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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 Wand Unique Items

Browse all 8 published POE2 wand unique items with requirements, stats, modifiers and variants.

Open SPA — explore all uniques

Published overview

Unique entries
8
Groups
1
Group appearances
8
Source snapshot

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

The Wicked Quill Lv. 1+

The Wicked Quill

Base stats

Base
WitheredWithered

Withered applies 5% increased Chaos damageChaos_Damage Taken, and can be inflicted up to 10 times.
Wand
Withered Wand
  • Grants Skill: Chaos Bolt
  • (60-100) % 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
    (60-100) % increased Spell Damage
  • +(60-100) to max Mana+(60-100) to maximum Mana
  • +(7-13) % 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.
    +(7-13) % to Chaos Resistance
  • Spells have a 25 % chance to inflict WitheredWithered

    Withered applies 5% increased Chaos damage Taken, and can be inflicted up to 10 times.
    for 4 seconds on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
    Spells have a 25 % chance to inflict Withered for 4 seconds on Hit
Chaos Bolt

Spell

  • Spell
  • Projectile
  • Chaos
  • Repeatable

Req: Level 90+

FireFire

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 .
a burst of Chaos energy at the target.
Fire a burst of Chaos energy at the target.

  • Level: 1 - 20
  • Cost: 0 Mana
  • Cast: 0.75 secCast 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%.
    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: 7.00%
    Critical Hit Chance: 7.00%
  • 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.
    Speed: 38 m/s
    Projectile Speed: 38 metres per Second
  • Deals (5 - 200) to (9 - 371) Chaos.DmgChaos_Damage

    Chaos damage is one of the five Dmg TypesDamage_Types . It is reduced by Chaos ResistanceResistances . Chaos damage is the least common damage type, and removes twice as much ESEnergy_Shield as the damage value when taken.
    Deals (5 - 200) to (9 - 371) Chaos DamageChaos_Damage

    Chaos damage is one of the five Damage TypesDamage_Types . It is reduced by Chaos ResistanceResistances . Chaos damage is the least common damage type, and removes twice as much Energy ShieldEnergy_Shield as the damage value when taken.
  • Inflicts Withered on Hit
  • Withered lasts 4 seconds
  • q20: 40 % inc. Proj Speed40 % increased Projectile Speed

Lifesprig Lv. 2+

Lifesprig

Base stats

Base
Attuned Wand
Ezomyte
  • Grants Skill: Mana Drain
  • +(10-20) to max Mana+(10-20) to maximum Mana
  • +(1-3) to Level of all Spell Skills
  • (5-10) % inc. Cast Speed(5-10) % increased Cast Speed
  • 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.
    1 % of max Life when you Cast a Spell
    Leeches 1 % of maximum Life when you Cast a Spell
Mana Drain

Spell

  • Spell

Req: Level 90+

Leech Mana from an enemy over a prolonged period, as well as briefly Hindering them.

  • Level: 1 - 20
  • Cost: 0 Mana
  • Cast: 0.85 secCast Time: 0.85 sec
  • Leeches Mana 70 % slower
  • Leeches (30 - 408) Mana
  • q20: Leeches 90 Mana

Sanguine Diviner Lv. 2+

Sanguine Diviner

Base stats

Base
Bone Wand
  • Grants Skill: Bone Blast
  • (80-100) % inc. Spell Dmg(80-100) % increased Spell Damage
  • 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.
    (10-15) Life per enemy killed
    Gain (10-15) Life per enemy killed
  • 25 % chance to inflict 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 Hit
    25 % chance to inflict Bleeding on Hit
  • 25 % of Spell Mana Cost 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 Cost
    25 % of Spell Mana Cost Converted to Life Cost
Bone Blast

Spell

  • Spell
  • AoE
  • Physical
  • Duration
  • Repeatable

Req: Level 90+

Conjure a circle of ritual inscriptions that last for a short duration. When the duration ends, spikes of bone erupt from enemies in the area, damaging them and potentially causing 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.
.
Conjure a circle of ritual inscriptions that last for a short duration. When the duration ends, spikes of bone erupt from enemies in the area, damaging them and potentially causing Bleeding .

