SPA is not recommended on phones

Mobile SPA support is limited. Some layouts and tools may not work correctly on your phone. We recommend staying on the static site.

Skip to content

POE2 search

Search all published Uniques and Skills for this game.

POE1
1Divine Orb9.3Chaos Orb

Forbidden Rites · 2026-10-20T15:00:00.000Z

Open SPA
Discord

Settings

Display preferences are saved per game. Sign in to keep them on your account across browsers and both sites.

Sign in to save settings to your account.

Changes are saved in this browser.

Grinding Gear Games

Forbidden Rites

Content Update 0.5.5

Official 0.5.5 infographic covering Forbidden Rites, the Trial of Chaos rework, faster Fortress completion, Runes of Aldur going core, Wildwood encounters, Soul Cores, Abyssal Ravines, and Expedition Tablets.

Launch
September 4, 2026 · 1 PM PDT
Challenges
8 event challenges
Status
Patch notes live

Overview

#

0.5.5 patch notes at a glance

Summary of the official September 2 patch notes. Follow the source link for exact numeric changes and every individual fix.

0.5.5 patch notes at a glance

AreaWhat changedPractical impact
Forbidden Rites event leagueCampaign Rituals, chained boss Rituals and eight event challengesFresh economy with levelling rewards, escalating boss waves and exclusive challenge cosmetics
RitualParty tribute, personal reward pools, Darkwood Flowers and a new Ritual notableParty members participate directly; Darkwood can be added to Atlas maps
Trial of ChaosRuns can be left and resumed, room chests added, rewards reworked and traversal acceleratedLess all-or-nothing friction and a clearer currency/Soul Core reward loop
Runes of Aldur goes coreExpedition begins in Act 4; Farrow, the Verisium Anvil and Expedition Tablets enter Standard and Forbidden RitesThe league system remains relevant outside the original Runes of Aldur league
EndgameAbyssal Ravines, faster Fortress credit, retryable Corrupted Nexus maps and Atlas/boss tuningAtlas progression is faster and several failed-state or resistance pain points are reduced
League contentAzmeri Spirit release rules, Atlas notable changes and a new Expedition Relic Runeshape recipeExisting league systems receive targeted reward and behaviour adjustments
InterfaceCurrency Exchange stash/inventory toggle, waypoint origin marker, Atlas point alert, chat challenge count and Flux before/after valuesMore state is visible before committing an action or leaving a screen
MicrotransactionsInvisible Dye support for Focuses and dynamic Azmeri effectsExisting cosmetics cover more equipment and attribute states
Bug fixesEncounter, Atlas, skill, controller, audio, animation and crash fixesThe official source remains the canonical line-by-line fix list

Overview

Reveal / News

#

Advanced Thaumaturgy

Gemling Legionnaire · Display fix
Before
  • Flash Grenade's additional quality effect displayed Lightning damage but omitted Cold damage.
After
  • Both damage types are displayed. This corrects the tooltip, not the damage granted.
Unchanged
  • Gem Quality grants Socketed Skills an additional effect

Lead me through Grace...

Invoker · Interaction fix
Before
  • Medved's Tending could grant Spirit modifiers despite this node's restriction.
After
  • The restriction now blocks that interaction.
Unchanged
  • +1 to Spirit for every 8 Item Energy Shield on Equipped Body Armour
  • +1 to Spirit for every 20 Evasion Rating on Equipped Body Armour
  • Cannot gain Spirit from Equipment

Ascendancy Changes

#

Build-affecting skill fixes to retest

These are fixes listed in the official Bug Fixes section. Recheck real post-launch tooltips before treating a corrected interaction as a final build recommendation.

Build-affecting skill fixes to retest

SystemFixed behaviorWho should retest
Alternate weapon setsSkills can no longer be used without the corresponding weapon swapWeapon-set automation and multi-weapon builds
Inactive-set Auras and SupportsAuras and Support Gems from an inactive Weapon Set no longer remain appliedReservation and support setups split between weapon sets
Unique-granted skillsA skill granted by a Unique item can no longer use non-Unique weapons equipped in another Weapon SetBuilds satisfying a granted skill's weapon requirement through the inactive set
Projectile splittingSplit projectiles no longer aim sharply into the ground in WASD modeSkills whose split projectiles previously failed to reach secondary targets
Azmerian SwarmsCan now be supported by and affected by Melee SplashSpirit Walker and swarm-focused setups
Ferocious RoarDamage modifier scaling is corrected at gem level 20 and aboveHigh-level Ferocious Roar users
Legacy of ChernobogIts Pillar damage modifier now stacks correctly with Chernobog's PillarChernobog interaction builds
Chaos IgniteChaos-damage Ignites can now ignite Oil GroundFire/Chaos conversion and Oil Ground setups
Flash Grenade qualityAdvanced Thaumaturgy now displays both extra Lightning and extra Cold damageGemling Legionnaire review; this is a display correction
Crossbow basic attackIncorrect Area tag removedCrossbow tag-dependent support and modifier checks

Skill and Weapon-set Fixes

#

Wildwood Wisps

The four icons are extracted from the current POE2 client. Ritual Tablets can roll modifiers that increase the number of wisps found in Wildwood areas.

Wildwood Wisps

IconWispConfirmed map effectStatus
Primal WispPrimal WispCan upgrade Normal monsters to Magic monsters.Reveal-confirmed
Vivid WispVivid WispCan add additional modifiers to Rare monsters.Reveal-confirmed
Wild WispWild WispAdds Item Rarity to drops from all monsters.Reveal-confirmed
Sacred WispSacred WispUnknown. The reveal confirms the rare fourth type but intentionally does not reveal its effect.Unresolved

Encounter Flow

StepActionResult
1Buy a Sacred Bloom from endgame Ritual rewards.A map-applicable Wildwood access item.
2Apply the Bloom to an Endgame Map and enter the Wildwood from the map start.A timed exploration area opens.
3Follow trails and collect any combination of Primal, Vivid, Wild and rare Sacred Wisps.Common wisp effects can stack; Sacred remains unknown.
4Leave the Wildwood and finish the map.Collected wisps empower map monsters and improve rewards according to their type.

Overview

0.5.5 Guide: New Wildwood Encounters

  • Acquire a Sacred Bloom from endgame Ritual rewards and use it on an Endgame Map to add a Wildwood entrance. The entrance appears at the start of that map.
  • Inside the Wildwood, follow wisp trails under a time limit. Collected wisps are released into the map when you leave: they empower monsters and improve the resulting rewards.
  • Primal, Vivid and Wild effects were stated in the official 0.5.5 reveal. Sacred is a rare fourth type, but its gameplay effect was deliberately left undisclosed; the guide therefore keeps it marked Unknown until client or official data confirms it.

