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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 Vaal Unique Items

Browse all 48 published POE2 vaal unique items with requirements, stats, modifiers and variants.

Open SPA — explore all uniques

Published overview

Unique entries
48
Groups
1
Group appearances
48
Source snapshot

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

Seed of Cataclysm Lv. 1+

Seed of Cataclysm

Base stats

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

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

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    (30-50) % increased Critical Hit Chance for Spells
  • 5 % reduced Critical Spell Dmg BonusCritical Damage Bonus

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

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

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

Plaguefinger Lv. 4+

Plaguefinger

Base stats

Base
Gauze Wraps
DexDexterity
6
IntIntelligence
6
EvasionEvasion Rating
14
ESEnergy Shield
9
Version Lvl EV ES RW Recipe
Base 4 149- —
R.mastered 38 --90 Verisium×230Vorana's Crest of the Scythe×1
  • (30-50) % inc. EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    and ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (30-50) % increased Evasion and Energy Shield
  • (4-6) % inc. 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
    (4-6) % increased Attack Speed
  • Cannot inflict Elemental AilmentsElemental Ailments

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

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

    The damage types are Physical , Fire , Cold , Lightning and Chaos .
    from Hits ContributesContributes

    By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite . Allowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment . For Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).
    to Poison Magnitude
    All Damage from Hits Contributes to Poison Magnitude

Dream Fragments Lv. 12+

Dream Fragments

Base stats

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

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%. Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    or FrozenFrozen

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

Shackles of the Wretched Lv. 16+

Shackles of the Wretched

Base stats

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

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit . Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    for 6 seconds after being Ignited
    You cannot be Ignited for 6 seconds after being Ignited
  • You cannot be ShockedShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    for 6 seconds after being Shocked
    You cannot be Shocked for 6 seconds after being Shocked
  • CursesCurses

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

Bloodbarrier Lv. 16+

Bloodbarrier

Base stats

Base
Iron 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 .
Iron Buckler
DexDexterity
25
Block chance
22%
EvasionEvasion Rating
42
Version Lvl Block % EV RW Recipe
Base 16 22%42- —
R.mastered 38 20%4545 Verisium×240Medved's Crest of the Circle×1
  • Grants Skill: Parry
  • (10-15) % 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
    (10-15) % increased Block chance
  • +(13-17) % to Chaos Res+(13-17) % to Chaos Resistance
  • (5-10) Life Regeneration per second
  • Inflict Corrupted BloodCorrupted Blood

    Corrupted Blood is a Debuff that deals Physical damage over time. Up to 10 Corrupted Blood debuffs can be inflicted on each target. Corrupted Blood is not Bleeding and is not affected by any stats related to Bleeding .
    for 5 seconds on Block , dealing 50 % of | your max Life as PhysicalPhysical

    10% increased Physical Damage
    damage per second
    Inflict Corrupted Blood for 5 seconds on Block , dealing 50 % of | your maximum Life as Physical damage per second
Parry

Attack

  • Attack
  • Melee
  • Physical
  • Duration
  • Channelling

Req: Level 90+

Ready your Buckler to parry the next 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.
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 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.
buildup. You cannot Evade a Hit you could parry, 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.
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
  • 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: 5.00%
    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 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.
    Dmg from enemies within 1 metre
    Can Block Damage from enemies within 1 metre
  • Can Block 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.
    Dmg from enemies within 1.5 m
    Can 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

Flesh Crucible Lv. 20+

Flesh Crucible

Base stats

Base
Diamond
Limited to
1
Corrupted
  • Random 1 Keystone Passive Skill [1,33]
  • (20-10)% less random stat

The Adorned Lv. 20+

The Adorned

Base stats

Base
Diamond
Limited to
1
Corrupted
  • (0-150) % inc. Effect of JewelJewel

    Jewels are items that can be socketed into Jewel Sockets on the Passive Skill Tree to grant bonuses. Basic Jewels simply grant you the listed stats, while some other kinds of Jewel can have more complicated effects, such as modifying other Passive Skills within a certain radius.
    Socket Passive Skills | containing CorruptedCorrupted

    Certain items can be found Corrupted or made Corrupted using a Vaal Orb, changing their properties unpredictably. Most methods of item crafting and modification cannot be used on Corrupted items. There is no penalty for using Corrupted items.
    MagicRarity 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.
    Jewels
    (0-150) % increased Effect of Jewel Socket Passive Skills | containing Corrupted Magic Jewels

Soul Tether Lv. 20+

Soul Tether

Base stats

Base
Long Belt
  • 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
  • (15-20) % inc. Charm Effect Dur.(15-20) % increased Charm Effect Duration
  • +(40-60) to max ES+(40-60) to maximum Energy Shield
  • +(20-30) 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.
    +(20-30) to Intelligence
  • You lose 5 % of max ES per secondYou lose 5 % of maximum Energy Shield per second
  • Excess Life Recovery from 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.
    is applied to ES
    Excess Life Recovery from Leech is applied to Energy Shield

Serpent's Lesson Lv. 22+

Serpent's Lesson

Base stats

Base
Tonal Focus
IntIntelligence
33
ESEnergy Shield
26
Version Lvl ES RW Recipe
Base 22 26- —
R.mastered 38 1957 Verisium×250Medved's Crest of the Circle×1
  • +(60-100) to max Life+(60-100) to maximum Life
  • +(60-100) to max Mana+(60-100) to maximum Mana
  • You count as on Low LifeLow Life