  • Level: 1 - 20
  • Cost: 0 Mana
  • Cast: 0.75 secCast Time: 0.75 sec
  • Critical Hit Chance: 14.00%
  • Deals (5 - 226) to (8 - 339) Phys.DmgPhysical

    10% increased Physical Damage
    Deals (5 - 226) to (8 - 339) Physical Damage
  • 40 % chance to inflict 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.
    on Hit
    40 % chance to inflict Bleeding on Hit
  • Ritual radius is 1 metre
  • Ritual duration is 1 second
  • q20: Ritual radius is 0.4 mRitual radius is 0.4 metres

Enezun's Charge Lv. 16+

Enezun's Charge

Base stats

Base
Volatile Wand
IntIntelligence
31
  • Grants Skill: Volatile Dead
  • (80-100) % inc. Spell Dmg(80-100) % increased Spell Damage
  • (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 Spells
    (30-50) % increased Critical Hit Chance for Spells
  • Gain (10-15) Mana per enemy killed
  • 25 % chance to not destroy CorpsesCorpses

    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 Allies do not leave usable Corpses.
    when Consuming Corpses
    25 % chance to not destroy Corpses when Consuming Corpses
Volatile Dead

Spell

  • Spell
  • AoE
  • Fire
  • Repeatable

Req: Level 90+

ConsumeConsume

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 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.
to create a volatile core that seeks out enemies and IgnitesIgnite

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.
enemies near it. The core explodes at the end of its duration.
Consume a Corpse to create a volatile core that seeks out enemies and Ignites enemies near it. The core explodes at the end of its duration.

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

Volatile Dead

  • Consumes up to 1 Corpse
  • Core duration is 5 seconds
  • q20: 10 % chance to not destroy Consumed Corpse

Explosion

  • Volatile Dead Consumes up to 1 additional corpse
  • Explosion radius is 2.2 mExplosion radius is 2.2 metres
  • Deals (5 - 20) to (7 - 29) 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 (5 - 20) to (7 - 29) Fire Damage

Core

  • Volatile Dead Consumes up to 1 additional corpse
  • Ignites enemies within 1.5 metre radius
  • Ignites as though dealing (4 - 146) to (6 - 218) Fire damageIgnites as though dealing (4 - 146) to (6 - 218) Fire damage

Cursecarver Lv. 33+

Cursecarver

Base stats

Base
Acrid Wand
IntIntelligence
60
Ezomyte
  • Grants Skill: Decompose
  • (80-100) % inc. Spell Dmg(80-100) % increased Spell Damage
  • (10-20) % inc. Cast Speed(10-20) % increased Cast Speed
  • Lose 10 Life per enemy killed
  • (30-50) % inc. Mana Regeneration Rate(30-50) % increased Mana Regeneration Rate
  • +4 to Level of Random Curse Skills
Decompose

Spell

  • Spell
  • AoE
  • Fire
  • Chaos
  • Duration
  • Trigger

Req: Level 90+

Consume a Corpse to create a cloud of flammable Poisonous gas. Any BurningBurning

Enemies taking Fire damageFire over time are Burning. Usually this occurs because the enemy is Ignited .
effects or Detonator skillsDetonator_Skills

Detonator Skills can cause flammable gas, OilOil , explosives, and similar effects to explode on contact.
will explode the gas cloud, creating a fiery explosion.
Consume a Corpse to create a cloud of flammable Poisonous gas. Any Burning effects or Detonator skills will explode the gas cloud, creating a fiery explosion.

  • Level: 9 - 20
  • Cost: 0 Mana
  • Cast: 0.80 secCast Time: 0.80 sec

Poison Cloud

  • Limit 6 PoisonPoison

    Poison is an Ailment that deals Chaos damageChaos_Damage over time, and lasts 2 seconds by default. Damage from Poison bypasses ESEnergy_Shield . PhysicalPhysical and Chaos damageChaos_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 damageChaos_Damage per second equal to 20% of the Pre-mitigation PhysicalPhysical and Chaos damageChaos_Damage 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 Poison, but any such modifiers that specifically apply to HitHit damage (such as Penetration ) do not affect Poison damage.
    Clouds
    Limit 6 PoisonPoison

    Poison is an Ailment that deals Chaos damageChaos_Damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy ShieldEnergy_Shield . PhysicalPhysical and Chaos damageChaos_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 damageChaos_Damage per second equal to 20% of the Pre-mitigation PhysicalPhysical and Chaos damageChaos_Damage 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 Poison, but any such modifiers that specifically apply to HitHit damage (such as Penetration ) do not affect Poison damage.
    Clouds
  • Poisons enemies as though dealing Chaos damage equal to 10 % of Corpse's max LifePoisons enemies as though dealing Chaos damage equal to 10 % of Corpse's maximum Life
  • Gains +20 % more Radius per second, up to a max of +80 %Gains +20 % more Radius per second, up to a maximum of +80 %
  • Cloud radius is 1.6 mCloud radius is 1.6 metres
  • Cloud duration is 4 seconds
  • q20: +1 second to Cloud duration base secondary skill effect duration [0,1000]