Wildwood Encounters

#

Expedition Tablet

Adds a Kalguuran Expedition to a Map

10 uses remaining

Available in Standard and Forbidden Rites.

  • 1 TabletAdds a Kalguuran Expedition to the Map.
  • 2 TabletsAlso adds a Verisium Remnant and 35% increased Expedition density.
  • 3 TabletsAlso adds another Kalguuran Expedition.
  • 4 TabletsAlso adds another Verisium Remnant and a further 35% increased Expedition density.
GGG 0.5.5 patch notes

Map objective Complete the Kalguuran Expedition

Tablet modifiers

Prefixes 13
Effect
(8-12)% increased Rarity of Items found in Map
Map has (15-20)% increased Monster Rarity
(12-18)% increased Experience gain in Map
(25-35)% increased Gold found in Map
(5-7)% increased Pack Size in Map
% increased Quantity of Waystones found in Map, Map contains 1 additional Azmeri Spirits
% increased Quantity of Waystones found in Map, Map is inhabited by 1 additional Rogue Exiles
Map contains (2-3) additional Rare Chests
Map contains 1 additional Essences,% increased Quantity of Waystones found in Map
Map contains 1 additional Summoning Circles
Map has (25-35)% increased number of Rare Monsters
Map has (30-40)% increased Magic Monsters
Monsters have (10-15)% increased Effectiveness
Suffixes 24
Effect
(15-25)% increased Expedition Monster Rarity in Map, expedition elite pack size +% [20]
Expeditions have + (30-40)% Surpassing chance to contain an additional Verisium Remnant
Monsters from Verisium Remnants drop (15-25)% increased Verisium
Verisium Remnants have + (25-35)% chance to add an additional Runic Modifier in Map
(15-25)% increased Quantity of Expedition Logbooks dropped by Runic Monsters in Map
(5-10)% increased Expedition Explosive Area of Effect in Map
Expeditions contain (1-2) Additional Bosses encased in ice in Map
Expeditions contain (1-2) Additional Verisium Sentries in Map
Expeditions contain (1-2) buried Strongboxes in Map
Expeditions contain (1-2) Vaal Relics in Map
Expeditions have + (30-40)% Surpassing chance to Duplicate Runic Monsters in Map
Map contains (15-25)% increased number of Runic Monster Markers
The first (1-2) unearthed Runic Monsters will be Rare Monsters in Map
(30-40)% increased Quantity of Waystones found in Map
% reduced Pack Size in Map,% increased Quantity of Waystones found in Map, Map contains 1 additional Shrines
% reduced Pack Size in Map,% increased Quantity of Waystones found in Map, Map contains 1 additional Strongboxes
Map has (1-2) additional random Modifiers
Map has (70-100)% increased chance to contain a Summoning Circle
Map has (70-100)% increased chance to contain Azmeri Spirits
Map has (70-100)% increased chance to contain Essences
Map has (70-100)% increased chance to contain Rogue Exiles
Map has (70-100)% increased chance to contain Shrines
Map has (70-100)% increased chance to contain Strongboxes
Unique Monsters have 1 additional Rare Modifiers

Overview

Expedition Tablet

#

New Soul Cores — 18 items

GGPK 4.5.5.1 SoulCores and client stat descriptions. All listed cores have Limit 1. Required level is the equipment-use requirement, not the drop level. Vizoma has separate martial-weapon and wand/staff effects.

New Soul Cores — 18 items

Soul CoreReq. lvlLimitSocketEffect
Jiquani's Soul Core of Automation★501Weapon+1 to Level of all Totem Skill Gems
Jiquani's Soul Core of Malediction★501Weapon+1 to Level of all Curse Skills
Jiquani's Soul Core of Targeting★501Weapon+1 to Level of all Mark Skills
Jiquani's Soul Core of Rallying★501Weapon+1 to Level of all Warcry Skill Gems
Jiquani's Soul Core of Radiance★501Weapon+1 to Level of all Herald Skill Gems
Jiquani's Soul Core of Severing★501Weapon+1 to Level of all Strike Skill Gems
Jiquani's Soul Core of Rippling★501Weapon+1 to Level of all Nova Skill Gems
Jiquani's Soul Core of Quaking★501Weapon+1 to Level of all Slam Skill Gems
Jiquani's Soul Core of Munitions★501Weapon+1 to Level of all Grenade Skill Gems
Jiquani's Soul Core of Snares★501Weapon+1 to Level of all Hazard Skill Gems
Jiquani's Soul Core of Abundance★501Weapon+1 to Level of all Plant Skill Gems
Jiquani's Soul Core of Squalls★501Weapon+1 to Level of all Wind Skill Gems
Jiquani's Soul Core of Thundering★501Weapon+1 to Level of all Storm Skill Gems
Atziri's Soul Core of Devotion★501Helmets1% increased Spirit for each Corrupted Item Equipped; Corrupting will always result in change
Atziri's Soul Core of Vitality★501Body Armours1% increased Maximum Life for each Corrupted Item Equipped; Corrupting will always result in change
Atziri's Soul Core of Alacrity★501Gloves1% increased Skill Speed for each Corrupted Item Equipped; Corrupting will always result in change
Atziri's Soul Core of Inoculation★501Boots+2% to Chaos Resistance for each Corrupted Item Equipped; Corrupting will always result in change
Soul Core of Vizoma★01Martial Weapon+150 to Accuracy Rating
Soul Core of Vizoma★01Wand or Staff30% increased Critical Hit Chance for Spells

Overview

0.5.5 New Soul Cores

  • The new roster contains thirteen Jiquani variants, four Atziri variants, and Soul Core of Vizoma. The table uses the extracted client effects and keeps equipment contexts separate.
  • Req. lvl is the Soul Core's use requirement, not its drop level. All 18 additions carry the New 0.5.5 marker; existing cores with changed values are not included here.

New Soul Cores

#

Expedition 0.5.4 Update Checklist

Rows are summarized from official 0.5.4 patch notes and are written as a checklist for live verification.

Wider 0.5.4 Changes To Review

This second table is intentionally broad so the patch can be audited beyond Expedition without losing the Expedition-first focus.