    A player or monster is on Low Life if it has 35% of its Maximum Life or less.
    while at 35 % of max Mana or below
    You count as on Low Life while at 35 % of maximum Mana or below
  • You count as on Low ManaLow Mana

    You are on Low Mana if you have 35% of your Maximum Mana or less.
    while at 35 % of max Life or below
    You count as on Low Mana while at 35 % of maximum Life or below

Idle Hands Lv. 28+

Idle Hands

Base stats

Base
Sectioned Bracers
DexDexterity
36
EvasionEvasion Rating
106
Version Lvl EV RW Recipe
Base 28 106- —
R.mastered 38 11918 Verisium×150Medved's Crest of the Circle×1
  • (40-60) % inc. Evasion Rating(40-60) % increased Evasion Rating
  • +(60-100) to AccuAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
    +(60-100) to Accuracy Rating
  • +(5-10) to Int+(5-10) to Intelligence
  • 25 % inc. Attack Speed while on Full Mana25 % increased Attack Speed while on Full Mana
  • You count as on Full Mana while at 90 % of max Mana or aboveYou count as on Full Mana while at 90 % of maximum Mana or above

Snakepit Lv. 32+

Snakepit

Base stats

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

    Fallback hint: no keyword description was found for this term.
    Left ring slot: Projectiles from Spells cannot Chain
  • Left ring slot: Proj from Spells ForkFork

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

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

Redflare Conduit Lv. 33+

Redflare Conduit

Base stats

Base
Anchorite Garb
DexDexterity
31
IntIntelligence
31
EvasionEvasion Rating
132
ESEnergy Shield
46
Version Lvl EV ES Mov.Spd RW Recipe
Base 33 13246-- —
R.mastered 55 13843-0.03130 Verisium×460Medved's Crest of the Circle×1
  • +(50-70) to max Mana+(50-70) to maximum Mana
  • +(20-30) % to Light. Res+(20-30) % to Lightning Resistance
  • 20 % chance to gain a Power 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.
    on Hit
    20 % chance to gain a Power Charge on Hit
  • Lose all Power Charges on reaching max Power ChargesLose all Power Charges on reaching maximum Power Charges
  • Shocks you when you reach max Power ChargesShocks you when you reach maximum Power Charges

Saitha's Spear Lv. 33+

Saitha's Spear

Base stats

Base
Barbed 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.
Barbed Spear
StrStrength
20
DexDexterity
47
Phys. DmgPhysical Damage
40-69
Fire Damage
41-49
Crit. %Critical Hit Chance
6.00%
APSAttacks per Second
1.50
Version Lvl Ph.dmg F.dmg Crit. % APS DPS Recipe
Base 33 40-6941-496.00%1.50 149 —
R.forged 55 46.52-80.392.48-144.76%1.5 273 Verisium×1600Uhtred's Crest of the Chalice×1
  • Grants Skill: Spear Throw
  • BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical damage from Hits Contributes to Bleeding Magnitude . Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance. The base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    you inflict deals Dmg (10-20) % faster
    Bleeding you inflict deals Damage (10-20) % faster
  • Adds (14-26) to (27-32) Physical DmgAdds (14-26) to (27-32) Physical Damage
  • Adds (33-41) to (47-53) 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
    Adds (33-41) to (47-53) Fire Damage
  • (15-25) % chance to cause Bleeding on Hit
  • Aggravating any BleedingAggravating any Bleeding

    This effect will occur when a hit with the weapon directly causes at least one Bleeding Debuff on the target to become Aggravated . It will not occur if an on-hit effect tries to Aggravate Bleeding but there are no Bleeding Debuffs on the target to Aggravate , or all of them are already Aggravated , since no Bleeding Debuffs will be Aggravated by that hit.
    with this Weapon also Aggravates all IgnitesAggravates all Ignites

    Ignite that has been Aggravated deals 100% extra damage. Once an Ignite has been Aggravated, it will remain Aggravated until its duration expires. Just like Bleeding , each Ignite Debuff can be Aggravated, or not, independently of others on the target.
    on the target
    Aggravating any Bleeding with this Weapon also Aggravates all Ignites on the target
  • (25-40) % chance to 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 Hit
    (25-40) % chance to Aggravate Bleeding on Hit
Spear Throw

Attack

  • Attack
  • AoE
  • Projectile
  • Repeatable

Req: Level 90+

Hurl your Spear with force. 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 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: 9 - 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

Rearguard Lv. 33+

Rearguard

Base stats

Base
Blunt Quiver
  • (25-40) % inc. StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount). Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other. Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
    Buildup
    (25-40) % increased Stun Buildup
  • Adds (7-11) to (14-20) Physical Dmg to AttacksAdds (7-11) to (14-20) Physical Damage to Attacks
  • +(150-200) to Armour
  • (20-30) % inc. Proj Speed(20-30) % increased Projectile Speed
  • +(15-25) % to Block chance

Belly of the Beast Lv. 33+

Belly of the Beast

Base stats

Base
Explorer 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.
Explorer 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.
StrStrength
31
DexDexterity
31
Armour
331
EvasionEvasion Rating
293
Version Lvl AR EV Mov.Spd RW Recipe
Base 33 331293-- —
R.mastered 55 442180-0.0456 Verisium×810Vorana's Crest of the Scythe×1
  • (100-150) % inc. Armour and Evasion(100-150) % increased Armour and Evasion
  • +(100-150) to max Life+(100-150) to maximum Life
  • +(100-150) 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%.
    +(100-150) to Stun Threshold
  • 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.
    is instant
    Life Recovery from Flasks is instant
  • (25-30) to (35-40) 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
    (25-30) to (35-40) Physical Thorns damage