Explosion

Critical Hit Chance
8.00%
  • Cloud radius is 1.6 mCloud radius is 1.6 metres
  • Cloud duration is 4 seconds
  • Deals (73 - 398) to (110 - 598) Fire.DmgDeals (73 - 398) to (110 - 598) Fire Damage

Runeseeker's Call Lv. 65+

Runeseeker's Call

Base stats

Base
Runic Fork
IntIntelligence
114
Ezomyte
VersionRecipe
Runemastered Runic ForkExceptional Verisium×50Olroth's Crest of the Sun×1
  • Grants Skill: Level 15 The Stars Answer
  • Only RunesRunes

    Runes are Augments of Kalguuran origin and make.
    can be Socketed in this item
    Only Runes can be Socketed in this item
  • 200 % inc. effect of Socketed Runes200 % increased effect of Socketed Runes
  • Has 5 Augment Sockets (Hidden)
The Stars Answer

Spell · Level 15

  • Spell
  • Buff
  • AoE
  • Trigger
  • Physical
  • Cold
  • Duration

Req: Level 90+

Leash the stars themselves by leveraging your vast magical power, repeatedly Triggering Starfall targeting an enemy in an area around you, or a random location in that area if no enemies can be targeted.

  • Level: 15 - 20
  • Cost: 10000 Mana
  • Cast: 2.00 secCast Time: 2.00 sec

The Stars Answer

  • Cannot be cast if you have less than 10000 Mana Cannot be cast if already active
  • Targeting radius is 8 mTargeting radius is 8 metres
  • Triggers Starfall every 0.3 seconds, targeting enemies if able
  • 50 % inc. Starfall Trigger frequency per enemy in radius after the first, up to a max of 200 %50 % increased Starfall Trigger frequency per enemy in radius after the first, up to a maximum of 200 %
  • Starfall creates a large star every 15 times Triggered
  • Starfall cannot cannot target the same enemy with large stars more than once every 2 seconds

Small Star

Cost
0 Mana
Cast Time
Instant
Critical Hit Chance
8.00%
  • Deals (114 - 240) to (170 - 361) Phys.DmgDeals (114 - 240) to (170 - 361) Physical Damage
  • Deals (114 - 240) to (170 - 361) 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 (114 - 240) to (170 - 361) 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 .
  • Impact radius is 0.8 mImpact radius is 0.8 metres
  • q20: 20 % inc. AoE20 % increased Area of Effect

Large Star

Critical Hit Chance
12.00%
  • Impact radius is 0.8 mImpact radius is 0.8 metres
  • Chilled GroundChilled_Ground

    Chilled Ground ChillsChill those standing in it, and lasts 6 seconds by default.
    duration is 5 seconds
    Chilled Ground duration is 5 seconds
  • Deals (170 - 361) to (256 - 541) Phys.DmgDeals (170 - 361) to (256 - 541) Physical Damage
  • Deals (170 - 361) to (256 - 541) Cold.DmgDeals (170 - 361) to (256 - 541) Cold Damage

Adonia's Ego Lv. 65+

Adonia's Ego

Base stats

Base
Siphoning Wand
IntIntelligence
23
Ezomyte
  • Grants Skill: Power Siphon
  • Grants Skill: Level 15 Pinnacle of Power
  • +(100-150) to max Mana+(100-150) to maximum Mana
  • +3 to Level of all Spell Skills
  • (15-30) % inc. Cast Speed(15-30) % increased Cast Speed
  • -10 % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    Resistances per 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.
    -10 % to all Elemental Resistances per Power Charge
  • (-1-1) to Maximum Power Charges
  • power siphon unique elemental art variation [1]
  • visual use power charges elemental epk [1]
Power Siphon

Spell

  • Spell
  • Physical

Req: Level 90+

Attempt to rip the lifeforce from an enemy. Enemies within Culling range will be highlighted and instantly killed on Hit , granting a Power 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.
. Can only target Enemies in Culling range.
Attempt to rip the lifeforce from an enemy. Enemies within Culling range will be highlighted and instantly killed on Hit , granting a Power Charge . Can only target Enemies in Culling range.