Expedition 0.5.4 Update Checklist

UpdateWhat changedCheck in patch
Expedition Atlas Passive TreeA dedicated Expedition Atlas Passive Skill Tree was added. Points come from defeating each boss in The Grand Expedition questline.Confirm point count, boss order, and whether books appear as Runic Book of Knowledge I-IV in the current quest reward flow.
Liquid VerisiumNew currency that immediately starts a Runic Remnant Encounter with a random Runic Inscription. It is bought from Farrow with Verisium after allocating Feeling Lucky? on the Expedition tree.Confirm purchase cost, whether it is tradeable, and how its random inscription pool is displayed.
Grand Expedition modifiersGrand Expeditions now receive 1-2 Expedition Map Modifiers. New modifiers include more Runic Monster Markers, duplicated Runic Monsters, and additional Remnants.Check if modifier count scales from Atlas passives, map state, or only the new 0.5.4 baseline.
Remnant propagationRemnants now randomly choose which Rune slot propagates to later monsters instead of randomly choosing the propagated Rune from each recipe.Verify whether this makes recipe planning more slot-focused and less exact-rune-focused.
Runeshape recipe highlightThe Runeshape Recipes list now highlights the Rune that will be propagated when a Remnant is completed.Check in UI against multi-rune recipes and Power Rune interactions.
Runic monster rarity scalingRare chance for Runic Monsters from Expedition and Grand Expeditions now correctly scales with increased Monster Rarity and Rare chance.Recheck Atlas/passive/map-mod investment because rare-scaling nodes may be more valuable now.
Boss and encounter tuningThe Aberration stops arena Meteor Rain on death, and Uhtred plus Vorana had Cold Resistance reduced.Check whether Uhtred/Vorana kill time and cold-build matchup feel materially different.
Ocean-map readabilityThe Endgame Map now has an icon that shows which Ocean Maps are Grand Expeditions.Verify whether this reduces missed Grand Expeditions during island routing.
Thaumaturgic Flux cleanupThaumaturgic Fluxes now count for The Artisan Challenge's Any Flux condition and appear in the Fluxes section of the Currency Exchange.Check if all Thaumaturgic Flux level variants are grouped correctly in economy views.
Doryani Atlas Master optionDoryani's Refined Formula now also makes Grand Expeditions have only 5 Explosives, overriding the 1-explosive Expedition maximum in those maps.Confirm whether this changes best use of Refined Formula for Grand Expedition farming.
Power Rune propagation fixFixed an Expedition bug where Runes propagated from previously unearthed Remnants were not empowered by Power Runes.Retest Power Rune routes and any high-value Remnant chains.

Wider 0.5.4 Changes To Review

AreaPatch summaryWhy it matters
Atziri's TempleAtziri's Vault can now drop one of four Orb of Sacrifice currencies after killing Atziri. These upgrade corrupted enchantments but randomly remove an explicit modifier.Not Expedition-specific, but important for the broader 0.5 endgame reward map.
Unique item skillsUniques that grant skills now scale the granted skill to the lowest level you meet requirements for, up to the item's described maximum.This changes leveling and low-level use cases for item-skill uniques; Eventide Petals received a level 55 requirement.
New Kulemak uniqueThe Master's Reach can drop from Vessel of Kulemak when fully empowered by the Liches.Affects Abyss/Kulemak reward coverage rather than Expedition.
Inventory count tooltipHolding Alt on currency or stackable fragments shows the count within the same inventory, including trade windows.Useful for Logbooks, splinters, Flux, Verisium, and bulk trading checks.
Augment restrictionsSeveral augments, including Medved's Tending, Uhtred's Sidereus, and Vorana's Carnage, can no longer be socketed into corrupted or sanctified items.Directly affects Expedition Runeforged Core planning.
Other endgame fixesThe patch includes fixes for Abyssal Depths Atlas passives, Simulacrum Delirium shard selection, Ritual tribute modifiers, Medallion altar rewards, Strongboxes, and several bosses.Good candidates for follow-up checks in the other mechanic guides.

Overview

POE2 0.5.4: Expedition Updates

  • Patch 0.5.4 is the first Expedition-focused follow-up after Return of the Ancients. The main headline is that Expedition now has its own Atlas Passive Skill Tree, with points earned by progressing The Grand Expedition boss route.
  • Use this guide as a review checklist for the patch. It separates direct Expedition changes from wider 0.5.4 changes that may still affect Expedition planning, such as level-scaling item skills, new Atziri currency, augment restrictions, and endgame bug fixes.

0.5.4 Updates

#

Hollow Focus Technique

Notable
  • 8% inc. AoE8% increased Area of Effect
  • Grants Skill: Hollow FocusGrants Skill: Hollow Focus
Hollow Focus
AttackAoEBuffDuration
Level
(1 - 20)(1 - 20)

While active, ethereal bells periodically appear near you. Your Hits immediately destroy the bells, creating a shockwave that damages nearby enemies and causes a Heavy Stun on enemies that are Primed for Stun. The bells are themselves always Primed for Stun, they can be Culled, and Hits against them are always Critical Hits.

  • Bells appear within 3 metre radius of youBells appear within 3 metre radius of you
  • A bell appears every (2.05 - 3) secondsA bell appears every (2.05 - 3) seconds
  • Bell duration is 21 secondsBell duration is 21 seconds
  • Modifiers to CDRR also apply to bell appearance frequencyModifiers to Cooldown Recovery Rate also apply to bell appearance frequency
  • Limit 3 active Bells
  • Tempest Bells are destroyed after an additional 1 Hits
  • Shockwave radius is 2.3 mShockwave radius is 2.3 metres
  • Cannot cause Stun buildup
  • Q20: -0.4 m to bell appearance radius-0.4 metres to bell appearance radius

Hollow Form Technique

Notable
  • 10% chance when you gain a Power Charge to gain an additional Power Charge10% chance when you gain a Power Charge to gain an additional Power Charge
  • Grants Skill: Hollow FormGrants Skill: Hollow Form
Hollow Form
Attack
Level
(1 - 20)(1 - 20)
Attack Speed
70% of base70% of base

Channel to create fleeting images of your astral self near the target location. The images perform a Socketed Melee Attack once then vanish, targeting the closest enemy if possible. The images cannot perform Channelled Skills or Conditional Skills. Consuming a Power Charge creates additional images.

  • Images can be created within 6 metre radius of youImages can be created within 6 metre radius of you
  • Creating an Image spends 80% of Socketed Skill's CostCreating an Image spends 80% of Socketed Skill's Cost
  • Consumes a Power Charge to create 2 additional Images
  • Socketed Skills cannot consume ChargesSocketed Skills cannot consume Charges
  • Q20: 10% chance to not remove a Power Charge but still count as consuming it10% chance to not remove a Power Charge but still count as consuming it

Hollow Resonance Technique

Notable
  • 8% inc. AoE8% increased Area of Effect
  • Grants Skill: Hollow ResonanceGrants Skill: Hollow Resonance
Hollow Resonance
AttackAoE
Level
(1 - 20)(1 - 20)
Cooldown Time
0.50 s (3 Times)0.50 s (3 Times)
Attack Damage
(60 - 187)% of base(60 - 187)% of base

Attaches an ethereal bell to your back. Critical Hits with other Skills will cause the bell to ring out, damaging nearby enemies.