Mask of the Stitched Demon Lv. 33+

Mask of the Stitched Demon

Base stats

Base
Feathered Tiara
IntIntelligence
48
ESEnergy Shield
125
Version Lvl ES RW Recipe
Base 33 125- —
R.mastered 55 7498 Verisium×330Medved's Crest of the Circle×1
  • (120-160) % inc. ES(120-160) % increased Energy Shield
  • +(17-23) % to Chaos Res+(17-23) % to Chaos Resistance
  • Cannot have ESCannot have Energy Shield
  • Regenerate 0.05 Life per second per Maximum ESRegenerate 0.05 Life per second per Maximum Energy Shield

Cornathaum Lv. 33+

Cornathaum

Base stats

Base
Heavy Crown
StrStrength
27
IntIntelligence
27
Armour
97
ESEnergy Shield
30
Version Lvl AR ES RW Recipe
Base 33 9730- —
R.mastered 55 7722122 Verisium×440Medved's Crest of the Circle×1
  • (10-20) % inc. Rarity of Items found(10-20) % increased Rarity of Items found
  • +(40-50) to Int+(40-50) to Intelligence
  • 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
  • 5 % inc. Experience gain5 % increased Experience gain

Powertread Lv. 33+

Powertread

Base stats

Base
Hunting Shoes
DexDexterity
26
IntIntelligence
26
EvasionEvasion Rating
105
ESEnergy Shield
36
Version Lvl EV ES RW Recipe
Base 33 10536- —
R.mastered 40 1132328 Verisium×220Medved's Crest of the Circle×1
  • (15-20) % inc. Move.Spd(15-20) % increased Movement Speed
  • (60-80) % inc. Evasion and ES(60-80) % increased Evasion and Energy Shield
  • +(10-20) to Int+(10-20) to Intelligence
  • +1 to Maximum Power Charges
  • 12 % inc. Critical Dmg Bonus per Power Charge12 % increased Critical Damage Bonus per Power Charge

Demon Stitcher Lv. 33+

Demon Stitcher

Base stats

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

    Sacrificing is loss of a resource (commonly Life, Mana or Energy Shield ) that does not count as taking damage. You cannot Sacrifice a resource you do not have. Sacrificing Life cannot reduce you below 1 Life, but Sacrifices you cause on others (such as Sacrificing Minion Life) can lead to their death.
    (5-15) % of max Life to gain that much ES when you Cast a Spell
    Sacrifice (5-15) % of maximum Life to gain that much Energy Shield when you Cast a Spell

Atziri's Acuity Lv. 33+

Atziri's Acuity

Base stats

Base
Moulded Mitts
StrStrength
42
Armour
251
Version Lvl AR RW Recipe
Base 33 251- —
R.mastered 55 19761 Verisium×400Medved's Crest of the Circle×1
  • Grants Skill: Level 9 Herald of the Royal Queen
  • (150-200) % inc. Armour(150-200) % increased Armour
  • +(100-150) to max Life+(100-150) to maximum Life
  • Leech 10 % of Physical Attack Dmg as LifeLeech 10 % of Physical Attack Damage as Life
  • 10 % of Physical damage dealt by your Hits causes Blood LossBlood Loss

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

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

Buff · Level 9

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

Req: Level 90+

Killing an enemy with Blood LossBlood_Loss

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

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

  • Level: 9 - 20

Buff

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

Explosion

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

Snakebite Lv. 33+

Snakebite

Base stats

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

The Vertex Lv. 33+

The Vertex

Base stats

Base
Tribal Mask
DexDexterity
27
IntIntelligence
27
EvasionEvasion Rating
207
ESEnergy Shield
71
Version Lvl EV ES RW Recipe
Base 33 20771- —
R.mastered 52 2503347 Verisium×590Vorana's Crest of the Scythe×1
  • Has no 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.
    Has no Attribute Requirements
  • (100-150) % inc. Evasion and ES(100-150) % increased Evasion and Energy Shield
  • (20-30) % inc. Critical Hit Chance(20-30) % increased Critical Hit Chance
  • +(13-17) % to Chaos Res+(13-17) % to Chaos Resistance
  • Skill Gems have no Attribute req.Skill Gems have no Attribute Requirements

Apep's Supremacy Lv. 33+

Apep's Supremacy

Base stats

Base
Voodoo Focus
IntIntelligence
48
ESEnergy Shield
87
Version Lvl ES RW Recipe
Base 33 87- —
R.mastered 55 11431 Verisium×420Medved's Crest of the Circle×1
  • (100-200) % inc. ES(100-200) % increased Energy Shield
  • (30-50) % inc. ES Recharge RateEnergy Shield Recharge Rate

    Affects how quickly Energy Shield is recovered by Recharge once it starts Recharging.
    (30-50) % increased Energy Shield Recharge Rate
  • 20 % of Elemental damageElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    from Hits taken as ChaosChaos

