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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 Staff Unique Items

Browse all 10 published POE2 staff unique items with requirements, stats, modifiers and variants.

Open SPA — explore all uniques

Published overview

Unique entries
10
Groups
1
Group appearances
10
Source snapshot

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

Dusk Vigil Lv. 1+

Dusk Vigil

Base stats

Base
Ashen Staff
Ezomyte
  • Grants Skill: Firebolt
  • Grants Skill: Level 1 Ember Fusillade
  • GainExtra

    Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type). For example, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (30-50) % of Dmg as Extra FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Dmg
    Gain (30-50) % of Damage as Extra Fire Damage
  • (80-120) % inc. SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Dmg
    (80-120) % increased Spell Damage
  • Gain (5-10) Life per enemy killed
  • 25 % inc. Mana Regeneration Rate25 % increased Mana Regeneration Rate
  • TriggerTrigger

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

Spell

  • Spell
  • AoE
  • Projectile
  • Fire
  • Repeatable

Req: Level 90+

Launch a fiery ProjectileProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
towards a target. The Projectile explodes on impact, damaging foes in a small area.
Launch a fiery Projectile towards a target. The Projectile explodes on impact, damaging foes in a small area.

  • Level: 1 - 20
  • Cost: 0 Mana
  • Cast: 0.90 secCast Time: 0.90 sec
  • CriticalCritical

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

    Any damage that isn't damage over time is Hit damage. Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
    Chance: 8.00%
    Critical Hit Chance: 8.00%
  • Proj Speed: 10.4 m/sProjectile Speed: 10.4 metres per Second

Projectile

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

    Fire damage is one of the five Dmg TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
    Deals (7 - 290) to (10 - 435) Fire DamageFire

    Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
  • q20: Inflicts 20 % more Flammability Magnitude

Explosion

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

Spell · Level 1

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

Req: Level 90+

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

Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources. Consuming a DebuffDebuff on an enemy causes the enemy to be immune to that DebuffDebuff for 1 seconds.
a LightningLightning

Lightning damage is one of the five Damage TypesDamage_Types . It is reduced by Lightning ResistanceResistances . Lightning hits have a chance to ShockShock based on how much Lightning damage is dealt.
Infusion if possible to cause the entire Fusillade to create beams that ChainChain

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

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

Projectile

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

Explosion

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

Beam

  • ChainsChain

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

    Lightning damage is one of the five Dmg TypesDamage_Types . It is reduced by Lightning ResistanceResistances . Lightning hits have a chance to ShockShock based on how much Lightning damage is dealt.
    Deals (1 - 16) to (10 - 309) Lightning Damage
  • q20: ember fusillade damage +% final per ember fired [0,2]

Taryn's Shiver Lv. 2+

Taryn's Shiver

Base stats

Base
Gelid Staff
  • Grants Skill: Freezing Shards
  • (80-120) % inc. Spell Dmg(80-120) % increased Spell Damage
  • (10-20) % inc. Cast Speed(10-20) % increased Cast Speed
  • 30 % inc. FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default. Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    Buildup
    30 % increased Freeze Buildup
  • Enemies FrozenFrozen

    A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.
    by you take 100 % inc. Dmg
    Enemies Frozen by you take 100 % increased Damage
Freezing Shards

Spell

  • Spell
  • Projectile
  • Cold
  • Repeatable

Req: Level 90+

Launch icy Projectiles in a sweeping arc. Multiple Projectiles can hit the same enemy.