  • Shockwave radius is 2 mShockwave radius is 2 metres
  • 150% more Stun buildup
  • Q20: 30% more Stun buildup30% more Stun buildup

Way of the Mountain

Notable
  • 20% inc. Immobilisation buildup20% increased Immobilisation buildup
  • 100% Surpassing chance per enemy Power to gain100% Surpassing chance per enemy Power to gain
  • Mountain's Teachings on Immobilising an enemy ifMountain's Teachings on Immobilising an enemy if
  • you have the Way of the Mountain Ascendancy Passive Skillyou have the Way of the Mountain Ascendancy Passive Skill

Way of the Stonefist

Notable
  • 15% inc. ER15% increased Evasion Rating
  • 15% inc. max ES15% increased maximum Energy Shield
  • Gloves you equip have their Base Type transformed to Fists of Stone while equipped, andGloves you equip have their Base Type transformed to Fists of Stone while equipped, and
  • their Explicit Modifiers are transformed into more powerful related Modifierstheir Explicit Modifiers are transformed into more powerful related Modifiers
  • Ignore Attribute req. to equip GlovesIgnore Attribute Requirements to equip Gloves

Martial Adept

Notable
  • 4% inc. Attack Speed4% increased Attack Speed
  • -0.2 seconds to current ES Recharge delay per Combo expended when using Skills-0.2 seconds to current Energy Shield Recharge delay per Combo expended when using Skills
  • When you gain Combo, gain an additional ComboWhen you gain Combo, gain an additional Combo

Martial Master

Notable
  • 4% inc. Attack Speed4% increased Attack Speed
  • Gain Combo from all Attack HitsGain Combo from all Attack Hits
  • Skills can build and retain Combo regardless of Weapon SetSkills can build and retain Combo regardless of Weapon Set

Runic Meridians

Notable
  • +5 to all Attributes+5 to all Attributes
  • Can tattoo Runes onto your body, gainingCan tattoo Runes onto your body, gaining
  • additional Rune-only sockets:additional Rune-only sockets:
  • • 1 Helmet socket• 1 Helmet socket
  • • 2 Body Armour sockets• 2 Body Armour sockets
  • • 1 Gloves socket• 1 Gloves socket
  • • 1 Boots socket• 1 Boots socket

(New) Martial Artist

#

Details

Fists of Stone Fists of Stone
Fists of Stone

Base: Ascendancy Item Transformation

Variant: Martial Artist Way of the Stonefist

Explicit
  • Way of the Stonefist transforms equipped gloves into Fists of Stone while equipped.Way of the Stonefist transforms equipped gloves into Fists of Stone while equipped.
  • Explicit modifiers on those gloves are transformed into more powerful related modifiers.Explicit modifiers on those gloves are transformed into more powerful related modifiers.
  • Ignore Attribute Requirements to equip Gloves.Ignore Attribute Requirements to equip Gloves.
Rare modifier transformations

Way of the Stonefist turns rare glove modifiers into Fists of Stone modifier versions while the node is active. The table below shows the highest known prefix and suffix transformations from POE2DB.

Fists of Stone - Rare Modifiers · Way of the Stonefist
Facebreaker Fists of Stone Lv. 1+
Facebreaker Fists of Stone transformed version

Base: Fists of Stone

Variant: Fists of Stone Martial Artist: Way of the Stonefist

Req: 0 Str | 0 Dex | 0 Int

Smash to Smithereens

Lv 1
AoETriggerFire

Blows strong enough to Heavy Stun an enemy reverberate in an area around the enemy and heavily Break Armour.

  • Break Armour equal to 200% of Fire.Dmg dealt
  • Converts 100% of Physical damage to Fire damage
  • Triggers when you Heavy Stun an enemy
  • Impact radius is 1.6 m
Implicit
  • Grants Skill: Level 1 Smash to SmithereensGrants Skill: Level 1 Smash to Smithereens
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
Explicit
  • Has 9 to 14 Fire damage, +3 to +5 per Boss's Face BrokenBoss's Face Broken

    Each "Boss Encounter" icon on the World Screen is a face which can be broken by beating the encounter.
    "Rare Monster Encounter" icons do not provide any bonus when broken.
    Has 9 to 14 Fire damage, +3 to +5 per Boss's Face BrokenBoss's Face Broken

    Each "Boss Encounter" icon on the World Screen is a face which can be broken by beating the encounter.
    "Rare Monster Encounter" icons do not provide any bonus when broken.
  • +0.3 metres to MeleeMelee

    Melee AttacksAttack are those that directly hit with a melee StrikeStrike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damageUnarmed Damage.
    Any Projectiles these attacks create do not count as Melee damage.
    StrikeStrike

    A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
    Range while Unarmed
    +0.3 metres to MeleeMelee

    Melee AttacksAttack are those that directly hit with a melee StrikeStrike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damageUnarmed Damage.
    Any Projectiles these attacks create do not count as Melee damage.
    StrikeStrike

    A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
    Range while Unarmed
  • Gain 1% of Unarmed DamageUnarmed Damage

    Unarmed Damage refers to the Hit Damage of Unarmed AttacksUnarmed Attacks . As such, Unarmed Damage is always AttackAttack HitDamage .
    Players' base Unarmed Damage is PhysicalPhysical , and has a minimum roll of 2, and a maximum roll between 5 - 8, depending on how aligned their class is with StrengthStrength .
    Other Damage is not considered Unarmed Damage, even if you are Unarmed while dealing it.
    as extra Fire damage per 5 Intelligence
    Gain 1% of Unarmed DamageUnarmed Damage

    Unarmed Damage refers to the Hit Damage of Unarmed AttacksUnarmed Attacks . As such, Unarmed Damage is always AttackAttack HitDamage .
    Players' base Unarmed Damage is PhysicalPhysical , and has a minimum roll of 2, and a maximum roll between 5 - 8, depending on how aligned their class is with StrengthStrength .
    Other Damage is not considered Unarmed Damage, even if you are Unarmed while dealing it.
    as extra Fire damage per 5 Intelligence
  • 1% increased Area of Effect for Unarmed AttacksUnarmed Attacks

    Unarmed AttacksAttack are AttacksAttack which are performed while Unarmed and use your character's base Unarmed DamageUnarmed Damage where other AttacksAttack would use the base Damage from a Martial Weapon .
    AttacksAttack which can be performed while Unarmed but draw their base damage from other sources, such as skills which use a Shield to attack, are not considered Unarmed AttacksAttack.
    per 10 Intelligence
    1% increased Area of Effect for Unarmed AttacksUnarmed Attacks