    Fallback hint: no keyword description was found for this term.
    damage
    20 % of Elemental damage from Hits taken as Chaos damage
  • +25 % chance to be Poisoned
  • 100 % chance to Poison on Hit with Spell Dmg100 % chance to Poison on Hit with Spell Damage

Tetzlapokal's Desire Lv. 33+

Tetzlapokal's Desire

Base stats

Base
Votive Raiment
IntIntelligence
54
ESEnergy Shield
173
Version Lvl ES Mov.Spd RW Recipe
Base 33 173-- —
R.mastered 55 100-0.03186 Verisium×460Medved's Crest of the Circle×1
  • (100-150) % inc. ES(100-150) % increased Energy Shield
  • +(20-30) 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.
    +(20-30) to Strength
  • +(20-30) to Int+(20-30) to Intelligence
  • +(17-23) % to Chaos Res+(17-23) % to Chaos Resistance
  • Life RechargesLife Recharges

    Lost Life will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Life resets this delay, interrupting Recharge. Modifiers to Energy Shield Recharge Rate or to how fast it starts will also apply to Life Recharge.
    Life Recharges

Serpent's Egg Lv. 35+

Serpent's Egg

Base stats

Base
Gold Amulet
  • (12-20) % inc. Rarity of Items found(12-20) % increased Rarity of Items found
  • +(10-20) to all Attributes
  • +(17-23) % to Chaos Res+(17-23) % to Chaos Resistance
  • (20-30) % inc. Mana Regeneration Rate(20-30) % increased Mana Regeneration Rate
  • Gain an additional Charge when you gain a Charge

Rise of the Phoenix Lv. 36+

Rise of the Phoenix

Base stats

Base
Omen 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 .
Omen Crest Shield
StrStrength
30
IntIntelligence
30
Block chance
25%
Armour
66
ESEnergy Shield
20
Version Lvl Block % AR ES Mov.Spd RW Recipe
Base 36 25%6620-- —
R.mastered 48 25%4212-0.01582 Verisium×220Medved's Crest of the Circle×1
  • Grants Skill: Raise Shield
  • +5 % to Maximum Fire ResMaximum Elemental Resistances

    The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.
    +5 % to Maximum Fire Resistance
  • +(20-25) % to Fire Res+(20-25) % to Fire Resistance
  • +25 % to Fire Res while on Low Life+25 % to Fire Resistance while on Low Life
  • Regenerate 3 % of max Life per secondRegenerate 3 % of maximum Life per second
  • Regenerate 3 % of max Life per second while on Low LifeRegenerate 3 % of maximum Life per second while on Low Life
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 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.Dmg per 5 Armour on ShieldShield Bash deals 3 to 4 Physical Damage per 5 Armour on Shield

Soul Mantle Lv. 36+

Soul Mantle

Base stats

Base
Sacrificial Mantle
StrStrength
33
IntIntelligence
33
Armour
334
ESEnergy Shield
100
Version Lvl AR ES Mov.Spd RW Recipe
Base 36 334100-- —
R.mastered 55 43960-0.0437 Verisium×460Medved's Crest of the Circle×1
  • (80-120) % inc. Armour and ES(80-120) % increased Armour and Energy Shield
  • +75 to SpiritSpirit

    Spirit is a reserve of power used to activate and maintain skills with permanent effects. Spirit-powered skills are managed within the Skills Panel. Weapon Sets can have differing amounts of available Spirit, due to weapons with Spirit (such as Sceptres ), Weapon Set Passive Skills , or Persistent Skills that are active in specific Weapon Sets .
    +75 to Spirit
  • +10 to Str+10 to Strength
  • +15 to Int+15 to Intelligence
  • +1 to max number of Summoned TotemsTotems

    Totems are allied constructs which use skills for you. Totems are not Minions and their skills benefit from your stats, though they have their own defensive stats and can be damaged or killed. Totem Limit is shared between different types of Totem by default.
    +1 to maximum number of Summoned Totems
  • Inflicts a random Curse on you when your Totems die, ignoring Curse limit

Quatl's Molt Lv. 36+

Quatl's Molt

Base stats

Base
Serpentscale Coat
DexDexterity
59
EvasionEvasion Rating
426
Version Lvl EV Mov.Spd RW Recipe
Base 36 426-- —
R.mastered 55 631-0.0319 Verisium×3730Uhtred's Crest of the Chalice×1
  • (60-80) % inc. ER(60-80) % increased Evasion Rating
  • +(60-80) to max Life+(60-80) to maximum Life
  • +(17-23) % to Chaos Res+(17-23) % to Chaos 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 (40-60) % of ER
    Gain Deflection Rating equal to (40-60) % of Evasion Rating
  • (10-20) Life Regeneration per second
  • Cannot be Poisoned

Corona of the Red Sun Lv. 36+

Corona of the Red Sun

Base stats

Base
Warrior Greathelm
StrStrength
52
Armour
191
Version Lvl AR RW Recipe
Base 36 191- —
R.mastered 55 111147 Verisium×320Medved's Crest of the Circle×1
  • +(100-150) to Accu Rating+(100-150) to Accuracy Rating
  • +(60-80) to max Life+(60-80) to maximum Life
  • +(20-25) % to Fire Res+(20-25) % to Fire Resistance
  • 25 % inc. Light Radius25 % increased Light Radius
  • Leeching Life from your Hits causes Allies 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.
    to also Leech the same amount of Life
    Leeching Life from your Hits causes Allies in your Presence to also Leech the same amount of Life