  • Level: 1 - 20
  • Cost: 0 Mana
  • Cast: 1.20 secCast Time: 1.20 sec
  • Critical Hit Chance: 11.00%
  • Proj Speed: 16 m/sProjectile Speed: 16 metres per Second
  • Deals (2 - 64) to (3 - 96) Cold.DmgCold

    Cold damage is one of the five Dmg TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun .
    Deals (2 - 64) to (3 - 96) 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 .
  • 100 % more 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
    100 % more Freeze Buildup
  • Fires 5 ProjFires 5 Projectiles
  • q20: Fires +1 ProjFires +1 Projectiles

Earthbound Lv. 2+

Earthbound

Base stats

Base
Voltaic Staff
  • Grants Skill: Lightning BoltGrants Skill: Lightning Bolt
  • Grants Skill: Level 1 Spark
  • (80-120) % inc. Spell Dmg(80-120) % increased Spell Damage
  • (10-20) % inc. Cast Speed(10-20) % increased Cast Speed
  • (20-30) % inc. Mana Regeneration Rate(20-30) % increased Mana Regeneration Rate
  • (20-40) % inc. chance to ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    (20-40) % increased chance to Shock
  • Trigger Spark Skill on killing a Shocked Enemy
Lightning Bolt

Spell

  • Spell
  • AoE
  • Lightning
  • Repeatable
  • Trigger

Req: Level 90+

Call down a Shocking bolt of Lightning to strike enemies in a small area.

  • Level: 1 - 20
  • Cost: 0 Mana
  • Cast: 0.85 secCast Time: 0.85 sec
  • Critical Hit Chance: 10.00%
  • Deals (3 - 30) to (13 - 565) Light.DmgDeals (3 - 30) to (13 - 565) Lightning Damage
  • 200 % more chance to ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. Lightning 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.
    200 % more chance to Shock
  • Impact radius is 0.8 mImpact radius is 0.8 metres
  • q20: 40 % more chance to Shock
Spark

Spell · Level 1

  • Spell
  • Projectile
  • Trigger
  • Lightning
  • Cold
  • Duration
  • Repeatable

Req: Level 90+

Launch a spray of sparking Projectiles that travel erratically along the ground until they hit an enemy or expire. Consumes a Cold Infusion if possible to fire many sparks in a circle.

  • Tier: 1
  • Level: 1 - 20
  • Cost: (5 - 56) Mana
  • Cast: 0.70 secCast Time: 0.70 sec
  • Critical Hit Chance: 9.00%
  • Proj Speed: 10 m/sProjectile Speed: 10 metres per Second

Base

  • Deals (1 - 11) to (10 - 216) Light.DmgDeals (1 - 11) to (10 - 216) Lightning Damage
  • Fires (4 - 9) ProjFires (4 - 9) Projectiles
  • Proj duration is 2 secondsProjectile duration is 2 seconds
  • Proj fired at the same time can Hit the same target no more than once every 0.66 secondsProjectiles fired at the same time can Hit the same target no more than once every 0.66 seconds
  • q20: 30 % inc. Proj Speed30 % increased Projectile Speed

Cold-Infused

Critical Hit Chance
11.00%
  • Proj duration is 2 secondsProjectile duration is 2 seconds
  • +0.5 seconds to Cast+0.5 seconds to Cast Time
  • Proj fired at the same time can Hit the same target no more than once every 0.66 secondsProjectiles fired at the same time can Hit the same target no more than once every 0.66 seconds
  • Deals (7 - 207) to (11 - 310) Cold.DmgDeals (7 - 207) to (11 - 310) Cold Damage
  • Deals (1 - 11) to (10 - 216) Light.DmgDeals (1 - 11) to (10 - 216) Lightning Damage
  • Fires (12 - 16) Proj in a circleFires (12 - 16) Projectiles in a circle

The Searing Touch Lv. 16+

The Searing Touch

Base stats

Base
Pyrophyte Staff
IntIntelligence
31
  • Grants Skill: Solar Orb
  • (80-120) % inc. Fire Dmg(80-120) % increased Fire Damage
  • (10-20) % inc. Cast Speed(10-20) % increased Cast Speed
  • 100 % inc. FlammabilityFlammability

    Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is. Fire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often. The base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite . Since chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted. Effects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%. Multiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.
    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.
    100 % increased Flammability Magnitude
  • 100 % inc. IgniteIgnite

    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.
    Magnitude
    100 % increased Ignite Magnitude
  • Ignites you inflict spread to other Enemies that stay within 1.5 m for 1 secondIgnites you inflict spread to other Enemies that stay within 1.5 metres for 1 second
Solar Orb

Spell

  • Spell
  • AoE
  • Sustained
  • Fire
  • Duration
  • Orb
  • Repeatable

Req: Level 90+

Create a fiery Orb that periodically releases fiery pulses. Enemies that are very close to the Orb are Ignited . Flameblast can target a Solar Orb to be centred on the Orb instead of your location.

