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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 Talisman Unique Items

Browse all 6 published POE2 talisman unique items with requirements, stats, modifiers and variants.

Open SPA — explore all uniques

Published overview

Unique entries
6
Groups
1
Group appearances
6
Source snapshot

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

Amor Mandragora Lv. 1+

Amor Mandragora

Base stats

Base
Changeling Talisman
Phys. DmgPhysical Damage
30-45
Crit. %Critical Hit Chance
8.00%
APSAttacks per Second
1.25
Ezomyte
Version Lvl Ph.dmg Crit. % APS DPS Recipe
Base 1 30-458.00%1.25 46.9 —
R.forged 38 108-1758%1.25 177 Verisium×240Medved's Crest of the Circle×1
  • Adds (16-20) to (23-27) PhysicalPhysical

    10% increased Physical Damage
    Dmg
    Adds (16-20) to (23-27) Physical Damage
  • +(8-15) to IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy Shield , as well as various spell-aligned Weapons and Skills. Intelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence Intelligence does not grant damage to Skills or any other benefits except where specifically stated.
    +(8-15) to Intelligence
  • (10-15) % inc. Skill Effect Dur.(10-15) % increased Skill Effect Duration
  • Enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    are HinderedHindered

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

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

Spiteful Floret Lv. 5+

Spiteful Floret

Base stats

Base
Nettle Talisman
StrStrength
9
IntIntelligence
8
Phys. DmgPhysical Damage
21-34
Crit. %Critical Hit Chance
11.00%
APSAttacks per Second
1.34
Ezomyte
Version Lvl Ph.dmg Crit. % APS DPS Recipe
Base 5 21-3411.00%1.34 36.9 —
R.forged 38 87-14711%1.34 157 Verisium×210Medved's Crest of the Circle×1
R.mastered 55 116-19511%1.34 208 Verisium×1960Exceptional Verisium×9Uhtred's Crest of the Chalice×1
  • Grants Skill: Level 2 Sanguine Revelry
  • (60-90) % inc. Physical Dmg(60-90) % increased Physical Damage
  • (6-10) % inc. 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
    (6-10) % increased Attack Speed
  • +(7-14) 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.
    +(7-14) to Strength
  • (20-30) % chance to cause BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical damage from Hits Contributes to Bleeding Magnitude . Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance. The base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    on 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.
    (20-30) % chance to cause Bleeding on Hit
  • Every 5 RageRage

    Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage. Only one Hit every 0.5 seconds can cause you to gain Rage.
    also grants 5 % of Dmg taken RecoupedRecouped

    When you take damage from a Hit , Recoup causes you to recover an amount of the stated resource equal to a percentage of the damage you took over 8 seconds.
    as Life
    Every 5 Rage also grants 5 % of Damage taken Recouped as Life
Sanguine Revelry

Buff · Level 2

  • Buff
  • Persistent
  • Remnant

Req: Level 90+

Conjure hateful energy to fuel your RageRage

Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage. Only one HitHit every 0.5 seconds can cause you to gain Rage.
and Life. While active, BleedingBleeding

Bleeding is an Ailment that deals Physical damagePhysical over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy ShieldEnergy_Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical damagePhysical from Hits Contributes to Bleeding Magnitude . Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance. The base Magnitude of Bleeding is Physical damagePhysical per second equal to 15% of the Pre-mitigation Physical damagePhysical of the HitHit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuff that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to HitHit damage (such as Armour BreakArmour_Break ) do not affect Bleeding damage.
enemies you kill have a chance to spawn a Hateful Remnant , and Hitting a Bleeding target spawns a Hateful Remnant every few seconds. Picking up a Hateful Remnant grants you Rage and recovers Life based on your current Rage.
Conjure hateful energy to fuel your Rage and Life. While active, Bleeding enemies you kill have a chance to spawn a Hateful Remnant , and Hitting a Bleeding target spawns a Hateful Remnant every few seconds. Picking up a Hateful Remnant grants you Rage and recovers Life based on your current Rage.

