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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 Fists of Stone Unique Items

Browse all 37 published POE2 fists of stone unique items with requirements, stats, modifiers and variants.

Open SPA — explore all uniques

Published overview

Unique entries
37
Groups
1
Group appearances
37
Source snapshot

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

Fists of Stone Fists of Stone

Fists of Stone

Base stats

Base
Fists of Stone
  • Way of the Stonefist transforms equipped gloves into Fists of Stone while equipped.
  • Explicit modifiers on those gloves are transformed into more powerful related modifiers.
  • Ignore Attribute req. to equip Gloves.Ignore Attribute Requirements to equip Gloves.

Facebreaker Lv. 1+ Fists of Stone

FacebreakerFists of Stone transformed version

Base stats

Base
Fists of Stone
Ezomyte
  • Grants Skill: Level 1 Smash to Smithereens
  • local hand wraps player level to use [0]
  • Has +3 to ER per player level | Has +1 to max ES per player level | local level requirement override [1]Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
  • Has 9 to 14 Fire damage, +3 to +5 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 9 to 14 Fire damage, +3 to +5 per Boss's Face Broken
  • +0.3 m to MeleeMelee

    Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage. Any Projectiles these attacks create do not count as Melee damage.
    StrikeStrike

    A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
    Range while Unarmed
    +0.3 metres to Melee Strike Range while Unarmed
  • Gain 1% of 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.
    as extra Fire damage per 5 Int
    Gain 1% of Unarmed Damage as extra Fire damage per 5 Intelligence
  • 1% inc. AoE for 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.
    per 10 Int
    1% increased Area of Effect for Unarmed Attacks per 10 Intelligence
  • Can AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    as though using a One Handed MaceMace

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

Item Skill · Level 1

  • AoE
  • Trigger
  • Fire

Req: Level 90+

Blows strong enough to 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.
an enemy reverberate in an area around the enemy and heavily Break 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.
.
Blows strong enough to Heavy Stun an enemy reverberate in an area around the enemy and heavily Break Armour.

  • Level: 1 - 20
  • Cost: 0 Mana
  • Cooldown: 0.50 sCooldown Time: 0.50 s
  • Atk Dmg: (130 - 531)% of baseAttack Damage: (130 - 531)% of base
  • Requires Level: (1-90)
  • Requires: Any Martial WeaponMartialWeapon

    Martial Weapons can be used to Attack . Axes , Bows , Claws , CrossbowsCrossbow , Daggers , Flails , MacesMace , Quarterstaves , SpearsSpear , Swords , and Talismans are Martial Weapons.
    , UnarmedUnarmed

    You are considered Unarmed while you have no equipped Martial or Caster Weapon .
    Requires: Any Martial Weapon, Unarmed
  • Break 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.
    equal to 200% of 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 .
    dealt
    Break Armour equal to 200% of 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 .
    dealt
  • Converts 100% of Physical damagePhysical

    10% increased Physical Damage
    to Fire damage
    Converts 100% of Physical damage to Fire damage
  • Triggers when you Heavy Stun an enemy
  • Impact radius is 1.6 mImpact radius is 1.6 metres

Northpaw Lv. 1+ Fists of Stone

NorthpawFists of Stone transformed version

Base stats

Base
Fists of Stone
Ezomyte
  • local hand wraps player level to use [0]
  • Has +3 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 per player level | Has +1 to max ES per player level | local level requirement override [1]
    Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
  • Has +2 to Evasion Rating per player level
  • Has +1 to max ESEnergy_Shield

    EnergyEnergy ShieldShield protects your Life by taking damage instead. Rapidly Recharges if you don't lose EnergyEnergy ShieldShield for a short time. Chaos damageChaos_Damage removes twice as much EnergyEnergy ShieldShield. Damage from BleedingBleeding and PoisonPoison bypasses EnergyEnergy ShieldShield to remove Life directly.
    per player level
    Has +1 to maximum Energy Shield per player level
  • Attacks Gain (11-15) % of Dmg as Extra Physical DmgAttacks Gain (11-15) % of Damage as Extra Physical Damage
  • (15-20) % inc. Critical Dmg BonusCritical Damage Bonus

    Multiplies the damage dealt by Critical Hits . Default value is +100% (i.e. twice as much damage).
    (15-20) % increased Critical Damage Bonus
  • +(3-6) % to Unarmed Melee Attack 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
    +(3-6) % to Unarmed Melee Attack Critical Hit Chance
  • Unmodifiable

Painter's Servant Lv. 1+ Fists of Stone

Painter's ServantFists of Stone transformed version

Base stats

Base
Fists of Stone
  • local hand wraps player level to use [0]
  • Has +3 to ER per player level | Has +1 to max ES per player level | local level requirement override [1]Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
  • GainExtra

    Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type). For example, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (6-15) % of LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage as Extra Physical damage
    Gain (6-15) % of Lightning damage as Extra Physical damage
  • Gain (6-15) % of ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    damage as Extra Physical damage
    Gain (6-15) % of Cold damage as Extra Physical damage
  • Gain (6-15) % of FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    damage as Extra Physical damage
    Gain (6-15) % of Fire damage as Extra Physical damage
  • Physical damage from Hits Contributes 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 , 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, and 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
    Physical damage from Hits Contributes to Flammability and | Ignite Magnitudes , Freeze Buildup, and Shock Chance
  • Unmodifiable

Plaguefinger Lv. 4+ Fists of Stone

PlaguefingerFists of Stone transformed version

Base stats

Base
Fists of Stone
  • local hand wraps player level to use [0]
  • Has +3 to Evasion Rating per player level | Has +1 to max 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.
    per player level | local level requirement override [1]
    Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
  • (15-20) % more Global Evasion Rating and ES(15-20) % more Global Evasion Rating and Energy Shield
  • (8-12) % chance to gain Onslaught for 4 seconds on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
    (8-12) % chance to gain Onslaught for 4 seconds on Hit
  • (30-40) % inc. Magnitude of PoisonPoisons

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield . Physical and Chaos damage from Hits Contribute to Poison Magnitude . Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance. The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    you inflict with Critical Hits
    (30-40) % increased Magnitude of Poison you inflict with Critical Hits
  • Critical Hits Poison the enemy
  • Unmodifiable

Gravebind Lv. 5+ Fists of Stone

GravebindFists of Stone transformed version

Base stats

Base
Fists of Stone
  • local hand wraps player level to use [0]
  • Has +3 to ER per player level | Has +1 to max ES per player level | local level requirement override [1]Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
  • (15-20) % more Global ER and ES(15-20) % more Global Evasion Rating and Energy Shield
  • 20 % inc. Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found | Your other Modifiers to Rarity of Items found do not apply
    20 % increased Rarity of Items found | Your other Modifiers to Rarity of Items found do not apply
  • Recover 3 % of max Life on KillRecover 3 % of maximum Life on Kill
  • Recover 3 % of max Mana on KillRecover 3 % of maximum Mana on Kill
  • Enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    killed by anyone count as being killed by you instead
    Enemies in your Presence killed by anyone count as being killed by you instead
  • (30-50) % chance to gain Volatility on Kill
  • Unmodifiable

Jarngreipr Lv. 6+ Fists of Stone

JarngreiprFists of Stone transformed version

Base stats

Base
Fists of Stone
  • local hand wraps player level to use [0]
  • Has +3 to Evasion Rating per player level | Has +1 to max ES per player level | local level requirement override [1]Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
  • (15-20) % more Global Evasion Rating and ES(15-20) % more Global Evasion Rating and Energy Shield
  • Attacks Gain (10-15) % of Dmg as Extra Physical DmgAttacks Gain (10-15) % of Damage as Extra Physical Damage
  • (6-8) % more damage taken while on Low Life
  • (10-15) % chance to gain OnslaughtOnslaught

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

    Any damage that isn't damage over time is Hit damage. Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
    (10-15) % chance to gain Onslaught for 4 seconds on Hit
  • Dex can satisfy other AttributeAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
    req. of Melee Weapons and Melee Skills
    Dexterity can satisfy other Attribute Requirements of Melee Weapons and Melee Skills
  • Unmodifiable

Grip of Winter Lv. 11+ Fists of Stone

Grip of WinterFists of Stone transformed version

Base stats

Base
Fists of Stone
  • local hand wraps player level to use [0]
  • Has +3 to Evasion Rating per player level | Has +1 to max ES per player level | local level requirement override [1]Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
  • (10-15) % more Global Evasion Rating and ES(10-15) % more Global Evasion Rating and Energy Shield
  • Attacks Gain (10-15) % of Dmg as Extra Cold DmgAttacks Gain (10-15) % of Damage as Extra Cold Damage
  • +(2-3) % to Maximum Cold ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(2-3) % to Maximum Cold Resistance
  • +(15-25) % to Cold Res+(15-25) % to Cold Resistance
  • All Dmg from Hits Contributes to 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.
    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.
    All Damage from Hits Contributes to Chill Magnitude
  • All Dmg from Hits Contributes to FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default. Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    Buildup
    All Damage from Hits Contributes to Freeze Buildup
  • Unmodifiable

Treefingers Lv. 11+ Fists of Stone

TreefingersFists of Stone transformed version

Base stats

Base
Fists of Stone
  • local hand wraps player level to use [0]
  • Has +3 to ER per player level | Has +1 to max ES per player level | local level requirement override [1]Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
  • (10-15) % more Global 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 and ES
    (10-15) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
    Rating and Energy Shield
  • Attacks Gain (10-15) % of Dmg as Extra Physical DmgAttacks Gain (10-15) % of Damage as Extra Physical Damage
  • 5 % reduced Cast Speed
  • (15-20) % inc. AoE for Attacks(15-20) % increased Area of Effect for Attacks
  • (20-30) % inc. Immobilisation buildup(20-30) % increased Immobilisation buildup
  • Hollow Palm Technique
  • Unmodifiable