  • Level: 5 - 20
  • Cost: 0 Mana
  • Cast: 0.80 secCast Time: 0.80 sec
  • Critical Hit Chance: 7.00%

Pulse

  • Deals (14 - 181) to (21 - 271) Fire.DmgDeals (14 - 181) to (21 - 271) Fire Damage
  • Pulses every 1.4 seconds
  • Explosion radius is 2.5 mExplosion radius is 2.5 metres
  • Orb duration is 10 seconds
  • Limit 1 Solar Orb
  • q20: 20 % more Dmg with Hits against BurningBurning

    Enemies taking Fire damageFire over time are Burning. Usually this occurs because the enemy is Ignited .
    Enemies
    20 % more Damage with Hits against Burning Enemies

Ignite

  • 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.
    radius is 1 metre
    Ignite radius is 1 metre
  • Ignites as though dealing (6 - 287) to (8 - 430) Fire damageIgnites as though dealing (6 - 287) to (8 - 430) Fire damage

Sire of Shards Lv. 25+

Sire of Shards

Base stats

Base
Chiming Staff
IntIntelligence
46
  • Grants Skill: Sigil of Power
  • (80-120) % inc. Spell Dmg(80-120) % increased Spell Damage
  • (10-20) % inc. Cast Speed(10-20) % increased Cast Speed
  • +(5-10) % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(5-10) % to all Elemental Resistances
  • 20 % inc. Light RadiusLight Radius

    Your Light Radius determines the distance from your character which will be illuminated in dark areas, and the radius within which terrain and points of interest are revealed on the map.
    20 % increased Light Radius
  • Spells fire 4 additional Proj | Spells fire Proj in a circleSpells fire 4 additional Projectiles | Spells fire Projectiles in a circle
Sigil of Power

Spell

  • Spell
  • AoE
  • Duration
  • Staged

Req: Level 90+

Place a Sigil on the ground, providing a powerful Spell Damage Buff to you and 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.
while standing in it. The Buff becomes more powerful the more mana you spend while standing in the Sigil.
Place a Sigil on the ground, providing a powerful Spell Damage Buff to you and Allies while standing in it. The Buff becomes more powerful the more mana you spend while standing in the Sigil.

  • Level: 7 - 20
  • Cost: 0 Mana
  • Cooldown: 10.00 sCooldown Time: 10.00 s
  • Cast: 0.60 secCast Time: 0.60 sec
  • Minimum 1 second between gaining Stages
  • Sigil radius is 3 mSigil radius is 3 metres
  • GainsGain

    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.
    a Stage when you Spend a total of 50 % of your Maximum Mana while in Area
    Gains a Stage when you Spend a total of 50 % of your Maximum Mana while in Area
  • Maximum 4 Stages
  • Buff grants (11 - 14) % more Spell damage per Stage
  • q20: Sigil radius is 0.8 mSigil radius is 0.8 metres

The Raven's Flock Lv. 65+

The Raven's Flock

Base stats

Base
Perching Staff
IntIntelligence
114
  • Grants Skill: Spiraling Conspiracy
  • (8-16) % inc. Cast Speed(8-16) % increased Cast Speed
  • +(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
  • MinionsMinion

    Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active.
    deal (80-120) % inc. Dmg
    Minions deal (80-120) % increased Damage
  • Minions have (10-20) % chance to inflict Gruelling MadnessGruelling Madness