Doryani's Prototype Lv. 37+

Doryani's Prototype

Base stats

Base
Scale Mail
StrStrength
34
DexDexterity
34
Armour
274
EvasionEvasion Rating
245
Version Lvl AR EV Mov.Spd RW Recipe
Base 37 274245-- —
R.mastered 55 312170-0.0475 Verisium×830Vorana's Crest of the Scythe×1
  • (50-100) % inc. Armour and Evasion(50-100) % increased Armour and Evasion
  • +(60-80) to max Life+(60-80) to maximum Life
  • +100% of Armour also applies to Light.DmgLightning

    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.
    +100% of Armour also applies to Lightning Damage
  • Enemies in your Presence have Light. Res equal to yoursEnemies in your Presence have Lightning Resistance equal to yours
  • Light. Res does not affect Lightning damage takenLightning Resistance does not affect Lightning damage taken

Greed's Embrace Lv. 37+

Greed's Embrace

Base stats

Base
Vaal Cuirass
StrStrength
90
Armour
721
Version Lvl AR Mov.Spd RW Recipe
Base 37 721-- —
R.mastered 55 823-0.0593 Verisium×820Vorana's Crest of the Scythe×1
  • 50 % inc. Str req.50 % increased Strength Requirement
  • 20 % reduced Move.Spd20 % reduced Movement Speed
  • (100-150) % inc. Armour(100-150) % increased Armour
  • (30-50) % inc. Rarity of Items found(30-50) % increased Rarity of Items found
  • +(20-30) % to Fire Res+(20-30) % to Fire Resistance

Quecholli Lv. 38+

Quecholli

Base stats

Base
Crumbling Maul
StrStrength
68
Phys. DmgPhysical Damage
140-169
Crit. %Critical Hit Chance
100.00%
APSAttacks per Second
1.10
Version Lvl Ph.dmg Crit. % APS DPS Recipe
Base 38 140-169100.00%1.10 170 —
R.forged 55 236-2888%1.1 288 Verisium×435Medved's Crest of the Circle×1
  • Causes Enemies to Explode on Critical kill, for 10 % of their Life as Phys.DmgCauses Enemies to Explode on Critical kill, for 10 % of their Life as Physical Damage
  • (100-150) % inc. Phys.Dmg(100-150) % increased Physical Damage
  • +(10-15) to all Attributes
  • 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.
    30 Life per enemy killed
    Gain 30 Life per enemy killed
  • Hits with this Weapon have no Critical Dmg BonusHits with this Weapon have no Critical Damage Bonus
  • This Weapon's Critical Hit Chance is 100 %

Constricting Command Lv. 38+

Constricting Command

Base stats

Base
Viper Cap
DexDexterity
54
EvasionEvasion Rating
179
Version Lvl EV RW Recipe
Base 38 179- —
R.mastered 55 139110 Verisium×3710Uhtred's Crest of the Chalice×1
  • +(80-120) to max Life+(80-120) to maximum Life
  • +(10-15) to all Attributes
  • (8-12) Life Regeneration per second
  • Require (2-4) fewer enemies to be 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.
    Require (2-4) fewer enemies to be Surrounded

Zerphi's Serape Lv. 39+

Zerphi's Serape

Base stats

Base
Scalper's Jacket
DexDexterity
5
IntIntelligence
5
EvasionEvasion Rating
257
ESEnergy Shield
85
Version Lvl EV ES Mov.Spd RW Recipe
Base 39 25785-- —
R.mastered 55 28453-0.0375 Verisium×3770Uhtred's Crest of the Chalice×1
  • (60-80) % inc. Evasion and ES(60-80) % increased Evasion and Energy Shield
  • +(40-60) to max Mana+(40-60) to maximum Mana
  • 50 % inc. Attribute req.50 % increased Attribute Requirements
  • (-30-30) % reduced Life Regeneration rate
  • (-30-30) % reduced Mana Regeneration Rate
  • Soul EaterSoul Eater

    Gain 1% increased Skill Speed for 4 seconds when an enemy dies in your Presence , stacking up to 50 times. A stack is lost every 0.5 seconds if one has not been gained within the past 4 seconds.
    Soul Eater

The Covenant Lv. 40+

The Covenant

Base stats

Base
Altar Robe
IntIntelligence
65
ESEnergy Shield
251
Version Lvl ES Mov.Spd RW Recipe
Base 40 251-- —
R.mastered 55 173-0.03149 Verisium×3830Uhtred's Crest of the Chalice×1
  • Grants Skill: Level 10 Life Remnants
  • (100-150) % inc. ES(100-150) % increased Energy Shield
  • +(100-150) to max Life+(100-150) to maximum Life
  • 10 % of Spell Dmg Leeched as Life10 % of Spell Damage Leeched as Life
  • Skills GainGain

    Gaining a percentage of stat A as stat B is calculated from the base value of stat A. The portion gained scales with percentage modifiers to stat B, but not with percentage modifiers to stat A. For example, if you gained 50% of Evasion as Armour , the portion gained would be scaled by percentage modifiers to Armour , but not by percentage modifiers to Evasion .
    100 % of Mana Cost as Extra Life Cost
    Skills Gain 100 % of Mana Cost as Extra Life Cost
Life Remnants

Buff · Level 10

  • Buff
  • Persistent
  • Remnant

Req: Level 90+

Drink the blood of your enemies to restore your Life. While active, enemies you kill have a chance to spawn a Life Remnant , and Hitting a target spawns a Life Remnant every few seconds. Picking up a Life Remnant grants you Life which can OverflowOverflow

Recovery which Overflows its maximum can be recovered up to 1.5 times that maximum.
maximum Life.
Drink the blood of your enemies to restore your Life. While active, enemies you kill have a chance to spawn a Life Remnant , and Hitting a target spawns a Life Remnant every few seconds. Picking up a Life Remnant grants you Life which can Overflow maximum Life.