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

    Bleeding is an Ailment that deals Physical damagePhysical over time, and lasts 5 seconds by default. Damage from Bleeding bypasses ESEnergy_Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical damagePhysical from Hits Contributes to Bleeding Magnitude . Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance. The base Magnitude of Bleeding is Physical damagePhysical per second equal to 15% of the Pre-mitigation Physical damagePhysical of the HitHit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuff that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to HitHit damage (such as Armour BreakArmour_Break ) do not affect Bleeding damage.
    enemy, no more than once every 2 seconds
    Spawn a Remnant on Hitting a Bleeding enemy, no more than once every 2 seconds
  • Spawn a Remnant on killing a Bleeding enemySpawn a Remnant on killing a Bleeding enemy
  • Each Remnant grants (5 - 9) Rage
  • Each Remnant causes you to recover (1 - 1.5) % of max Life per 5 Current RageEach Remnant causes you to recover (1 - 1.5) % of maximum Life per 5 Current Rage
  • q20: Each Remnant grants 2 Rage

Hysseg's Claw Lv. 16+

Hysseg's Claw

Base stats

Base
Familial Talisman
StrStrength
21
IntIntelligence
16
Phys. DmgPhysical Damage
39-67
Crit. %Critical Hit Chance
8.00%
APSAttacks per Second
1.25
Version Lvl Ph.dmg Crit. % APS DPS Recipe Version details
Base 16 39-678.00%1.25 66.3 —
R.forged 38 106-1788%1.25 178 Verisium×225Medved's Crest of the Circle×1
R.mastered 55 143-2398%1.25 239 Verisium×1550Vorana's Crest of the Scythe×1
Runemastered details
  • Minions deal (51 — 100) % increased Damage
  • Grants Skill: Level 5 Cackling Companions
  • MinionsMinion

    Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active.
    deal (30-50) % inc. Dmg
    Minions deal (30-50) % increased Damage
  • (70-100) % inc. Physical Dmg(70-100) % increased Physical Damage
  • 5 % inc. Move.Spd5 % increased Movement Speed
  • +(8-15) to Str+(8-15) to Strength
  • +(8-15) to Int+(8-15) to Intelligence
  • (5-8) % inc. Dmg per Minion(5-8) % increased Damage per Minion
Cackling Companions

Minion · Level 5

  • Minion
  • Companion
  • Persistent
  • Physical

Req: Level 90+

Activate to summon a cackle of Hyena Companions . The cackle is treated as a single Companion for effects that count or limit Companions , regardless of the number of Hyenas in the cackle. Hyenas whoop when they first appear, Hindering nearby enemies, and have a chance to MaimMaim

Maimed enemies suffer from 30% Slower Movement Speed and 15% reduced EvasionEvasion Rating . Maim lasts for 4 seconds unless otherwise specified.
enemies they 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.
.
Activate to summon a cackle of Hyena Companions . The cackle is treated as a single Companion for effects that count or limit Companions , regardless of the number of Hyenas in the cackle. Hyenas whoop when they first appear, Hindering nearby enemies, and have a chance to Maim enemies they Hit .

  • Level: 5 - 20
  • Summons (6 - 9) Hyenas
  • q20: Minions have 20 % more Maximum Life

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 AttributesAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
    +(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

Surge of the Tide Lv. 52+

Surge of the Tide

Base stats

Base
Lumbering Talisman
StrStrength
60
IntIntelligence
43
Phys. DmgPhysical Damage
283-426
Crit. %Critical Hit Chance
5.00%
APSAttacks per Second
0.96
Version Lvl Ph.dmg Crit. % APS DPS Recipe
Base 52 283-4265.00%0.96 340 —
  • (250-300) % inc. Physical Dmg(250-300) % increased Physical Damage
  • (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.
    (30-50) % increased Armour
  • (10-15) % reduced Attack Speed
  • +(20-30) to Str+(20-30) to Strength
  • Every second SlamSlam

    Slams are Melee Attacks that cause damaging areas of effect, rather than Striking enemies with your weapon directly. Damage from Slams is still Melee damage.
    Skill you use while Shapeshifted is Ancestrally BoostedAncestrally Boosted