    The first Gruelling Madness on a target Slows their movement speed by 15%. Each additional Gruelling Madness instead increases the Slowing Potency of Debuffs on the targets by 10%, which affects both the first Gruelling Madness and any other Debuffs that are Slowing the target. A maximum of 10 Gruelling Madness can be inflicted on each target. Targets will lose 1 Gruelling Madness every 2 seconds that passes without more being inflicted.
    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.
    Minions have (10-20) % chance to inflict Gruelling Madness on Hit
  • (30-50) % inc. 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 .
    ReservationReservation

    Reservation effects prevent a portion of a given resource — usually Spirit , though it can also be Life or Mana — from being used for other purposes while active. Reserving a resource does not change the maximum value of that resource.
    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.
    of Skills
    (30-50) % increased Spirit Reservation Efficiency of Skills
Spiraling Conspiracy

Minion

  • Minion
  • Persistent
  • AoE
  • Physical
  • Chaos
  • Duration

Req: Level 90+

A flock of mist ravens circle you, dealing damage over time in an area. Their numbers are bolstered by slain foes, or in the 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.
of dangerous enemies, but the flock as a whole is considered a single minion. You can Command some of them to take flight, leaving the flock to assail your enemies.
A flock of mist ravens circle you, dealing damage over time in an area. Their numbers are bolstered by slain foes, or in the Presence of dangerous enemies, but the flock as a whole is considered a single minion. You can Command some of them to take flight, leaving the flock to assail your enemies.

  • Level: 15 - 20

Minion Info

  • A Raven joins the Flock every (1.05 - 2) seconds while a Rare or Unique enemy is in your Presence
  • A Raven joins the Flock for every 1 total Power of enemies slain by you or your Minions
  • q20: Raven Flock's Skills have 20 % inc. AoERaven Flock's Skills have 20 % increased Area of Effect

Command

Cost
0 Mana

The Unborn Lich Lv. 65+

The Unborn Lich

Base stats

Base
Ravenous Staff
IntIntelligence
114
  • Grants Skill: Feast of Flesh
  • (60-80) % inc. Desecrated ModifierDesecrated Modifier

    Desecrating an item adds an Unrevealed Desecrated modifier. If modifiers are full then a random modifier is also removed. These modifiers can be revealed at the Well of Souls. Items with Desecrated Modifiers cannot be Desecrated again.
    magnitudes
    (60-80) % increased Desecrated Modifier magnitudes
  • Custom Desecrated prefix
  • Lich's Desecrated prefix
  • Lich's Desecrated suffix
Feast of Flesh

Spell

  • Spell
  • Buff
  • AoE
  • Nova
  • Repeatable

Req: Level 90+

Consume CorpsesCorpse

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.
near you to recover Life and Mana over a short time per Corpse Consumed .
Consume Corpses near you to recover Life and Mana over a short time per Corpse Consumed .

  • Level: 15 - 20
  • Cost: 0 Mana
  • Cast: 1.30 secCast Time: 1.30 sec
  • Corpse Consumption radius is 4 mCorpse Consumption radius is 4 metres
  • Consumes up to 5 Corpses
  • Recover (154 - 211) Life and (154 - 211) Mana over 3 seconds per Corpse Consumed
  • q20: Consumes +3 Corpses

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 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.
    Spell Skill Gems
    +(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 Gain (80-120) % of Dmg as Extra PhysicalPhysical

    10% increased Physical Damage
    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]

The Whispering Ice Lv. 75+

The Whispering Ice

Base stats

Base
Permafrost Staff
IntIntelligence
114
  • Grants Skill: Heart of Ice
  • Grants Skill: Level 17 Icestorm
  • +(5-7) to Level of all 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 .
    Spell Skills
    +(5-7) to Level of all Cold Spell Skills
  • (10-20) % reduced Cast Speed
  • (5-10) % inc. Int(5-10) % increased Intelligence
  • 2 % inc. Spell Dmg per 10 Int2 % increased Spell Damage per 10 Intelligence
  • Inflict Elemental ExposureExposure