  • Level: 15 - 20
  • Cost: 0 Mana
  • Cast: 0.70 secCast Time: 0.70 sec
  • Critical Hit Chance: 15.00%
  • Deals (56 - 109) to (104 - 202) Phys.DmgDeals (56 - 109) to (104 - 202) Physical Damage
  • (0 - 76) % chance to grant an additional Power Charge on Cull
  • q20: 10 % chance to grant an additional Power Charge on Cull
Pinnacle of Power

Spell · Level 15

  • Spell
  • Buff
  • Lightning
  • Cold
  • Fire
  • Duration
  • Conditional

Req: Level 90+

Consume all Power Charges to master the elements, gaining Elemental DamageElementalDamage

The three Elemental damage types are FireFire , ColdCold , and LightningLightning .
and the ability to apply Elemental AilmentsElemental_Ailments

Elemental Ailments are IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , and ElectrocuteElectrocute .
with other damage types. Can only be used while you have maximum Power Charges .
Consume all Power Charges to master the elements, gaining Elemental Damage and the ability to apply Elemental Ailments with other damage types. Can only be used while you have maximum Power Charges .

  • Level: 20
  • Cost: (93 - 0) Mana
  • Cooldown: 4.00 sCooldown Time: 4.00 s
  • Cast: InstantCast Time: Instant
  • Buff duration is 5 seconds per Power Charge Consumed
  • 15 % more Ele.Dmg per Power Charge Consumed Buff causes all Ele.Dmg to Contribute to Flammability and Ignite Magnitudes , ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. Lightning damageLightning from Hits Contributes to chance to Shock enemies. The higher the Lightning damageLightning dealt, the higher the chance. By default a HitHit has 1% chance to Shock for every 4% of the target's Ailment ThresholdAilmentThreshold dealt.
    chance, and 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
    15 % more Elemental Damage per Power Charge Consumed Buff causes all Elemental Damage to Contribute to Flammability and Ignite Magnitudes , Shock chance, and Freeze buildup
  • q20: +2 % more Ele.Dmg per Power Charge Consumed+2 % more Elemental Damage per Power Charge Consumed

Liminal Coil Lv. 65+

Liminal Coil

Base stats

Base
Twisted Wand
IntIntelligence
114
  • Grants Skill: Coiling Bolts
  • (71-113) % inc. Spell Dmg(71-113) % increased Spell Damage
  • (7-13) % inc. Cast Speed(7-13) % increased Cast Speed
  • MagnitudesMagnitude

    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.
    of CursesCurses

    Fallback hint: no keyword description was found for this term.
    you inflict are zero
    Magnitudes of Curses you inflict are zero
  • Curses you inflict ignore Curse limit
  • Spell Hits 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.
    (23-31) % of Dmg as Extra ChaosChaos

    Fallback hint: no keyword description was found for this term.
    Dmg per Curse on target
    Spell Hits Gain (23-31) % of Damage as Extra Chaos Damage per Curse on target
  • Spell Hits Gain (23-31) % of Dmg as Extra Physical Dmg per Curse on targetSpell Hits Gain (23-31) % of Damage as Extra Physical Damage per Curse on target
Coiling Bolts

Spell

  • Spell
  • Projectile
  • Chaos
  • Repeatable

Req: Level 90+

Simultaneously fires a Physical Projectile and a Chaos Projectile at the target. These projectiles 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.
through any number of Cursed targets.
Simultaneously fires a Physical Projectile and a Chaos Projectile at the target. These projectiles Chain through any number of Cursed targets.

  • Level: 15 - 20
  • Cost: 0 Mana
  • Cast: 1.00 secCast Time: 1.00 sec
  • Critical Hit Chance: 7.00%
  • Proj Speed: 38 m/sProjectile Speed: 38 metres per Second

Physical

  • Deals (144 - 279) to (216 - 418) Phys.DmgDeals (144 - 279) to (216 - 418) Physical Damage
  • Modifiers to number of Proj instead apply to the number of targets Proj Splits towardsModifiers to number of Projectiles instead apply to the number of targets Projectile Splits towards
  • Proj Split towards 2 targetsProjectiles Split towards 2 targets
  • Can ChainChain

    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.
    from any number of Cursed targets
    Can Chain from any number of Cursed targets
  • 50 % inc. Chaining range50 % increased Chaining range
  • q20: Proj Split towards +2 targetsProjectiles Split towards +2 targets

Chaos

  • Modifiers to number of Proj instead apply to the number of targets Proj Splits towardsModifiers to number of Projectiles instead apply to the number of targets Projectile Splits towards
  • Proj Split towards 2 targetsProjectiles Split towards 2 targets
  • Can Chain from any number of Cursed targetsCan Chain from any number of Cursed targets
  • 50 % inc. Chaining range50 % increased Chaining range
  • Deals (126 - 244) to (234 - 453) Chaos.DmgDeals (126 - 244) to (234 - 453) Chaos Damage