Candlemaker Lv. 12+ Fists of Stone

CandlemakerFists of Stone transformed version

Base stats

Base
Fists of Stone
Ezomyte
  • local hand wraps player level to use [0]
  • Has +3 to ER per player level | Has +1 to max ES per player level | local level requirement override [1]Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
  • (10-15) % more Global ER and ES(10-15) % more Global Evasion Rating and Energy Shield
  • Attacks Gain (4-7) % of Dmg as Extra Fire DmgAttacks Gain (4-7) % of Damage as Extra Fire Damage
  • Attacks Gain (4-7) % of Dmg as Extra Cold DmgAttacks Gain (4-7) % of Damage as Extra Cold Damage
  • +(2-3) % to Maximum Fire Res+(2-3) % to Maximum Fire Resistance
  • +(15-25) % to Fire Res+(15-25) % to Fire Resistance
  • (30-50) % inc. ChillChill

    Chill is an Ailment that SlowsSlow 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 AilmentElemental_Ailments Threshold , with a minimum of 30% and a default maximum of 50%. Cold damageCold 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) % increased Chill Duration on you
  • Enemies Ignited or Chilled by you have (-25--15) % to Elemental Resistances
  • Unmodifiable

Aurseize Lv. 16+ Fists of Stone

AurseizeFists of Stone transformed version

Base stats

Base
Fists of Stone
  • local hand wraps player level to use [0]
  • Has +3 to Evasion Rating per player level | Has +1 to max ES per player level | local level requirement override [1]Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
  • (15-20) % more Global Evasion Rating and ES(15-20) % more Global Evasion Rating and Energy Shield
  • LoseLose

    Life Loss is not damage, and can't be mitigated or absorbed by Energy Shield . Life Loss can still kill you.
    2 % of max Life on Kill
    Lose 2 % of maximum Life on Kill
  • (50-80) % inc. Quantity of Gold Dropped by Slain Enemies(50-80) % increased Quantity of Gold Dropped by Slain Enemies
  • Unmodifiable

Doedre's Tenure Lv. 16+ Fists of Stone

Doedre's TenureFists of Stone transformed version

Base stats

Base
Fists of Stone
  • local hand wraps player level to use [0]
  • Has +3 to ER per player level | Has +1 to max ES per player level | local level requirement override [1]Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
  • Has +2 to Evasion Rating per player levelHas +2 to Evasion Rating per player level
  • Has +1 to max ES per player levelHas +1 to maximum Energy Shield per player level
  • (15-25) % reduced Atk Speed(15-25) % reduced Attack Speed
  • 100 % inc. Atk Dmg100 % increased Attack Damage
  • 15 % inc. Cooldown RecoveryCooldownRecovery

    Cooldown Recovery Rate modifies the speed at which your Skill cooldowns are restored. For example, with 100% increased Cooldown Recovery Rate your Skill cooldowns will effectively be halved. Cooldown Recovery Rate does not affect anything other than Skill cooldowns.
    Rate
    15 % increased Cooldown Recovery Rate
  • Unmodifiable

Killjoy Lv. 16+ Fists of Stone

KilljoyFists of Stone transformed version

Base stats

Base
Fists of Stone
  • local hand wraps player level to use [0]
  • Has +3 to Evasion Rating per player level | Has +1 to max ES per player level | local level requirement override [1]Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
  • +(30-50) to max Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    +(30-50) to maximum Runic Ward
  • (6-7) % less damage taken while on Low Life
  • +(1-2) % to 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%.
    Hit Chance
    +(1-2) % to Critical Hit Chance
  • On-Kill Effects happen twice
  • Recover 1 % of max Runic Ward on KillRecover 1 % of maximum Runic Ward on Kill
  • Unmodifiable

Lochtonial Caress Lv. 16+ Fists of Stone

Lochtonial CaressFists of Stone transformed version

Base stats

Base
Fists of Stone
  • local hand wraps player level to use [0]
  • Has +3 to ER per player level | Has +1 to max ES per player level | local level requirement override [1]Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
  • Has +1 to Evasion Rating per player levelHas +1 to Evasion Rating per player level
  • Has +1 to max ES per player levelHas +1 to maximum Energy Shield per player level
  • (7-9) % less damage taken while on Low Life
  • (13-20) % inc. Atk Speed(13-20) % increased Attack Speed
  • Cannot Leech Mana
  • (5-10) % chance to grant a Endurance 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.
    to AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
    in your Presence on Hit
    (5-10) % chance to grant a Endurance Charge to Allies in your Presence on Hit
  • (5-10) % chance to grant a Power Charge to Allies in your Presence on Hit
  • (5-10) % chance to grant a Frenzy Charge to Allies in your Presence on Hit
  • Unmodifiable

