and Evasion(150-200) % increased Armour and Evasion
  • (20-25) Life Regeneration per second
  • 200 % inc. Stun RecoveryStun Recovery

    Increasing your Stun Recovery causes you to recover more quickly from being Stunned .
    200 % increased Stun Recovery
  • (30-50) % reduced 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.
    Dur. on you
    (30-50) % reduced Chill Duration on you
  • (30-50) % reduced 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 .
    Dur. on you
    (30-50) % reduced Freeze Duration on you
  • (30-50) % reduced 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.
    duration on you
    (30-50) % reduced Shock duration on you

Starkonja's Head Lv. 50+

Starkonja's Head

Base stats

Base
Leatherbound Hood
DexDexterity
71
EvasionEvasion Rating
462
Ezomyte
Aldur's Legacy

Consumes this Unique to create Legacy of Starkonja's Head

Effect: 100% increased Global Evasion Rating when on Low Life
5% of Damage from Hits is taken from your Damageable Companion's Life before you

Bonded: 5% of Damage from Hits is taken from your Damageable Companion's Life before you

Version Lvl EV RW Recipe
Base 50 462- —
R.mastered 65 53228 Verisium×2760Uhtred's Crest of the Chalice×1
  • (100-200) % inc. Evasion Rating(100-200) % increased Evasion Rating
  • (15-25) % inc. Critical Hit Chance(15-25) % increased Critical Hit Chance
  • +(30-40) to Dex+(30-40) to Dexterity
  • 150 % inc. Global Evasion Rating when on Low LifeLow Life

    A player or monster is on Low Life if it has 35% of its Maximum Life or less.
    150 % increased Global Evasion Rating when on Low Life
  • 15 % of Dmg from Hits is taken from your Dmgable CompanionCompanions

    Companions are a type of Reviving Minion that are more complex and powerful than typical Minions . By default you can only have one Companion of any type summoned at a time.
    's Life before you
    15 % of Damage from Hits is taken from your Damageable Companion 's Life before you

Chernobog's Pillar Lv. 65+

Chernobog's Pillar

Base stats

Base
Blacksteel Tower Shield
StrStrength
91
Block chance
26%
Armour
414
Ezomyte
Aldur's Legacy

Consumes this Unique to create Legacy of Chernobog's Pillar

Effect: Gain 1% of damage as Fire damage per 2% Chance to Block

Bonded: +30% to Chaos Resistance

Version Lvl Block % AR Mov.Spd RW Recipe
Base 65 26%414-- —
R.mastered 65 26%208-0.0388 Verisium×5000Uhtred's Crest of the Chalice×1
  • Grants Skill: Raise Shield
  • (100-150) % inc. Armour(100-150) % increased Armour
  • +(30-40) % to Fire Res+(30-40) % to Fire Resistance
  • +(23-29) % to Chaos Res+(23-29) % to Chaos Resistance
  • +(150-200) to Stun Threshold
  • Gain 1% of damage as Fire damage per 1 % Chance to Block
Raise Shield

Attack

  • Attack
  • AoE
  • Melee
  • Physical
  • Channelling

Req: Level 90+

Raise your Shield to Block all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a Shield Bash, damaging and Stunning enemies. While your Shield is raised you cannot be Light Stunned by hits you Block , but Blocking too much damage may Heavy Stun you. You cannot Evade while your Shield is raised, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.

  • Cost: 0 Mana 0 Mana/sCost: 0 Mana 0 Mana per second
  • Attack Time: 0.55 sec
  • Critical Hit Chance: 5.00%
  • Atk Dmg: 80% of baseAttack Damage: 80% of base
  • Shield Bash causes 600 % more Heavy Stun buildup
  • Shield Bash always Light Stuns Shield Bash Dazes if holding a Tower Shield
  • Shield Bash can't be Evaded
  • Shield Bash deals 3 to 4 Phys.Dmg per 5 Armour on ShieldShield Bash deals 3 to 4 Physical Damage per 5 Armour on Shield

Runeseeker's Call Lv. 65+

Runeseeker's Call

Base stats

Base
Runic Fork
IntIntelligence
114
Ezomyte
Aldur's Legacy

Consumes this Unique to create Legacy of Runeseeker's Call

Effect: 75% increased effect of Socketed Runes

Bonded: +100 to maximum Mana

VersionRecipe
Runemastered Runic ForkExceptional Verisium×50Olroth's Crest of the Sun×1
  • Grants Skill: Level 15 The Stars Answer
  • Only RunesRunes

    Runes are Augments of Kalguuran origin and make.
    can be Socketed in this item
    Only Runes can be Socketed in this item
  • 200 % inc. effect of Socketed Runes200 % increased effect of Socketed Runes
  • Has 5 Augment Sockets (Hidden)
The Stars Answer

Spell · Level 15

  • Spell
  • Buff
  • AoE
  • Trigger
  • Physical
  • Cold
  • Duration

Req: Level 90+

Leash the stars themselves by leveraging your vast magical power, repeatedly Triggering Starfall targeting an enemy in an area around you, or a random location in that area if no enemies can be targeted.