  • Level: 10 - 20
  • Remnants last for 8 seconds
  • 25 % chance to spawn a Remnant on killing an enemy
  • Spawn a Remnant on Hitting a target, no more than once every 3 seconds
  • Each Remnant grants (112 - 410) Life
  • q20: 10 % chance to spawn a Remnant on killing an enemy

Atziri's Disdain Lv. 40+

Atziri's Disdain

Base stats

Base
Gold Circlet
IntIntelligence
58
ESEnergy Shield
62
Version Lvl ES RW Recipe
Base 40 62- —
R.mastered 55 16196 Verisium×3860Uhtred's Crest of the Chalice×1
  • +(60-100) to max Mana+(60-100) to maximum Mana
  • (10-20) % inc. Rarity of Items found(10-20) % increased Rarity of Items found
  • Gain (10-15) % of max Life as Extra max ESGain (10-15) % of maximum Life as Extra maximum Energy Shield
  • 10 % of Dmg taken bypasses ES10 % of Damage taken bypasses Energy Shield

Coward's Legacy Lv. 40+

Coward's Legacy

Base stats

Base
Mail Belt
  • Has (1-3) Charm Slots
  • (10-15) % reduced Flask Charges used
  • (-20--10) to Str(-20--10) to Strength
  • +(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
  • (30-40) % inc. Life and Mana Recovery from Flasks(30-40) % increased Life and Mana Recovery from Flasks
  • You are considered on Low Life while at 75 % of max Life or below insteadYou are considered on Low Life while at 75 % of maximum Life or below instead

The Flesh Poppet Lv. 40+

The Flesh Poppet

Base stats

Base
Vicious Talisman
StrStrength
47
IntIntelligence
34
Phys. DmgPhysical Damage
83-136
Crit. %Critical Hit Chance
8.00%
APSAttacks per Second
1.34
Version Lvl Ph.dmg Crit. % APS DPS Recipe
Base 40 83-1368.00%1.34 147 —
R.forged 65 236-3948%1.34 422 Exceptional Verisium×25Olroth's Crest of the Sun×1
  • (90-120) % inc. Physical Dmg(90-120) % increased Physical Damage
  • (7-13) % inc. Attack Speed(7-13) % increased Attack Speed
  • +(7-13) to all Attributes
  • (30-40) % reduced Presence AoE(30-40) % reduced Presence Area of Effect
  • Copy a random ModifierModifier

    Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default. Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs. Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers. Other mechanics such as Azmeri Spirits , Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
    from each enemy in your Presence when | you ShapeshiftShapeshift

    Fallback hint: no keyword description was found for this term.
    to an Animal form | Modifiers gained this way are lost after 30 seconds or when you next Shapeshift
    Copy a random Modifier from each enemy in your Presence when | you Shapeshift to an Animal form | Modifiers gained this way are lost after 30 seconds or when you next Shapeshift

Mahuxotl's Machination Lv. 48+

Mahuxotl's Machination

Base stats

Base
Omen Crest Shield
StrStrength
30
IntIntelligence
30
Block chance
25%
Armour
320
ESEnergy Shield
97
Version Lvl Block % AR ES Mov.Spd RW Recipe
Base 48 25%32097-- —
R.mastered 48 25%20412-0.01582 Unavailable
  • Grants Skill: Raise Shield
  • (66-333) % inc. effect of Socketed Soul CoresSoul Cores

    Soul Cores are artifacts of the ancient Vaal empire and function as a type of Augment .
    (66-333) % increased effect of Socketed Soul Cores
  • (333-666) % inc. Armour and ES(333-666) % increased Armour and Energy Shield
  • Everlasting SacrificeEverlasting Sacrifice

    When you reach full Energy Shield , Sacrifice all Energy Shield to gain +5% to all Maximum Resistances for 4 seconds
    Everlasting Sacrifice
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

Glimpse of Chaos Lv. 52+

Glimpse of Chaos

Base stats

Base
Tribal Mask
DexDexterity
27
IntIntelligence
27
EvasionEvasion Rating
87
ESEnergy Shield
30
Version Lvl EV ES RW Recipe
Base 52 8730- —
R.mastered 52 1053347 Verisium×590Vorana's Crest of the Scythe×1
  • Can be modified while Corrupted
  • +(50-150) to max Life+(50-150) to maximum Life
  • +(50-150) to max Mana+(50-150) to maximum Mana
  • (-30-30) % to Fire Res(-30-30) % to Fire Resistance
  • (-30-30) % to Cold Res(-30-30) % to Cold Resistance
  • (-30-30) % to Light. Res(-30-30) % to Lightning Resistance
  • Chaos Res is zeroChaos Resistance is zero