Shackles of the Wretched Lv. 16+ Fists of Stone

Shackles of the WretchedFists of Stone transformed version

Base stats

Base
Fists of Stone
  • local hand wraps player level to use [0]
  • Has +3 to ER per player level | Has +1 to max ES per player level | local level requirement override [1]Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
  • (10-15) % more Global ER and ES(10-15) % more Global Evasion Rating and Energy Shield
  • (4-6) % reduced Move.Spd while Cursed(4-6) % reduced Movement Speed while Cursed
  • Enemies you CurseCurses

    Fallback hint: no keyword description was found for this term.
    take (20-30) % inc. Dmg
    Enemies you Curse take (20-30) % increased Damage
  • Curses you inflict are reflected back to you
  • (15-20) % more damage taken while Cursed
  • Unmodifiable

Kitoko's Current Lv. 26+ Fists of Stone

Kitoko's CurrentFists of Stone transformed version

Base stats

Base
Fists of Stone
  • local hand wraps player level to use [0]
  • Has +3 to ER per player level | Has +1 to max ES per player level | local level requirement override [1]Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
  • (10-15) % more Global ER and ES(10-15) % more Global Evasion Rating and Energy Shield
  • (10-15) % reduced Attack and Cast Speed
  • All damage with Attacks ContributesContributes

    By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite . Allowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment . For Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).
    to 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 Attacks Contributes to Electrocution Buildup
  • +(20-40) % Surpassing chance to fire an additional ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    +(20-40) % Surpassing chance to fire an additional Projectile
  • Unmodifiable

Dreadfist Lv. 27+ Fists of Stone

DreadfistFists of Stone transformed version

Base stats

Base
Fists of Stone
  • local hand wraps player level to use [0]
  • Has +3 to ER per player level | Has +1 to max ES per player level | local level requirement override [1]Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
  • (15-20) % more Global Evasion Rating and ES(15-20) % more Global Evasion Rating and Energy Shield
  • +(1.5-2) % to Critical Hit Chance
  • (25-35) % inc. 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.
    Critical Dmg Bonus
    (25-35) % increased Thorns Critical Damage Bonus
  • Deal your Thorns damage to enemies you Critically Hit with Melee Attacks
  • (24-35) to (36-57) Cold Thorns damage
  • Unmodifiable

Idle Hands Lv. 28+ Fists of Stone

Idle HandsFists of Stone transformed version

Base stats

Base
Fists of Stone
  • local hand wraps player level to use [0]
  • Has +3 to Evasion Rating per player level | Has +1 to max ES per player level | local level requirement override [1]Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
  • (10-15) % more Global Evasion Rating and ES(10-15) % more Global Evasion Rating and Energy Shield
  • 25 % more Attack damage while on Low Mana
  • (10-20) % chance to Blind Enemies on Hit with Attacks
  • (10-15) % inc. Cooldown Recovery Rate(10-15) % increased Cooldown Recovery Rate
  • You are considered on Low Mana while at 50 % of max Mana or below insteadYou are considered on Low Mana while at 50 % of maximum Mana or below instead
  • Unmodifiable

Atziri's Acuity Lv. 33+ Fists of Stone

Atziri's AcuityFists of Stone transformed version

Base stats

Base
Fists of Stone
  • Grants Skill: Level 1 Herald of the Royal Queen
  • local hand wraps player level to use [0]
  • Has +3 to ER per player level | Has +1 to max ES per player level | local level requirement override [1]Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
  • (20-25) % more Global Evasion Rating and ES(20-25) % more Global Evasion Rating and Energy Shield
  • (12-15) % less damage taken while on Low Life
  • LeechLeeches

    When you deal damage with a Hit , Life Leech causes you to recover an amount of Life to a percentage of the damage dealt, over a period of one second. Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same. Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them. You can only recover from a single instance of Life Leech at a time, and all Life Leech is removed when Life is filled.
    (13-17) % of Physical Attack Dmg as Life
    Leech (13-17) % of Physical Attack Damage as Life
  • Leech Life (20-25) % slower
  • 10 % of Physical damage dealt by your Hits causes Blood LossBlood Loss

    All Physical damage over time taken by a target (including Bleeding ) is accumulated as Blood Loss.
    10 % of Physical damage dealt by your Hits causes Blood Loss
  • Eternal Youth
  • Unmodifiable
Herald of the Royal Queen

Buff · Level 9

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

Req: Level 90+

Killing an enemy with Blood LossBlood_Loss

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

Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain AlliesAllies do not leave usable Corpses.
if the enemy was Normal or Magic .
Killing an enemy with Blood Loss will cause a bloody explosion that deals Physical Attack damage to surrounding enemies. This damage is not based on your Weapon Damage , but is based on their accumulated Blood Loss . The explosion destroys their Corpse if the enemy was Normal or Magic .

