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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 Two Hand Mace Unique Items

Browse all 12 published POE2 two hand mace unique items with requirements, stats, modifiers and variants.

Open SPA — explore all uniques

Published overview

Unique entries
12
Groups
1
Group appearances
12
Source snapshot

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

Hoghunt Lv. 1+

Hoghunt

Base stats

Base
Felled Greatclub
Phys. DmgPhysical Damage
32-45
Crit. %Critical Hit Chance
20.00%
APSAttacks per Second
0.99
Ezomyte
Version Lvl Ph.dmg Crit. % APS DPS Recipe
Base 1 32-4520.00%0.99 38.1 —
R.forged 38 165-22420%0.99 193 Verisium×210Medved's Crest of the Circle×1
R.mastered 55 236-32025%0.99 275 Verisium×805Vorana's Crest of the Scythe×1
  • Adds (16-20) to (23-27) PhysicalPhysical

    10% increased Physical Damage
    Dmg
    Adds (16-20) to (23-27) Physical Damage
  • +15 % to Critical HitCritical Hit

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

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

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    +10 to Strength
  • MaimMaim

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

Hrimnor's Hymn Lv. 4+

Hrimnor's Hymn

Base stats

Base
Oak Greathammer
StrStrength
11
Phys. DmgPhysical Damage
30-56
Crit. %Critical Hit Chance
5.00%
APSAttacks per Second
1.00
Ezomyte
Version Lvl Ph.dmg Crit. % APS DPS Recipe
Base 4 30-565.00%1.00 43 —
R.forged 38 137-2545%1 196 Verisium×215Medved's Crest of the Circle×1
R.mastered 55 209-3895%1 299 Verisium×955Uhtred's Crest of the Chalice×1
  • Causes (20-40) % inc. 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
    Causes (20-40) % increased Stun Buildup
  • (80-120) % inc. Physical Dmg(80-120) % increased Physical Damage
  • +(10-15) to Str+(10-15) to Strength
  • GainGain

    Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type). For example, Lightning damageLightning gained from Physical damagePhysical scales with Lightning damageLightning modifiers, but not Physical damagePhysical modifiers. Damage Gain occurs in the same two step process as Damage ConversionConversion . Damage over time cannot benefit from damage Gain.
    (10-20) Life per enemy killed
    Gain (10-20) Life per enemy killed
  • SlamSlam

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

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

Trephina Lv. 11+

Trephina

Base stats

Base
Forge Maul
StrStrength
23
Phys. DmgPhysical Damage
41-57
Crit. %Critical Hit Chance
5.00%
APSAttacks per Second
1.18
Version Lvl Ph.dmg Crit. % APS DPS Recipe
Base 11 41-575.00%1.18 57.8 —
R.forged 40 162-22110%1.18 226 Verisium×475Medved's Crest of the Circle×1
  • CrushesCrushes

    Crushed lowers Physical Damage Reduction by 15%. This can result in Physical Damage Reduction being negative, causing more damage to be taken.
    Enemies on Hit
    Crushes Enemies on Hit
  • Adds (12-15) to (22-25) Physical DmgAdds (12-15) to (22-25) Physical Damage
  • (10-15) % inc. Attack Speed(10-15) % increased Attack Speed
  • Causes (30-50) % inc. Stun BuildupCauses (30-50) % increased Stun Buildup
  • Always deals Critical Hits against Heavy StunnedHeavy Stunned

    Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few 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). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards. Physical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.
    Enemies
    Always deals Critical Hits against Heavy Stunned Enemies

Brain Rattler Lv. 16+

Brain Rattler

Base stats

Base
Studded Greatclub
StrStrength
31
Phys. DmgPhysical Damage
32-48
Lightning Damage
1-112
Crit. %Critical Hit Chance
5.00%
APSAttacks per Second
1.21
Ezomyte
Version Lvl Ph.dmg Li.dmg Crit. % APS DPS Recipe
Base 16 32-481-1125.00%1.21 117 —
R.forged 38 23.5-62.2571.5-298.755%1.21 276 Verisium×245Medved's Crest of the Circle×1
R.mastered 55 15.5-140.2547.5-532.755%1.21 445 Verisium×1835Vorana's Crest of the Scythe×1
  • Adds 1 to (110-115) LightningLightning

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

    Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default. Only Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.
    buildup
    All damage with this Weapon causes Electrocution buildup

The Empty Roar Lv. 22+

The Empty Roar

Base stats

Base
Cultist Greathammer
StrStrength
41
Phys. DmgPhysical Damage
66-98
Crit. %Critical Hit Chance
5.00%
APSAttacks per Second
1.05
Version Lvl Ph.dmg Crit. % APS DPS Recipe Version details
Base 22 66-985.00%1.05 86.1 —
R.forged 40 174-2435%1.05 219 Verisium×295Medved's Crest of the Circle×1
Runeforged details
  • (20 — 30) % increased Bleeding Duration
  • StrikesStrike

    A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
    deal Splash DmgSplash Damage