Drillneck Lv. 55+

Drillneck

Base stats

Base
Penetrating Quiver
  • 100 % chance to Pierce an Enemy
  • +(60-90) to max Life+(60-90) to maximum Life
  • (8-12) % inc. Attack Speed(8-12) % increased Attack Speed
  • Gain Deflection Rating equal to (24-32) % of ERGain Deflection Rating equal to (24-32) % of Evasion Rating
  • Attack Proj ReturnReturn

    Projectiles which Return will Return to the entity which originated them after reaching the end of their travel, or on hitting a final target.
    if they Pierced at least (2-4) times
    Attack Projectiles Return if they Pierced at least (2-4) times
  • Proj deal (42-64) % inc. Dmg with Hits for each time they have PiercedProjectiles deal (42-64) % increased Damage with Hits for each time they have Pierced
  • Proj have (42-64) % inc. Critical Hit chance for each time they have PiercedProjectiles have (42-64) % increased Critical Hit chance for each time they have Pierced

Zerphi's Genesis Lv. 56+

Zerphi's Genesis

Base stats

Base
Heavy Belt
  • Has (1-3) Charm Slots
  • (20-30) % inc. Stun Threshold(20-30) % increased Stun Threshold
  • (25-50) % inc. Corrupted Charms effect duration(25-50) % increased Corrupted Charms effect duration
  • 50 % of Charges consumed by used Charms are granted to your Life Flasks
  • 50 % of Charges consumed by used Life Flasks are granted to your Charms
  • +(10-30) to Str+(10-30) to Strength
  • Skills from Corrupted Gems have (15-25) % inc. Cost EfficiencyEfficiency

    Efficiency modifiers act as divisors to the stat they modify. For example, 50% increased Reservation Efficiency causes your Reservations to be 67% of their base value, 100% increased Reservation Efficiency causes your Reservations to be 50% of their base value, and so on. Reduced Reservation Efficiency will cause the modified stat to grow larger instead of smaller.
    during any Flask Effect
    Skills from Corrupted Gems have (15-25) % increased Cost Efficiency during any Flask Effect
  • Corrupted Blood cannot be inflicted on you

Hateforge Lv. 60+

Hateforge

Base stats

Base
Moulded Mitts
StrStrength
42
Armour
428
Corrupted
Version Lvl AR RW Recipe
Base 60 428- —
R.mastered 60 28161 Verisium×400Medved's Crest of the Circle×1
  • (300-400) % inc. Armour(300-400) % increased Armour
  • Gain (3-6) RageRage

    Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage. Only one Hit every 0.5 seconds can cause you to gain Rage.
    on Hit
    Gain (3-6) Rage on Hit
  • Gain a random Charge on reaching Maximum Rage , no more than once every (3-6) seconds
  • Lose all Rage on reaching Maximum Rage
  • (-10-10) to Maximum Rage

Atziri's Step Lv. 65+

Atziri's Step

Base stats

Base
Cinched Boots
DexDexterity
86
EvasionEvasion Rating
486
Version Lvl EV RW Recipe
Base 65 486- —
R.mastered 65 39074 Verisium×530Medved's Crest of the Circle×1
  • 30 % inc. Move.Spd30 % increased Movement Speed
  • (80-120) % inc. ER(80-120) % increased Evasion Rating
  • +(70-100) to max Life+(70-100) to maximum Life
  • Gain Deflection Rating equal to (40-60) % of ERGain Deflection Rating equal to (40-60) % of Evasion Rating
  • (-12--6) % to amount of Dmg Prevented by Deflection(-12--6) % to amount of Damage Prevented by Deflection
  • Cannot be Light StunnedLight Stunned

    Any Hit has a chance to Light Stun 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 damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.
    by Deflected Hits
    Cannot be Light Stunned by Deflected Hits

Atziri's Splendour Lv. 65+

Atziri's Splendour

Base stats

Base
Sacrificial Regalia
StrStrength
72
DexDexterity
72
IntIntelligence
72
Armour
273
EvasionEvasion Rating
625
ESEnergy Shield
192
Version Lvl AR EV ES Recipe
Base 65 273625192 —
R.mastered Stats unavailable Verisium×560Exceptional Verisium×2Vorana's Crest of the Scythe×1
  • +1 to Level of all Corrupted Skill Gems
  • Only Soul Cores can be Socketed in this item
  • Has no Attribute req.Has no Attribute Requirements
  • (80-120) % inc. Armour , Evasion and ES(80-120) % increased Armour , Evasion and Energy Shield
  • +(10-20) % to all Elemental Resistances
  • Skills from Corrupted Gems have 50 % of Mana Costs ConvertedConverted

    Converting stat A to stat B applies the base value of stat A to stat B instead. The converted stat scales with percentage modifiers to stat B, but not with percentage modifiers to stat A. For example, if you converted your Evasion to Armour , the converted portion would be scaled by percentage modifiers to Armour , but percentage modifiers to Evasion would have no effect.
    to Life Costs
    Skills from Corrupted Gems have 50 % of Mana Costs Converted to Life Costs
  • This item gains bonuses from Socketed Soul Cores as though it was also a Random socketable equipment type
  • Has 6 Augment Sockets (Hidden)

Atziri's Rule Lv. 70+

Atziri's Rule

Base stats

Base
Reflecting Staff
IntIntelligence
114
  • Grants Skill: Mirror of Refraction
  • (10-20) % inc. max Life(10-20) % increased maximum Life
  • +(3-5) to Level of all Corrupted Spell Skill Gems
  • (10-20) % inc. Cast Speed(10-20) % increased Cast Speed
  • +(20-30) to Int+(20-30) to Intelligence
  • Spells which cost Life GainExtra

    Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type). For example, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (80-120) % of Dmg as Extra Physical Dmg
    Spells which cost Life Gain (80-120) % of Damage as Extra Physical Damage
Mirror of Refraction

Buff

  • Buff
  • Persistent
  • Duration

Req: Level 90+

Mirrors of Refraction appear in your Presence periodically. Hitting a mirror with a Spell Projectile causes it to shatter, copying the projectiles in a nova around the destroyed mirror. Copied Projectiles may be copied again when colliding with other mirrors.