  • Level: 9 - 20

Buff

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

Explosion

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

Buff · Level 1

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

Req: Level 90+

Killing an enemy with Blood Loss will cause a bloody explosion that deals Physical Attack damage to surrounding enemies. This damage is not based on your Weapon Damage , but is based on their accumulated Blood Loss . The explosion destroys their Corpse if the enemy was Normal or Magic .

  • Level: 9 - 20

Buff

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

Explosion

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

Blueflame Bracers Lv. 33+ Fists of Stone

Blueflame BracersFists of Stone transformed version

Base stats

Base
Fists of Stone
  • local hand wraps player level to use [0]
  • Has +3 to ER per player level | Has +1 to max ES per player level | local level requirement override [1]Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
  • Has +1 to Evasion Rating per player levelHas +1 to Evasion Rating per player level
  • Has +1 to max ES per player levelHas +1 to maximum Energy Shield per player level
  • +1 % to Maximum Fire Res+1 % to Maximum Fire Resistance
  • +(5-15) % to Fire Res+(5-15) % to Fire Resistance
  • Gain (10-20) % of Fire damage as Extra Lightning damage
  • (10-15) % inc. Cooldown Recovery Rate(10-15) % increased Cooldown Recovery Rate
  • 100 % of Fire damage ConvertedConverted

    Damage can be converted from one type to another. This causes it to deal the new damage type, scale with modifiers to the new damage type, and no longer scale with modifiers to the old damage type. For example, Fire damage converted to Lightning now scales with Lightning damage modifiers and causes Shock , but no longer scales with Fire damage modifiers or causes Ignite . Conversion is a two step process. Conversion inherent to Skills occurs first, then Conversion from all other sources. Damage over time cannot be converted.
    to Lightning damage
    100 % of Fire damage Converted to Lightning damage
  • Unmodifiable

Deathblow Lv. 33+ Fists of Stone

DeathblowFists of Stone transformed version

Base stats

Base
Fists of Stone
Ezomyte
  • local hand wraps player level to use [0]
  • Has +3 to Evasion Rating per player level | Has +1 to max ES per player level | local level requirement override [1]Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
  • (15-20) % more Global Evasion Rating and ES(15-20) % more Global Evasion Rating and Energy Shield
  • Recover 3 % of max Life on KillRecover 3 % of maximum Life on Kill
  • Recover 3 % of max Mana on KillRecover 3 % of maximum Mana on Kill
  • 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
  • (30-40) % inc. Culling Strike Threshold if you've dealt a Culling Strike Recently(30-40) % increased Culling Strike Threshold if you've dealt a Culling Strike Recently
  • Unmodifiable

Demon Stitcher Lv. 33+ Fists of Stone

Demon StitcherFists of Stone transformed version

Base stats

Base
Fists of Stone
  • local hand wraps player level to use [0]
  • Has +3 to ER per player level | Has +1 to max ES per player level | local level requirement override [1]Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
  • +(60-80) to max Runic Ward+(60-80) to maximum Runic Ward
  • +(130-160) to max Life+(130-160) to maximum Life
  • (9-15) % inc. Atk Speed(9-15) % increased Attack Speed
  • SacrificeSacrifice

    Sacrificing is loss of a resource (commonly Life, Mana or Energy Shield ) that does not count as taking damage. You cannot Sacrifice a resource you do not have. Sacrificing Life cannot reduce you below 1 Life, but Sacrifices you cause on others (such as Sacrificing Minion Life) can lead to their death.
    (10-30) % of max Life to gain half that much Ward when you Attack
    Sacrifice (10-30) % of maximum Life to gain half that much Runic Ward when you Attack
  • Unmodifiable

Hand of Wisdom and Action Lv. 33+ Fists of Stone

Hand of Wisdom and ActionFists of Stone transformed version

Base stats

Base
Fists of Stone
Corrupted
  • local hand wraps player level to use [0]
  • Has +3 to ER per player level | Has +1 to max ES per player level | local level requirement override [1]Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
  • (11-13) % inc. 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.
    (11-13) % increased Dexterity
  • (5-10) % inc. 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.
    (5-10) % increased Intelligence
  • 1 % inc. AoE per 20 Int1 % increased Area of Effect per 20 Intelligence
  • Adds 6 to 8 Cold.Dmg to Attacks per 20 DexAdds 6 to 8 Cold Damage to Attacks per 20 Dexterity
  • Unmodifiable