    Strike Skills can be made to deal Splash damage when hitting an enemy, causing an additional Hit to other enemies around the one hit by the Strike . The base radius of Splash damage is 1.5 metres.
    Strikes deal Splash Damage
  • Adds (25-35) to (40-50) Physical DmgAdds (25-35) to (40-50) Physical Damage
  • LeechesLeeches

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

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    All Attacks count as Empowered Attacks
  • Cannot use WarcriesWarcries

    Warcries are skills which count enemy Power within their area and Empower your subsequent Melee Attacks , sometimes depending on the total Power of enemies counted.
    Cannot use Warcries

Shyaba Lv. 28+

Shyaba

Base stats

Base
Temple Maul
StrStrength
37
Phys. DmgPhysical Damage
71-147
Crit. %Critical Hit Chance
5.00%
APSAttacks per Second
1.80
Version Lvl Ph.dmg Crit. % APS DPS Recipe
Base 28 71-1475.00%1.80 196 —
R.forged 55 131-2735%1.95 394 Verisium×1600Vorana's Crest of the Scythe×1
  • +50 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.
    req.
    +50 Dexterity Requirement
  • -15 Str req.-15 Strength Requirement
  • (80-120) % inc. Physical Dmg(80-120) % increased Physical Damage
  • 50 % inc. Attack Speed50 % increased Attack Speed
  • (15-25) % 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.
    (15-25) % increased Light Radius
  • Always HitsAccuracy

    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.
    Always Hits

Chober Chaber Lv. 33+

Chober Chaber

Base stats

Base
Leaden Greathammer
StrStrength
60
Phys. DmgPhysical Damage
122-185
Crit. %Critical Hit Chance
5.00%
APSAttacks per Second
1.10
Corrupted
Version Lvl Ph.dmg Crit. % APS DPS Recipe
Base 33 122-1855.00%1.10 169 —
R.forged 55 196-2865%1.1 265 Verisium×485Medved's Crest of the Circle×1
  • +100 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.
    req.
    +100 Intelligence Requirement
  • Adds (58-65) to (102-110) Physical DmgAdds (58-65) to (102-110) Physical Damage
  • +(80-100) to max Mana+(80-100) to maximum Mana
  • +50 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 .
    +50 to Spirit
  • +1 to Level of all MinionMinion

    Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active.
    Skills
    +1 to Level of all Minion Skills
  • Increases and Reductions to Minion Dmg also affect youIncreases and Reductions to Minion Damage also affect you

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 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.
    +(10-15) to all Attributes
  • Gain 30 Life per enemy killed
  • Hits with this Weapon have no Critical Dmg BonusCritical Damage Bonus

    Multiplies the damage dealt by Critical Hits . Default value is +100% (i.e. twice as much damage).
    Hits with this Weapon have no Critical Damage Bonus
  • This Weapon's Critical Hit Chance is 100 %

Tidebreaker Lv. 45+

Tidebreaker

Base stats

Base
Pointed Maul
StrStrength
80
Phys. DmgPhysical Damage
151-226
Crit. %Critical Hit Chance
6.50%
APSAttacks per Second
1.10
Version Lvl Ph.dmg Crit. % APS DPS Recipe Version details
Base 45 151-2266.50%1.10 207 —
R.forged 65 277-4176.5%1.1 382 Verisium×5000Uhtred's Crest of the Chalice×1
Runeforged details
  • Strikes deal Splash Damage
  • (120-150) % inc. Physical Dmg(120-150) % increased Physical Damage
  • +(2-3) to Level of all MeleeMelee

    Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage. Any Projectiles these attacks create do not count as Melee damage.
    Skills
    +(2-3) to Level of all Melee Skills
  • +(20-30) to Int+(20-30) to Intelligence
  • Causes (150-200) % inc. Stun BuildupCauses (150-200) % increased Stun Buildup
  • All DmgAll Damage

    The damage types are Physical , Fire , Cold , Lightning and Chaos .
    from Hits with this Weapon 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 ChillChill

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

    The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful. Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
    All Damage from Hits with this Weapon Contributes to Chill Magnitude

Marohi Erqi Lv. 60+

Marohi Erqi

Base stats

Base
Totemic Greatclub
StrStrength
239
Phys. DmgPhysical Damage
542-739
Crit. %Critical Hit Chance
5.00%
APSAttacks per Second
0.72
Version Lvl Ph.dmg Crit. % APS DPS Recipe
Base 60 542-7395.00%0.72 461 —
  • Warcries Empower 1 additional Attacks
  • +150 Str req.+150 Strength Requirement
  • (600-700) % inc. Physical Dmg(600-700) % increased Physical Damage
  • (-300--200) to Accu Rating(-300--200) to Accuracy Rating
  • 35 % reduced Attack Speed
  • Causes (40-60) % inc. Stun BuildupCauses (40-60) % increased Stun Buildup
  • Heavy Stuns Enemies that are on Full Life