    An Ancestrally Boosted Slam has 30% more damage and 25% increased area of effect, and an Ancestrally Boosted Strike will target 2 additional Enemies. Triggered Skills cannot be Ancestrally Boosted. Ancestrally Boosted Attacks count as being Empowered .
    | Every second StrikeStrike

    A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
    Skill you use while Shapeshifted is Ancestrally Boosted
    Every second Slam Skill you use while Shapeshifted is Ancestrally Boosted | Every second Strike Skill you use while Shapeshifted is Ancestrally Boosted

Fury of the King Lv. 72+

Fury of the King

Base stats

Base
Ashbark Talisman
StrStrength
94
IntIntelligence
67
Phys. DmgPhysical Damage
50-105
Fire Damage
571-694
Crit. %Critical Hit Chance
8.00%
APSAttacks per Second
1.02
Version Lvl Ph.dmg F.dmg Crit. % APS DPS Recipe
Base 72 50-105571-6948.00%1.02 724 —
  • Grants Skill: Level 17 Molten Crash
  • (50-80) % inc. Flammability Magnitude(50-80) % increased Flammability Magnitude
  • Adds (503-589) to (647-713) 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 (503-589) to (647-713) Fire Damage
  • (15-20) % reduced Attack Speed
  • +(30-40) to Str+(30-40) to Strength
  • BearBear

    Fallback hint: no keyword description was found for this term.
    Skills ConvertConverted

    Damage can be converted from one type to another. This causes it to deal the new damage type, scale with modifiers to the new damage type, and no longer scale with modifiers to the old damage type. For example, Fire damage converted to Lightning now scales with Lightning damage modifiers and causes Shock , but no longer scales with Fire damage modifiers or causes Ignite . Conversion is a two step process. Conversion inherent to Skills occurs first, then Conversion from all other sources. Damage over time cannot be converted.
    80 % of Physical Dmg to Fire Dmg
    Bear Skills Convert 80 % of Physical Damage to Fire Damage
  • Skills which require GloryGlory

    Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster. Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.
    generate (2-5) Glory every 2 seconds
    Skills which require Glory generate (2-5) Glory every 2 seconds
  • Enemies in your Presence have 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
    Enemies in your Presence have Exposure
  • exposure art variation [1]
Molten Crash

Attack · Level 17

  • Attack
  • Shapeshift
  • Bear
  • AoE
  • Melee
  • Slam
  • Travel

Req: Level 90+

Shapeshift into a burning monstrosity and leap through the air to crash down upon the earth, Slamming twice and creating Molten FissuresMoltenFissure

Molten Fissures are long-lasting fissures created by some Slams that can themselves be Slammed to create AftershocksAftershock . Hitting a Molten Fissure with a Slam other than another Molten Fissure causes an AftershockAftershock to propagate along its length, dealing the Fissure's damage again to enemies standing on it. This AftershockAftershock will also spread to other intersecting Molten Fissures. Each Molten Fissure can AftershockAftershock no more than once every 0.2 seconds.
. 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.
Rage to create additional Molten Fissures .
Shapeshift into a burning monstrosity and leap through the air to crash down upon the earth, Slamming twice and creating Molten Fissures . Consumes Rage to create additional Molten Fissures .

  • Level: 17 - 20
  • Cost: (14 - 97) Mana
  • Atk Dmg: (120 - 490)% of baseAttack Damage: (120 - 490)% of base

Molten Crash

  • +0.55 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, plus up to +0.3 seconds based on distance travelled
    +0.55 seconds to Total Attack Time, plus up to +0.3 seconds based on distance travelled
  • Impact radius is 2 mImpact radius is 2 metres
  • Consumes 10 Rage on Landing to create 1 additional Fissure
  • q20: base skill effect duration [0,2000]

Fissures

Attack Damage
(70 - 185)%
  • Converts 100 % 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 100 % 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 .
  • Fissures branch 2 times
  • Fissure duration is 8 seconds
  • Limit 8 Fissures