Snakebite Lv. 33+ Fists of Stone

SnakebiteFists of Stone transformed version

Base stats

Base
Fists of Stone
  • local hand wraps player level to use [0]
  • Has +3 to Evasion Rating per player level | Has +1 to max ES per player level | local level requirement override [1]Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
  • (10-15) % more Global Evasion Rating and ES(10-15) % more Global Evasion Rating and Energy Shield
  • +1 % to Maximum Chaos Res+1 % to Maximum Chaos Resistance
  • +(7-17) % to Chaos Res+(7-17) % to Chaos Resistance
  • Regenerate (0.5-1.5) % of max Life per secondRegenerate (0.5-1.5) % of maximum Life per second
  • Targets can be affected by two of your Chill s at the same time
  • (20-30) % inc. Magnitude of Chill you inflict(20-30) % increased Magnitude of Chill you inflict
  • Unmodifiable

Maligaro's Virtuosity Lv. 45+ Fists of Stone

Maligaro's VirtuosityFists of Stone transformed version

Base stats

Base
Fists of Stone
  • local hand wraps player level to use [0]
  • Has +3 to Evasion Rating per player level | Has +1 to max ES per player level | local level requirement override [1]Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
  • (10-15) % more Global Evasion Rating and ES(10-15) % more Global Evasion Rating and Energy Shield
  • (20-30) % inc. Critical Dmg Bonus(20-30) % increased Critical Damage Bonus
  • 10 % chance to gain Onslaught for 4 seconds on Hit
  • Critical Hit chance for Attacks is (25-40) %
  • +(45-60) % Surpassing chance to fire an additional Proj+(45-60) % Surpassing chance to fire an additional Projectile
  • Unmodifiable

Nightscale Lv. 45+ Fists of Stone

NightscaleFists of Stone transformed version

Base stats

Base
Fists of Stone
  • local hand wraps player level to use [0]
  • Has +3 to ER per player level | Has +1 to max ES per player level | local level requirement override [1]Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
  • (15-25) % more Global ER and ES(15-25) % more Global Evasion Rating and Energy Shield
  • (40-60) % inc. Critical Hit Chance(40-60) % increased Critical Hit Chance
  • +2 % to Maximum Cold Res+2 % to Maximum Cold Resistance
  • +(20-30) % to Cold Res+(20-30) % to Cold Resistance
  • You have no Mana Regeneration
  • 15 % inc. Cooldown Recovery Rate15 % increased Cooldown Recovery Rate
  • (100-150) % inc. amount of Mana Leeched if you've dealt a Critical Hit RecentlyRecently

    Recently refers to the past 4 seconds.
    (100-150) % increased amount of Mana Leeched if you've dealt a Critical Hit Recently
  • Unmodifiable

The Prisoner's Manacles Lv. 45+ Fists of Stone

The Prisoner's ManaclesFists of Stone transformed version

Base stats

Base
Fists of Stone
  • local hand wraps player level to use [0]
  • Has +3 to ER per player level | Has +1 to max ES per player level | local level requirement override [1]Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
  • (20-25) % more Global ER and ES(20-25) % more Global Evasion Rating and Energy Shield
  • (10-12) % less damage taken while on Low Life
  • 100 % inc. Attribute req.100 % increased Attribute Requirements
  • +(2-3) % to Maximum Light. Res+(2-3) % to Maximum Lightning Resistance
  • +(15-25) % to Light. Res+(15-25) % to Lightning Resistance
  • Your Hits cannot 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.
    enemies
    Your Hits cannot Stun enemies
  • Regenerate (1.5-3) % of max Life per secondRegenerate (1.5-3) % of maximum Life per second
  • (25-50) % inc. Immobilisation buildup(25-50) % increased Immobilisation buildup
  • Unmodifiable

Valako's Vice Lv. 45+ Fists of Stone

Valako's ViceFists of Stone transformed version

Base stats

Base
Fists of Stone
  • local hand wraps player level to use [0]
  • Has +3 to Evasion Rating per player level | Has +1 to max ES per player level | local level requirement override [1]Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
  • (10-15) % more Global Evasion Rating and ES(10-15) % more Global Evasion Rating and Energy Shield
  • 10 % chance to gain Onslaught for 4 seconds on Hit
  • Gain (15-25) % of Lightning damage as Extra Cold damage
  • 100 % of Lightning Dmg Converted to Cold.Dmg100 % of Lightning Damage Converted to Cold Damage
  • (10-14) % inc. AoE for Attacks(10-14) % increased Area of Effect for Attacks
  • +(25-50) % Surpassing chance to fire an additional Proj+(25-50) % Surpassing chance to fire an additional Projectile
  • Unmodifiable

Aerisvane's Wings Lv. 52+ Fists of Stone

Aerisvane's WingsFists of Stone transformed version

Base stats

Base
Fists of Stone
  • local hand wraps player level to use [0]
  • Has +3 to Evasion Rating per player level | Has +1 to max ES per player level | local level requirement override [1]Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
  • (10-15) % more Global Evasion Rating and ES(10-15) % more Global Evasion Rating and Energy Shield
  • 10 % chance to gain Onslaught for 4 seconds on Hit
  • (20-25) % inc. Cooldown Recovery Rate(20-25) % increased Cooldown Recovery Rate
  • Deal Double Dmg to Enemies that are on Full LifeDeal Double Damage to Enemies that are on Full Life
  • Unmodifiable