The Hammer of Faith Lv. 65+

The Hammer of Faith

Base stats

Base
Giant Maul
StrStrength
114
Phys. DmgPhysical Damage
402-603
Crit. %Critical Hit Chance
5.00%
APSAttacks per Second
0.99
Version Lvl Ph.dmg Crit. % APS DPS Recipe
Base 65 402-6035.00%0.99 497 —
  • (300-350) % inc. Physical Dmg(300-350) % increased Physical Damage
  • 10 % reduced Attack Speed
  • +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.
    +10 % to all Elemental Resistances
  • 50 % inc. Mana Regeneration Rate50 % increased Mana Regeneration Rate
  • Every 10 seconds, gain a random non-damaging ShrineShrine

    Shrines are Precursor Artifacts that empower monsters with its Presence with various effects. Defeat all the monsters Worshipping the Shrine and interact with it to temporarily gain the power for yourself.
    buff for 20 seconds
    Every 10 seconds, gain a random non-damaging Shrine buff for 20 seconds

Twisted Empyrean Lv. 70+

Twisted Empyrean

Base stats

Base
Aberrant Sledge
StrStrength
163
Phys. DmgPhysical Damage
147-305
Cold Damage
190-399
Crit. %Critical Hit Chance
9.09%
APSAttacks per Second
1.20
Version Lvl Ph.dmg C.dmg Crit. % APS DPS Recipe Version details
Base 70 147-305190-3999.09%1.20 625 —
R.mastered 70 299-624190-3999%1 756 Exceptional Verisium×40Olroth's Crest of the Sun×1
R.mastered 70 147-305190-3999%1.2 625 Exceptional Verisium×40Olroth's Crest of the Sun×1
Runemastered details
  • Skills which create Fissures have a 50 % chance to create an additional Fissure
R.mastered 70 147-305190-3999%1.2 625 Exceptional Verisium×40Olroth's Crest of the Sun×1
Runemastered details
  • (200 — 300) % increased Freeze Buildup
R.mastered 70 58.61-121.97308.4-645.49%1.2 681 Exceptional Verisium×40Olroth's Crest of the Sun×1
  • Grants Skill: Level 16 Starborn OnslaughtOnslaught

    Onslaught grants 20% increased Skill Speed and 10% increased movement speed. Unless specified, Onslaught lasts 4 seconds.
    Grants Skill: Level 16 Starborn Onslaught
  • (80-100) % inc. Physical Dmg(80-100) % increased Physical Damage
  • Adds (150-200) to (350-400) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Dmg
    Adds (150-200) to (350-400) Cold Damage
  • +(300-400) to max Mana+(300-400) to maximum Mana
  • +(4-6) % to Critical Hit Chance
  • (10-20) % of Dmg is taken from Mana before Life(10-20) % of Damage is taken from Mana before Life
  • Attacks with this Weapon have Added Cold Dmg equal to (6-8) % to (10-12) % of max ManaAttacks with this Weapon have Added Cold Damage equal to (6-8) % to (10-12) % of maximum Mana
  • 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.
    100 % of FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Dmg with MaceMace

    Maces are Melee weapons that can be One-Handed or Two-Handed . Maces require Strength to equip. Mace Attacks are often Slams or slow Strikes that deal Physical or Fire damage.
    Skills to Cold Dmg
    Convert 100 % of Fire Damage with Mace Skills to Cold Damage
  • mace fire skills are blue [1]
Starborn Onslaught

Attack · Level 16

  • Attack
  • AoE
  • Melee
  • Slam
  • Physical
  • Cold
  • Duration

Req: Level 90+

Build up 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.
by Freezing or Chilling enemies. When you have maximum Glory you may jump backwards loosing your MaceMace

Maces are MeleeMelee weapons that can be One-Handed or Two-Handed . Maces require Strength to equip. Mace Attacks are often Slams or slow StrikesStrike that deal PhysicalPhysical or Fire damageFire.
with the force of a falling comet onto your target. The impact releases Fissures and causes stars to fall in the area for a brief period.
Build up Glory by Freezing or Chilling enemies. When you have maximum Glory you may jump backwards loosing your Mace with the force of a falling comet onto your target. The impact releases Fissures and causes stars to fall in the area for a brief period.

  • Level: 16 - 20
  • Cost: 0 Mana
  • Atk Dmg: (63 - 166)% of baseAttack Damage: (63 - 166)% of base

Impact

  • Converts 70 % of Physical damage to Cold damageCold

    Cold damage is one of the five Dmg TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun .
    Converts 70 % of Physical damage to 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 .
  • Creates 3 fissures
  • +1.2 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
    +1.2 seconds to Total Attack Time
  • Requires 20 Glory to use
  • Fissures branch 2 times
  • Impact radius is 2.5 mImpact radius is 2.5 metres
  • +8 seconds to Fissure duration
  • Calls down 20 Stars
  • Limit 8 Fissures
  • q20: Calls down 4 Stars

Star Fall

Attack Damage
(110 - 319)%
  • Converts 70 % of Physical damage to Cold damageConverts 70 % of Physical damage to Cold damage
  • Impact radius is 2.5 mImpact radius is 2.5 metres