    Exposure is a type of Debuff that lowers the affected enemy's Total Elemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative. Higher Rarity enemies are less affected by Exposure: 15% less Exposure effect on Magic monsters 30% less Exposure effect on Rare monsters 50% less Exposure effect on Unique monsters
    on Hit, lowering 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.
    Elemental Resistances by (50-60) %
    Inflict Elemental Exposure on Hit, lowering Total Elemental Resistances by (50-60) %
Heart of Ice

Spell

  • Spell
  • Buff
  • Persistent
  • Aura
  • Cold

Req: Level 90+

ChillsChill

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.
all enemies in your Presence .
Chills all enemies in your Presence .

  • Level: 17 - 20
  • Cast: InstantCast Time: Instant
  • Critical Hit Chance: 11.00%
  • Chills enemies in your Presence as though dealing (583 - 888) to (875 - 1332) Cold damageChills enemies in your Presence as though dealing (583 - 888) to (875 - 1332) Cold damage
  • q20: 20 % more Magnitude of Chill inflicted
Icestorm

Spell · Level 17

  • Spell
  • AoE
  • Sustained
  • Cold
  • Duration
  • Payoff
  • Repeatable
  • Storm

Req: Level 90+

Conjure a hail of icy bolts over the targeted area. Chill and Freeze on enemies in front of you are Consumed to fuel the Icestorm by creating improved bolts.

  • Level: 17 - 20
  • Cost: (12 - 126) Mana
  • Cast: 1.20 secCast Time: 1.20 sec
  • Critical Hit Chance: 11.00%

Storm

  • Deals (63 - 93) to (94 - 139) Cold.DmgDeals (63 - 93) to (94 - 139) Cold Damage
  • Can Hit each enemy only once every 0.15 seconds
  • Impact radius is 0.9 mImpact radius is 0.9 metres
  • Storm radius is 2.6 mStorm radius is 2.6 metres
  • Storm duration is 6 seconds
  • One impact every 0.15 seconds
  • Improves 1 Bolt per Chill Consumed
  • Improves 1 Bolt per Power of enemies from which Freeze is Consumed
  • Limit 3 Icestorms
  • q20: +0.2 m to impact radius+0.2 metres to impact radius

Improved Bolt

  • Can Hit each enemy only once every 0.15 seconds
  • Impact radius is 0.9 mImpact radius is 0.9 metres
  • Limit 3 Icestorms
  • Deals (381 - 564) to (572 - 847) Cold.DmgDeals (381 - 564) to (572 - 847) Cold Damage

The Burden of Shadows Lv. 78+

The Burden of Shadows

Base stats

Base
Chiming Staff
IntIntelligence
46
  • Grants Skill: Sigil of Power
  • (20-30) % inc. Cast Speed(20-30) % increased Cast Speed
  • Skill 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
    Skill Mana Costs Converted to Life Costs
  • Skills gain 1 % of Dmg as Chaos.DmgChaos

    Fallback hint: no keyword description was found for this term.
    per 3 Life Cost
    Skills gain 1 % of Damage as Chaos Damage per 3 Life Cost
Sigil of Power

Spell

  • Spell
  • AoE
  • Duration
  • Staged

Req: Level 90+

Place a Sigil on the ground, providing a powerful Spell Damage Buff to you and Allies while standing in it. The Buff becomes more powerful the more mana you spend while standing in the Sigil.

  • Level: 18 - 20
  • Cost: 0 Mana
  • Cooldown: 10.00 sCooldown Time: 10.00 s
  • Cast: 0.60 secCast Time: 0.60 sec
  • Minimum 1 second between gaining Stages
  • Sigil radius is 3 mSigil radius is 3 metres
  • Gains a Stage when you Spend a total of 50 % of your Maximum Mana while in Area
  • Maximum 4 Stages
  • Buff grants (14 - 14) % more Spell damage per Stage
  • q20: Sigil radius is 0.8 mSigil radius is 0.8 metres