Empire's Grasp Lv. 52+ Fists of Stone

Empire's GraspFists of Stone transformed version

Base stats

Base
Fists of Stone
  • local hand wraps player level to use [0]
  • Has +3 to ER per player level | Has +1 to max ES per player level | local level requirement override [1]Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
  • (15-20) % more Global Evasion Rating and ES(15-20) % more Global Evasion Rating and Energy Shield
  • Recover 3 % of max Life on KillRecover 3 % of maximum Life on Kill
  • KnockbackKnocks Back

    Knockback pushes Enemies away when Hit .
    direction is reversed
    Knockback direction is reversed
  • (18-24) % inc. AoE for Attacks(18-24) % increased Area of Effect for Attacks
  • Atk Dmg with Hits is Lucky while you are SurroundedAttack Damage with Hits is Lucky while you are Surrounded
  • Unmodifiable

Essentia Sanguis Lv. 52+ Fists of Stone

Essentia SanguisFists of Stone transformed version

Base stats

Base
Fists of Stone
  • local hand wraps player level to use [0]
  • Has +3 to Evasion Rating per player level | Has +1 to max ES per player level | local level requirement override [1]Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
  • (15-20) % more Global Evasion Rating and ES(15-20) % more Global Evasion Rating and Energy Shield
  • +2 % to Maximum Light. Res+2 % to Maximum Lightning Resistance
  • +(25-35) % to Light. Res+(25-35) % to Lightning Resistance
  • (20-30) % inc. Cooldown Recovery Rate(20-30) % increased Cooldown Recovery Rate
  • Mana Leech effects also Recover ESMana Leech effects also Recover Energy Shield
  • Attacks Gain (17-21) % of Dmg as Extra Lightning DmgAttacks Gain (17-21) % of Damage as Extra Lightning Damage
  • Unmodifiable

Leopold's Applause Lv. 52+ Fists of Stone

Leopold's ApplauseFists of Stone transformed version

Base stats

Base
Fists of Stone
  • local hand wraps player level to use [0]
  • Has +3 to ER per player level | Has +1 to max ES per player level | local level requirement override [1]Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
  • (15-20) % more Global ER and ES(15-20) % more Global Evasion Rating and Energy Shield
  • (15-25) % more Attack damage while on Low Mana
  • +(15-25) % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    Resistances
    +(15-25) % to all Elemental Resistances
  • Ele.Dmg from your Hits is Resisted by the enemy's lowest Elemental ResistanceElemental Damage from your Hits is Resisted by the enemy's lowest Elemental Resistance
  • (15-25) % inc. Quantity of Gold Dropped by Slain Enemies(15-25) % increased Quantity of Gold Dropped by Slain Enemies
  • Unmodifiable

Hateforge Lv. 60+ Fists of Stone

HateforgeFists of Stone transformed version

Base stats

Base
Fists of Stone
Corrupted
  • local hand wraps player level to use [0]
  • Has +3 to ER per player level | Has +1 to max ES per player level | local level requirement override [1]Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
  • +(70-100) to max Runic Ward+(70-100) to maximum Runic Ward
  • Gain (6-8) RageRage

    Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage. Only one Hit every 0.5 seconds can cause you to gain Rage.
    on Hit
    Gain (6-8) Rage on Hit
  • Lose all Rage on reaching Maximum Rage
  • (-10-10) to Maximum Rage
  • Recover (3-5) % of max Ward on reaching Maximum RageRecover (3-5) % of maximum Runic Ward on reaching Maximum Rage
  • Unmodifiable

Death Articulated Lv. 65+ Fists of Stone

Death ArticulatedFists of Stone transformed version

Base stats

Base
Fists of Stone
  • local hand wraps player level to use [0]
  • Has +3 to Evasion Rating per player level | Has +1 to max ES per player level | local level requirement override [1]Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
  • (15-20) % more Global Evasion Rating and ES(15-20) % more Global Evasion Rating and Energy Shield
  • (10-15) % chance to gain Onslaught for 4 seconds on Hit
  • +2 % to Maximum Chaos Res+2 % to Maximum Chaos Resistance
  • +(17-23) % to Chaos Res+(17-23) % to Chaos Resistance
  • Regenerate 5 Rage per second
  • Lose 5 % of max Mana per SecondLose 5 % of maximum Mana per Second
  • No Inherent loss of Rage
  • Unmodifiable