  • Level: 16 - 20
  • A Mirror appears in your Presence every (2 - 3.9) seconds
  • Limit 4 Mirrors of Refraction
  • Modifiers to 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 also apply to Mirror appearance frequency
    Modifiers to Cooldown Recovery Rate also apply to Mirror appearance frequency
  • q20: base number of projectiles [0,2]

Atziri's Contempt Lv. 72+

Atziri's Contempt

Base stats

Base
Pronged Spear
StrStrength
46
DexDexterity
115
Phys. DmgPhysical Damage
62-182
Elem. DmgElemental Damage
92-129
Crit. %Critical Hit Chance
5.00%
APSAttacks per Second
1.71
Version Lvl Ph.dmg El.dmg Crit. % APS DPS Recipe
Base 72 62-18292-1295.00%1.71 398 —
  • Grants Skill: Spear Throw
  • Grants Skill: Level 17 Shattering Spite
  • (100-120) % inc. Physical Dmg(100-120) % increased Physical Damage
  • Adds (83-97) to (123-153) Fire DmgAdds (83-97) to (123-153) Fire Damage
  • Adds 1 to (193-207) Lightning DmgAdds 1 to (193-207) Lightning Damage
  • (10-16) % inc. Attack Speed(10-16) % increased Attack Speed
  • (60-80) % inc. Presence AoE(60-80) % increased Presence Area of Effect
  • Spear Skills inflict a Bloodstone Lance on Hit , up to a max of 30 on each targetSpear Skills inflict a Bloodstone Lance on Hit , up to a maximum of 30 on each target
Spear Throw

Attack

  • Attack
  • AoE
  • Projectile
  • Repeatable

Req: Level 90+

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: 17 - 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
Shattering Spite

Attack · Level 17

  • Attack
  • AoE
  • Physical
  • Lightning
  • Fire

Req: Level 90+

Stamp your spear, destroying all Bloodstone Lances on each enemy in your Presence to cause a damaging explosion around that enemy. Each explosion gains new benefits when reaching higher thresholds of Bloodstone Lances removed from an enemy, causing them to deal more damage, have increased area of effect, and Leech Life from enemies caught in the blast.

  • Level: 17 - 20
  • Cost: 0 Mana
  • Atk Dmg: (125 - 453)% of baseAttack Damage: (125 - 453)% of base
  • Converts 40 % of Physical damage to Fire damageFire

    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 .
    Converts 40 % of Physical damage to 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 .
  • Converts 40 % of Physical damage to 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.
    Converts 40 % of Physical damage to 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.
  • +0.35 seconds to TotalTotal

    The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.
    Attack Time
    +0.35 seconds to Total Attack Time
  • 50 % less Magnitude of Damaging Ailments inflicted
  • Cannot inflict Bloodstone Lances
  • Life Leech recovers based on this Skill's Elemental damageElementalDamage

    The three Elemental damage types are FireFire , ColdCold , and LightningLightning .
    as well as Physical damage
    Life Leech recovers based on this Skill's Elemental damage as well as Physical damage
  • Explosion radius is 1.5 mExplosion radius is 1.5 metres
  • Explosions deal 20 % more Dmg per Bloodstone LanceExplosions deal 20 % more Damage per Bloodstone Lance
  • Explosions with at least 5 Bloodstone Lances have 5 % inc. AoE per Bloodstone LanceExplosions with at least 5 Bloodstone Lances have 5 % increased Area of Effect per Bloodstone Lance
  • Leech 10 % of Physical Atk Dmg as Life from Explosions with at least 10 Bloodstone LancesLeech 10 % of Physical Attack Damage as Life from Explosions with at least 10 Bloodstone Lances
  • Bloodstone Lances are shattered based on 200 % of your Presence area
  • q20: Explosion radius is 0.2 mExplosion radius is 0.2 metres

Rathpith Globe Lv. 75+

Rathpith Globe

Base stats

Base
Sacred Focus
IntIntelligence
107
ESEnergy Shield
151
Version Lvl ES RW Recipe
Base 75 151- —
R.mastered 75 43106 Verisium×2500Exceptional Verisium×10Uhtred's Crest of the Chalice×1
  • (60-100) % inc. ES(60-100) % increased Energy Shield
  • +(60-100) to max Life+(60-100) to maximum Life
  • Non- ChannellingChannelling

    Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
    Spells cost an additional 6 % of your max Life
    Non- Channelling Spells cost an additional 6 % of your maximum Life
  • Non- Channelling Spells have 3 % inc. Crit% per 100 max LifeNon- Channelling Spells have 3 % increased Critical Hit Chance per 100 maximum Life
  • Non- Channelling Spells deal 6 % inc. Dmg per 100 max LifeNon- Channelling Spells deal 6 % increased Damage per 100 maximum Life
  • rathpith surge [3]