  • Level: 15 - 20
  • Cost: 10000 Mana
  • Cast: 2.00 secCast Time: 2.00 sec

The Stars Answer

  • Cannot be cast if you have less than 10000 Mana Cannot be cast if already active
  • Targeting radius is 8 mTargeting radius is 8 metres
  • Triggers Starfall every 0.3 seconds, targeting enemies if able
  • 50 % inc. Starfall Trigger frequency per enemy in radius after the first, up to a max of 200 %50 % increased Starfall Trigger frequency per enemy in radius after the first, up to a maximum of 200 %
  • Starfall creates a large star every 15 times Triggered
  • Starfall cannot cannot target the same enemy with large stars more than once every 2 seconds

Small Star

Cost
0 Mana
Cast Time
Instant
Critical Hit Chance
8.00%
  • Deals (114 - 240) to (170 - 361) Phys.DmgDeals (114 - 240) to (170 - 361) Physical Damage
  • Deals (114 - 240) to (170 - 361) Cold.DmgCold

    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 .
    Deals (114 - 240) to (170 - 361) Cold DamageCold

    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 .
  • Impact radius is 0.8 mImpact radius is 0.8 metres
  • q20: 20 % inc. AoE20 % increased Area of Effect

Large Star

Critical Hit Chance
12.00%
  • Impact radius is 0.8 mImpact radius is 0.8 metres
  • Chilled GroundChilled_Ground

    Chilled Ground ChillsChill those standing in it, and lasts 6 seconds by default.
    duration is 5 seconds
    Chilled Ground duration is 5 seconds
  • Deals (170 - 361) to (256 - 541) Phys.DmgDeals (170 - 361) to (256 - 541) Physical Damage
  • Deals (170 - 361) to (256 - 541) Cold.DmgDeals (170 - 361) to (256 - 541) Cold Damage

Adonia's Ego Lv. 65+

Adonia's Ego

Base stats

Base
Siphoning Wand
IntIntelligence
23
Ezomyte
Aldur's Legacy

Consumes this Unique to create Legacy of Adonia's Ego

Effect: +1 to Maximum Power Charges

Bonded: +65 to maximum Mana

  • Grants Skill: Power Siphon
  • Grants Skill: Level 15 Pinnacle of Power
  • +(100-150) to max Mana+(100-150) to maximum Mana
  • +3 to Level of all Spell Skills
  • (15-30) % inc. Cast Speed(15-30) % increased Cast Speed
  • -10 % to all Elemental Resistances per Power Charge
  • (-1-1) to Maximum Power Charges
  • power siphon unique elemental art variation [1]
  • visual use power charges elemental epk [1]
Power Siphon

Spell

  • Spell
  • Physical

Req: Level 90+

Attempt to rip the lifeforce from an enemy. Enemies within Culling range will be highlighted and instantly killed on Hit , granting a Power Charge . Can only target Enemies in Culling range.

  • Level: 15 - 20
  • Cost: 0 Mana
  • Cast: 0.70 secCast Time: 0.70 sec
  • Critical Hit Chance: 15.00%
  • Deals (56 - 109) to (104 - 202) Phys.DmgDeals (56 - 109) to (104 - 202) Physical Damage
  • (0 - 76) % chance to grant an additional Power Charge on Cull
  • q20: 10 % chance to grant an additional Power Charge on Cull
Pinnacle of Power

Spell · Level 15

  • Spell
  • Buff
  • Lightning
  • Cold
  • Fire
  • Duration
  • Conditional

Req: Level 90+

Consume all Power Charges to master the elements, gaining Elemental DamageElementalDamage

The three Elemental damage types are FireFire , ColdCold , and LightningLightning .
and the ability to apply Elemental AilmentsElemental_Ailments

Elemental Ailments are IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , and ElectrocuteElectrocute .
with other damage types. Can only be used while you have maximum Power Charges .
Consume all Power Charges to master the elements, gaining Elemental Damage and the ability to apply Elemental Ailments with other damage types. Can only be used while you have maximum Power Charges .

  • Level: 20
  • Cost: (93 - 0) Mana
  • Cooldown: 4.00 sCooldown Time: 4.00 s
  • Cast: InstantCast Time: Instant
  • Buff duration is 5 seconds per Power Charge Consumed
  • 15 % more Ele.Dmg per Power Charge Consumed Buff causes all Ele.Dmg to Contribute to Flammability and IgniteIgnite

    Ignite is an Ailment that deals Fire damageFire over time, and lasts for 4 seconds by default. The chance for a HitHit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that HitHit . Fire damageFire from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damageFire inflict stronger Ignites. The base Magnitude of Ignite is Fire damageFire per second equal to 20% of the Fire damageFire dealt by the HitHit that inflicted it. This is calculated using the final damage dealt by the HitHit , but not any modifiers on the target that affect how much damage they will take from the HitHit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuff that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to HitHit damage (such as Penetration ) do not affect Ignite damage.
    Magnitudes , 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 damageLightning from Hits Contributes to chance to Shock enemies. The higher the Lightning damageLightning dealt, the higher the chance. By default a HitHit has 1% chance to Shock for every 4% of the target's Ailment ThresholdAilmentThreshold dealt.
    chance, and FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default. Cold damageCold from Hits Contributes to Freeze Buildup on enemies until they become FrozenFrozen .
    buildup
    15 % more Elemental Damage per Power Charge Consumed Buff causes all Elemental Damage to Contribute to Flammability and Ignite Magnitudes , Shock chance, and Freeze buildup
  • q20: +2 % more Ele.Dmg per Power Charge Consumed+2 % more Elemental Damage per Power Charge Consumed