    Unarmed AttacksAttack are AttacksAttack which are performed while Unarmed and use your character's base Unarmed DamageUnarmed Damage where other AttacksAttack would use the base Damage from a Martial Weapon .
    AttacksAttack which can be performed while Unarmed but draw their base damage from other sources, such as skills which use a Shield to attack, are not considered Unarmed AttacksAttack.
    per 10 Intelligence
  • Can 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 PhysicalPhysical damage — they can deal any damage type.
    as though using a One Handed MaceOne Handed Mace

    Maces are MeleeMelee weapons that can be One-Handed or Two-Handed . Maces require StrengthStrength to equip.
    Mace AttacksAttack are often Slams or slow StrikesStrike that deal PhysicalPhysical or Fire damage.
    while both of your hand slots are empty | Unarmed AttacksUnarmed Attacks

    Unarmed AttacksAttack are AttacksAttack which are performed while Unarmed and use your character's base Unarmed DamageUnarmed Damage where other AttacksAttack would use the base Damage from a Martial Weapon .
    AttacksAttack which can be performed while Unarmed but draw their base damage from other sources, such as skills which use a Shield to attack, are not considered Unarmed AttacksAttack.
    that would use an EquippedEquipped

    Weapon, ArmourArmour , Belt, and Jewellery Items are Equipped to the character in the Inventory Panel. Flasks, Skill Gems, and Jewels are never considered to be Equipped.
    One Hand MaceOne Hand Mace

    Maces are MeleeMelee weapons that can be One-Handed or Two-Handed . Maces require StrengthStrength to equip.
    Mace AttacksAttack are often Slams or slow StrikesStrike that deal PhysicalPhysical or Fire damage.
    's damage use this Item's damage
    Can 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 PhysicalPhysical damage — they can deal any damage type.
    as though using a One Handed MaceOne Handed Mace

    Maces are MeleeMelee weapons that can be One-Handed or Two-Handed . Maces require StrengthStrength to equip.
    Mace AttacksAttack are often Slams or slow StrikesStrike that deal PhysicalPhysical or Fire damage.
    while both of your hand slots are empty | Unarmed AttacksUnarmed Attacks

    Unarmed AttacksAttack are AttacksAttack which are performed while Unarmed and use your character's base Unarmed DamageUnarmed Damage where other AttacksAttack would use the base Damage from a Martial Weapon .
    AttacksAttack which can be performed while Unarmed but draw their base damage from other sources, such as skills which use a Shield to attack, are not considered Unarmed AttacksAttack.
    that would use an EquippedEquipped

    Weapon, ArmourArmour , Belt, and Jewellery Items are Equipped to the character in the Inventory Panel. Flasks, Skill Gems, and Jewels are never considered to be Equipped.
    One Hand MaceOne Hand Mace

    Maces are MeleeMelee weapons that can be One-Handed or Two-Handed . Maces require StrengthStrength to equip.
    Mace AttacksAttack are often Slams or slow StrikesStrike that deal PhysicalPhysical or Fire damage.
    's damage use this Item's damage
  • local display facebreaker damage imitation weapon [1]local display facebreaker damage imitation weapon [1]
  • UnmodifiableUnmodifiable

""You think us savages?" mused the Red Wolf, as he pulled teeth from the Eternal's skull. "I will show your kind the way of tooth and claw.""

Northpaw Fists of Stone Lv. 1+
Northpaw Fists of Stone transformed version

Base: Fists of Stone

Variant: Fists of Stone Martial Artist: Way of the Stonefist

Req: 0 Str | 0 Dex | 0 Int

Implicit
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
    Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
Explicit
  • Has +2 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level
    Has +2 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level
  • Has +1 to maximum Energy Shield per player levelHas +1 to maximum Energy Shield per player level
  • AttacksAttacks

    Attacks are skills that directly damage enemies, usually using your equipped Martial WeaponWeapons . Spells are not Attacks.
    The base damage, attack speed and critical hit chance of an attack are determined using your Martial WeaponWeapons 's stats unless the skill says otherwise.
    Attacks do not necessarily deal PhysicalPhysical damage — they can deal any damage type.
    Gain (11-15) % of Damage as Extra PhysicalPhysical

    10% increased Physical Damage
    Damage
    AttacksAttacks

    Attacks are skills that directly damage enemies, usually using your equipped Martial WeaponWeapons . Spells are not Attacks.
    The base damage, attack speed and critical hit chance of an attack are determined using your Martial WeaponWeapons 's stats unless the skill says otherwise.
    Attacks do not necessarily deal PhysicalPhysical damage — they can deal any damage type.
    Gain (11-15) % of Damage as Extra PhysicalPhysical

    10% increased Physical Damage
    Damage
  • (15-20) % increased Critical Damage BonusCritical Damage Bonus

    Multiplies the damage dealt by Critical HitsCritical Hit . Default value is +100% (i.e. twice as much damage).
    (15-20) % increased Critical Damage BonusCritical Damage Bonus

    Multiplies the damage dealt by Critical HitsCritical Hit . Default value is +100% (i.e. twice as much damage).
  • +(3-6) % to Unarmed Melee AttackAttacks

    Attacks are skills that directly damage enemies, usually using your equipped Martial WeaponWeapons . Spells are not Attacks.
    The base damage, attack speed and critical hit chance of an attack are determined using your Martial WeaponWeapons 's stats unless the skill says otherwise.
    Attacks do not necessarily deal PhysicalPhysical damage — they can deal any damage type.
    Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical Damage Bonus can further modify this value.
    AttacksAttacks 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
    +(3-6) % to Unarmed Melee AttackAttacks

    Attacks are skills that directly damage enemies, usually using your equipped Martial WeaponWeapons . Spells are not Attacks.
    The base damage, attack speed and critical hit chance of an attack are determined using your Martial WeaponWeapons 's stats unless the skill says otherwise.
    Attacks do not necessarily deal PhysicalPhysical damage — they can deal any damage type.
    Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical Damage Bonus can further modify this value.
    AttacksAttacks 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
  • UnmodifiableUnmodifiable

"Fight with the ferocity of the First Ones."