Horror's Flight Lv. 65+ Fists of Stone

Horror's FlightFists of Stone transformed version

Base stats

Base
Fists of Stone
  • Grants Skill: Level 1 Crushing Fear
  • local hand wraps player level to use [0]
  • Has +3 to Evasion Rating per player level | Has +1 to max ES per player level | local level requirement override [1]Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
  • (20-25) % more Global Evasion Rating and ES(20-25) % more Global Evasion Rating and Energy Shield
  • +(25-35) % Surpassing chance to fire an additional Proj+(25-35) % Surpassing chance to fire an additional Projectile
  • Gain 1 Fear Overwhelming when you Cull a target
  • Attacks Gain (17-23) % of Dmg as extra ChaosChaos

    Fallback hint: no keyword description was found for this term.
    Dmg
    Attacks Gain (17-23) % of Damage as extra Chaos Damage
  • Unmodifiable
Crushing Fear

Attack · Level 15

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

Req: Level 90+

Dash to an enemy and StrikeStrike

A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
them, Culling enemies if their life is low enough. When this skill kills an enemy you draw out their final fears, crushing them to create a shockwave. Enemies around you that can be Culled will be highlighted.
Dash to an enemy and Strike them, Culling enemies if their life is low enough. When this skill kills an enemy you draw out their final fears, crushing them to create a shockwave. Enemies around you that can be Culled will be highlighted.

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

Strike

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

    Culling StrikesStrike kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the HitHit is applied.
    Culling Strike
  • Can't be Evaded
  • q20: 10 % more AoE10 % more Area of Effect

Shockwave

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

Attack · Level 1

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

Req: Level 90+

Dash to an enemy and Strike them, Culling enemies if their life is low enough. When this skill kills an enemy you draw out their final fears, crushing them to create a shockwave. Enemies around you that can be Culled will be highlighted.

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

Strike

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

Shockwave

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

Sine Aequo Lv. 65+ Fists of Stone

Sine AequoFists of Stone transformed version

Base stats

Base
Fists of Stone
  • local hand wraps player level to use [0]
  • Has +3 to Evasion Rating per player level | Has +1 to max ES per player level | local level requirement override [1]Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
  • (15-20) % more Global Evasion Rating and ES(15-20) % more Global Evasion Rating and Energy Shield
  • (15-25) % inc. Atk Speed if you've dealt a Critical Hit Recently(15-25) % increased Attack Speed if you've dealt a Critical Hit Recently
  • (25-35) % Surpassing chance per enemy Power to gain | Mountain's Teachings on Immobilising an enemy if | you have the Way of the Mountain Ascendancy Passive Skill
  • ImmobiliseImmobilise

    A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .
    enemies at 50 % buildup instead of 100%
    Immobilise enemies at 50 % buildup instead of 100%
  • Unmodifiable

Thunderfist Lv. 65+ Fists of Stone

ThunderfistFists of Stone transformed version

Base stats

Base
Fists of Stone
  • Grants Skill: Level 1 Gelid Palm
  • local hand wraps player level to use [0]
  • Has +3 to Evasion Rating per player level | Has +1 to max ES per player level | local level requirement override [1]Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
  • (15-20) % more Global Evasion Rating and ES(15-20) % more Global Evasion Rating and Energy Shield
  • (10-15) % chance to gain Onslaught for 4 seconds on Hit
  • +(2-3) % to Maximum Cold Resistance
  • +(10-25) % to Cold Resistance
  • +(0.8-1.5) % to Unarmed Melee Attack Critical Hit Chance
  • Adds 44 to 66 Cold.Dmg to Unarmed Melee HitsAdds 44 to 66 Cold Damage to Unarmed Melee Hits
  • Unmodifiable
Crackling Palm

Buff · Level 15

  • Buff
  • Attack
  • Persistent
  • AoE
  • Lightning

Req: Level 90+

When you Hit with Unarmed MeleeMelee

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

  • Level: 15 - 20

Crackling Palm

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

Bolt

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

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

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

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

Item Skill · Level 1

  • Buff
  • Attack
  • Persistent
  • AoE
  • Cold

Req: Level 90+

When you Hit with Unarmed Melee Attacks, projects icy wind which deal Unarmed Attack damage to all surrounding enemies and destroy Ice CrystalsIce_Crystals

Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal Cold damageCold in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path. Skills which ConsumeConsume FreezeFreeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
.
When you Hit with Unarmed Melee Attacks, projects icy wind which deal Unarmed Attack damage to all surrounding enemies and destroy Ice Crystals.

  • Level: 1 - 20
  • Requires Level: (1-90)
  • Requires: Unarmed
  • Atk Dmg: (25 - 73)%Attack Damage: (25 - 73)%
  • 50% more Freeze Buildup
  • Creates an icy burst when you Hit with Unarmed Melee damage, no more than 5 times every 0.5 secondsCreates an icy burst when you Hit with Unarmed Melee damage, no more than 5 times every 0.5 seconds
  • Ice burst radius is 1.8 mIce burst radius is 1.8 metres
  • (7-198) to (11-297) Added Cold damageCold

    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 .
    (7-198) to (11-297) Added 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 .