Painter's Servant Fists of Stone Lv. 1+
Painter's Servant Fists of Stone transformed version

Base: Fists of Stone

Variant: Fists of Stone Martial Artist: Way of the Stonefist

Req: 0 Str | 0 Dex | 0 Int

Implicit
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
Explicit
  • 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, LightningLightning damage gained from Physical damage scales with LightningLightning damage modifiers, but not Physical damage modifiers.
    Damage Gain occurs in the same two step process as Damage ConversionConverted . Damage over time cannot benefit from damage Gain.
    (6-15) % of 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.
    damage as Extra Physical 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, LightningLightning damage gained from Physical damage scales with LightningLightning damage modifiers, but not Physical damage modifiers.
    Damage Gain occurs in the same two step process as Damage ConversionConverted . Damage over time cannot benefit from damage Gain.
    (6-15) % of 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.
    damage as Extra Physical 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, LightningLightning damage gained from Physical damage scales with LightningLightning damage modifiers, but not Physical damage modifiers.
    Damage Gain occurs in the same two step process as Damage ConversionConverted . Damage over time cannot benefit from damage Gain.
    (6-15) % of 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 .
    damage as Extra Physical 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, LightningLightning damage gained from Physical damage scales with LightningLightning damage modifiers, but not Physical damage modifiers.
    Damage Gain occurs in the same two step process as Damage ConversionConverted . Damage over time cannot benefit from damage Gain.
    (6-15) % of 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 .
    damage as Extra Physical 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, LightningLightning damage gained from Physical damage scales with LightningLightning damage modifiers, but not Physical damage modifiers.
    Damage Gain occurs in the same two step process as Damage ConversionConverted . Damage over time cannot benefit from damage Gain.
    (6-15) % 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 .
    damage as Extra Physical 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, LightningLightning damage gained from Physical damage scales with LightningLightning damage modifiers, but not Physical damage modifiers.
    Damage Gain occurs in the same two step process as Damage ConversionConverted . Damage over time cannot benefit from damage Gain.
    (6-15) % 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 .
    damage as Extra Physical damage
  • Physical damage from Hits Contributes to Flammability and | Ignite Magnitudes , Freeze Buildup, and Shock ChancePhysical damage from Hits Contributes to Flammability and | Ignite Magnitudes , Freeze Buildup, and Shock Chance
  • UnmodifiableUnmodifiable

"Bloodshed on the crimson shores, longing for the endless sea. Treasures, life, I'd give it all just to capture thee."

Plaguefinger Fists of Stone Lv. 4+
Plaguefinger Fists of Stone transformed version

Base: Fists of Stone

Variant: Fists of Stone Martial Artist: Way of the Stonefist

Req: 0 Str | 0 Dex | 0 Int

Implicit
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy HitsHits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and PoisonPoison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
    Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy HitsHits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and PoisonPoison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
Explicit
  • (15-20) % more Global EvasionEvasion

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

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and PoisonPoison bypasses Energy Shield to remove Life directly.
    (15-20) % more Global EvasionEvasion

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

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and PoisonPoison bypasses Energy Shield to remove Life directly.
  • (8-12) % chance to gain Onslaught for 4 seconds on 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.
    (8-12) % chance to gain Onslaught for 4 seconds on 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.
  • (30-40) % increased Magnitude of PoisonPoison

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

    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.
    (30-40) % increased Magnitude of PoisonPoison

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

    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.
  • Critical HitsHits

    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.
    PoisonPoison

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

    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.
    PoisonPoison

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

"Ulcers, scabs, and pocks, the third army makes its claim."

Replaces up to 2 modifiers on a Corrupted Vaal Unique Replaces other Uniques with a Corrupted Unique of the same Item Class Possible replacement pool; these options are alternatives, not simultaneous item stats. Right click this item then left click on a unique item to apply it.

Vaal Cultivation Orb: possible replacement pool

Added: +1 to Level of all Chaos Skills+1 to Level of all Chaos Skills

Added: (5-10)% Global chance to Blind Enemies on Hit(5-10)% Global chance to Blind Enemies on Hit

Added: (10-16)% inc. Magnitude of Poison you inflict(10-16)% increased Magnitude of Poison you inflict

Added: (30-60)% inc. Magnitude of Poison you inflict on targets that are not Poisoned(30-60)% increased Magnitude of Poison you inflict on targets that are not Poisoned

Gravebind Fists of Stone Lv. 5+
Gravebind Fists of Stone transformed version

Base: Fists of Stone

Variant: Fists of Stone Martial Artist: Way of the Stonefist

Req: 0 Str | 0 Dex | 0 Int

Implicit
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to Evasion Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
    Has +3 to Evasion Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
Explicit
  • (15-20) % more Global Evasion Rating and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (15-20) % more Global Evasion Rating and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • 20 % increased Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.
    Magic items can have 2 Modifiers; a Prefix and a Suffix.
    Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.
    More powerful and dangerous enemies are more likely to drop rarer Items.
    found | Your other Modifiers to Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.
    Magic items can have 2 Modifiers; a Prefix and a Suffix.
    Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.
    More powerful and dangerous enemies are more likely to drop rarer Items.
    found do not apply
    20 % increased Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.
    Magic items can have 2 Modifiers; a Prefix and a Suffix.
    Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.
    More powerful and dangerous enemies are more likely to drop rarer Items.
    found | Your other Modifiers to Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.
    Magic items can have 2 Modifiers; a Prefix and a Suffix.
    Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.
    More powerful and dangerous enemies are more likely to drop rarer Items.
    found do not apply
  • Recover 3 % of maximum Life on KillRecover 3 % of maximum Life on Kill
  • Recover 3 % of maximum Mana on KillRecover 3 % of maximum Mana on Kill
  • 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.
    killed by anyone count as being killed by you instead
    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.
    killed by anyone count as being killed by you instead
  • (30-50) % chance to gain Volatility on Kill(30-50) % chance to gain Volatility on Kill
  • UnmodifiableUnmodifiable

"Try as you like to hide the blood on your hands. You'll still know the truth."

Jarngreipr Fists of Stone Lv. 6+
Jarngreipr Fists of Stone transformed version

Base: Fists of Stone

Variant: Fists of Stone Martial Artist: Way of the Stonefist

Req: 0 Str | 0 Dex | 0 Int

Implicit
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
    Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
Explicit
  • (15-20) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and Energy Shield
    (15-20) % more Global EvasionEvasion

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

    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 PhysicalPhysical damage — they can deal any damage type.
    Gain (10-15) % of Damage as Extra PhysicalPhysical

    10% increased Physical Damage
    Damage
    AttacksAttacks

    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 PhysicalPhysical damage — they can deal any damage type.
    Gain (10-15) % of Damage as Extra PhysicalPhysical

    10% increased Physical Damage
    Damage
  • (6-8) % more damage taken while on Low Life(6-8) % more damage taken while on Low Life
  • (10-15) % chance to gain Onslaught for 4 seconds on Hit(10-15) % chance to gain Onslaught for 4 seconds on Hit
  • Dexterity can satisfy other AttributeAttribute

    StrengthStrength , 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.
    Requirements of MeleeMelee

    Melee AttacksAttacks 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.
    Weapons and MeleeMelee

    Melee AttacksAttacks 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
    Dexterity can satisfy other AttributeAttribute

    StrengthStrength , 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.
    Requirements of MeleeMelee

    Melee AttacksAttacks 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.
    Weapons and MeleeMelee

    Melee AttacksAttacks 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
  • UnmodifiableUnmodifiable

"The whispers of the old gods hum through the iron. They demand a hero."

Grip of Winter Fists of Stone Lv. 11+
Grip of Winter Fists of Stone transformed version

Base: Fists of Stone

Variant: Fists of Stone Martial Artist: Way of the Stonefist

Req: 0 Str | 0 Dex | 0 Int

Implicit
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
    Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
Explicit
  • (10-15) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and Energy Shield
    (10-15) % more Global EvasionEvasion

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

    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.
    Gain (10-15) % of Damage as Extra ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold ResistanceCold Resistance . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy Stun .
    Damage
    AttacksAttacks

    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.
    Gain (10-15) % of Damage as Extra ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold ResistanceCold Resistance . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy Stun .
    Damage
  • +(2-3) % to Maximum Cold ResistanceCold Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , ColdCold , Lightning or Chaos — up to a Maximum . Fire , ColdCold 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.
    +(2-3) % to Maximum Cold ResistanceCold Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , ColdCold , Lightning or Chaos — up to a Maximum . Fire , ColdCold 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.
  • +(15-25) % to Cold ResistanceCold Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , ColdCold , Lightning or Chaos — up to a Maximum . Fire , ColdCold 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.
    +(15-25) % to Cold ResistanceCold Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , ColdCold , Lightning or Chaos — up to a Maximum . Fire , ColdCold 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.
  • All Damage from Hits Contributes 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 MagnitudeMagnitude 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%.
    ColdCold 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 Contributes 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 MagnitudeMagnitude 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%.
    ColdCold 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 Contributes to FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    ColdCold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    Buildup
    All Damage from Hits Contributes to FreezeFreeze

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

"After the eruption, the skies turned grey, ash began to fall, and a chill set in..."

Treefingers Fists of Stone Lv. 11+
Treefingers Fists of Stone transformed version

Base: Fists of Stone

Variant: Fists of Stone Martial Artist: Way of the Stonefist

Req: 0 Str | 0 Dex | 0 Int

Implicit
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
Explicit
  • (10-15) % more Global Evasion Rating and Energy Shield(10-15) % more Global Evasion Rating and Energy Shield
  • AttacksAttacks

    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 PhysicalPhysical damage — they can deal any damage type.
    Gain (10-15) % of Damage as Extra PhysicalPhysical

    10% increased Physical Damage
    Damage
    AttacksAttacks

    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 PhysicalPhysical damage — they can deal any damage type.
    Gain (10-15) % of Damage as Extra PhysicalPhysical

    10% increased Physical Damage
    Damage
  • 5 % reduced Cast Speed5 % reduced Cast Speed
  • (15-20) % increased Area of Effect for AttacksAttacks

    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 PhysicalPhysical damage — they can deal any damage type.
    (15-20) % increased Area of Effect for AttacksAttacks

    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 PhysicalPhysical damage — they can deal any damage type.
  • (20-30) % increased Immobilisation buildup(20-30) % increased Immobilisation buildup
  • Hollow Palm TechniqueHollow Palm Technique
  • UnmodifiableUnmodifiable

"The largest beings on Wraeclast are not flesh and blood."

Candlemaker Fists of Stone Lv. 12+
Candlemaker Fists of Stone transformed version

Base: Fists of Stone

Variant: Fists of Stone Martial Artist: Way of the Stonefist

Req: 0 Str | 0 Dex | 0 Int

Implicit
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to Evasion Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
    Has +3 to Evasion Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
Explicit
  • (10-15) % more Global Evasion Rating and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (10-15) % more Global Evasion Rating and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • Attacks Gain (4-7) % of Damage as Extra FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire ResistanceFire Resistance . Fire Hits inflict FlammabilityFlammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage
    Attacks Gain (4-7) % of Damage as Extra FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire ResistanceFire Resistance . Fire Hits inflict FlammabilityFlammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage
  • Attacks Gain (4-7) % of Damage as Extra ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold ResistanceCold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
    Attacks Gain (4-7) % of Damage as Extra ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold ResistanceCold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
  • +(2-3) % to Maximum Fire ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , Lightning or Chaos — up to a Maximum . FireFire , ColdCold 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.
    +(2-3) % to Maximum Fire ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , Lightning or Chaos — up to a Maximum . FireFire , ColdCold 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.
  • +(15-25) % to Fire ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , Lightning or Chaos — up to a Maximum . FireFire , ColdCold 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.
    +(15-25) % to Fire ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , Lightning or Chaos — up to a Maximum . FireFire , ColdCold 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.
  • (30-50) % increased Chill Duration on you(30-50) % increased Chill Duration on you
  • Enemies Ignited or Chilled by you have (-25--15) % to Elemental ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , Lightning or Chaos — up to a Maximum . FireFire , ColdCold 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.
    Enemies Ignited or Chilled by you have (-25--15) % to Elemental ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , Lightning or Chaos — up to a Maximum . FireFire , ColdCold 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.
  • UnmodifiableUnmodifiable

"You can be the wick or the wax. Either way, your light goes out and mine goes on."

Aurseize Fists of Stone Lv. 16+
Aurseize Fists of Stone transformed version

Base: Fists of Stone

Variant: Fists of Stone Martial Artist: Way of the Stonefist

Req: 0 Str | 0 Dex | 0 Int

Implicit
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
    Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
Explicit
  • (15-20) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and Energy Shield
    (15-20) % more Global EvasionEvasion

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

    Life Loss is not damage, and can't be mitigated or absorbed by Energy Shield . Life Loss can still kill you.
    2 % of maximum Life on Kill
    LoseLose

    Life Loss is not damage, and can't be mitigated or absorbed by Energy Shield . Life Loss can still kill you.
    2 % of maximum Life on Kill
  • (50-80) % increased Quantity of Gold Dropped by Slain Enemies(50-80) % increased Quantity of Gold Dropped by Slain Enemies
  • UnmodifiableUnmodifiable

"Wealth is not to be borne lightly."

Doedre's Tenure Fists of Stone Lv. 16+
Doedre's Tenure Fists of Stone transformed version

Base: Fists of Stone

Variant: Fists of Stone Martial Artist: Way of the Stonefist

Req: 0 Str | 0 Dex | 0 Int

Implicit
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to Evasion Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
    Has +3 to Evasion Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
Explicit
  • Has +2 to Evasion Rating per player levelHas +2 to Evasion Rating per player level
  • Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level
    Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level
  • (15-25) % reduced Attack Speed(15-25) % reduced Attack Speed
  • 100 % increased Attack Damage100 % increased Attack Damage
  • 15 % increased Cooldown Recovery Rate15 % increased Cooldown Recovery Rate
  • UnmodifiableUnmodifiable

"While Doedre lacked Maligaro's sense of style, she surpassed her master in pure malevolence."

Killjoy Fists of Stone Lv. 16+
Killjoy Fists of Stone transformed version

Base: Fists of Stone

Variant: Fists of Stone Martial Artist: Way of the Stonefist

Req: 0 Str | 0 Dex | 0 Int

Implicit
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
    Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
Explicit
  • +(30-50) to maximum Runic Ward+(30-50) to maximum Runic Ward
  • (6-7) % less damage taken while on Low Life(6-7) % less damage taken while on Low Life
  • +(1-2) % to Critical Hit Chance+(1-2) % to Critical Hit Chance
  • On-Kill Effects happen twiceOn-Kill Effects happen twice
  • Recover 1 % of maximum Runic Ward on KillRecover 1 % of maximum Runic Ward on Kill
  • UnmodifiableUnmodifiable

""Stitches? Wouldn't that defeat the purpose?" - Jeffry, Torturer's Apprentice"

Lochtonial Caress Fists of Stone Lv. 16+
Lochtonial Caress Fists of Stone transformed version

Base: Fists of Stone

Variant: Fists of Stone Martial Artist: Way of the Stonefist

Req: 0 Str | 0 Dex | 0 Int

Implicit
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
Explicit
  • Has +1 to Evasion Rating per player levelHas +1 to Evasion Rating per player level
  • Has +1 to maximum Energy Shield per player levelHas +1 to maximum Energy Shield per player level
  • (7-9) % less damage taken while on Low Life(7-9) % less damage taken while on Low Life
  • (13-20) % increased Attack Speed(13-20) % increased Attack Speed
  • Cannot Leech ManaCannot Leech Mana
  • (5-10) % chance to grant a Endurance 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.
    to 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.
    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.
    on Hit
    (5-10) % chance to grant a Endurance 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.
    to 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.
    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.
    on Hit
  • (5-10) % chance to grant 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.
    to 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.
    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.
    on Hit
    (5-10) % chance to grant 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.
    to 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.
    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.
    on Hit
  • (5-10) % chance to grant a Frenzy ChargeCharges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    to 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.
    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.
    on Hit
    (5-10) % chance to grant a Frenzy ChargeCharges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    to 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.
    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.
    on Hit
  • UnmodifiableUnmodifiable

"Why cling to your sanity? It offers you nothing. Surrender to me, and I will grant you everything."

Shackles of the Wretched Fists of Stone Lv. 16+
Shackles of the Wretched Fists of Stone transformed version

Base: Fists of Stone

Variant: Fists of Stone Martial Artist: Way of the Stonefist

Req: 0 Str | 0 Dex | 0 Int

Implicit
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to Evasion Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
    Has +3 to Evasion Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
Explicit
  • (10-15) % more Global Evasion Rating and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (10-15) % more Global Evasion Rating and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • (4-6) % reduced Movement Speed while Cursed(4-6) % reduced Movement Speed while Cursed
  • Enemies you CurseCurses
    Fallback hint: no keyword description was found for this term.
    take (20-30) % increased Damage
    Enemies you CurseCurses
    Fallback hint: no keyword description was found for this term.
    take (20-30) % increased Damage
  • - CursesCurses
    Fallback hint: no keyword description was found for this term.
    you inflict are reflected back to you
    CursesCurses
    Fallback hint: no keyword description was found for this term.
    you inflict are reflected back to you
  • (15-20) % more damage taken while Cursed(15-20) % more damage taken while Cursed
  • UnmodifiableUnmodifiable

"Captivity breeds creativity."

Replaces up to 2 modifiers on a Corrupted Vaal Unique Replaces other Uniques with a Corrupted Unique of the same Item Class Possible replacement pool; these options are alternatives, not simultaneous item stats. Right click this item then left click on a unique item to apply it.

Vaal Cultivation Orb: possible replacement pool

Added: (10-20)% inc. Curse Magnitudes(10-20)% increased Curse Magnitudes

Added: (10-20)% inc. Freeze Dur. on Enemies(10-20)% increased Freeze Duration on Enemies

Added: (20-40)% inc. Ignite Magnitude(20-40)% increased Ignite Magnitude

Added: (20-40)% inc. Magnitude of Shock you inflict(20-40)% increased Magnitude of Shock you inflict

Added: (20-40)% inc. Magnitude of Chill you inflict(20-40)% increased Magnitude of Chill you inflict

Added: (10-15)% inc. Dmg per Curse on you(10-15)% increased Damage per Curse on you

Kitoko's Current Fists of Stone Lv. 26+
Kitoko's Current Fists of Stone transformed version

Base: Fists of Stone

Variant: Fists of Stone Martial Artist: Way of the Stonefist

Req: 0 Str | 0 Dex | 0 Int

Implicit
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to Evasion Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
    Has +3 to Evasion Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
Explicit
  • (10-15) % more Global Evasion Rating and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (10-15) % more Global Evasion Rating and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • (10-15) % 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.
    and Cast Speed
    (10-15) % 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.
    and Cast Speed
  • All damage with AttacksAttack

    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.
    ContributesContributes

    By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a HitHits 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 damageHits to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damageHits 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 ElectrocutionElectrocution

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

    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.
    ContributesContributes

    By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a HitHits 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 damageHits to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damageHits 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 ElectrocutionElectrocution

    Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.
    Only LightningLightning damage from HitsHits with specific skills or effects ContributesContributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of LightningLightning damage will not build up towards Electrocution.
    Buildup
  • +(20-40) % Surpassing chance to fire an additional Projectile+(20-40) % Surpassing chance to fire an additional Projectile
  • UnmodifiableUnmodifiable

"Reality is a puzzle. Ingenuity is power."

Dreadfist Fists of Stone Lv. 27+
Dreadfist Fists of Stone transformed version

Base: Fists of Stone

Variant: Fists of Stone Martial Artist: Way of the Stonefist

Req: 0 Str | 0 Dex | 0 Int

Implicit
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
Explicit
  • (15-20) % more Global Evasion Rating and Energy Shield(15-20) % more Global Evasion Rating and Energy Shield
  • +(1.5-2) % to Critical HitCritical Hits

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical Damage Bonus 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
    +(1.5-2) % to Critical HitCritical Hits

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical Damage Bonus 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
  • (25-35) % increased ThornsThorns

    Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those.
    If you have Thorns damage, you inherently Retaliate against Melee Attack Hits , dealing your Thorns damage to the enemy that Hit you.
    Some skills and other effects may also deal your thorns damage to enemies at other times.
    Critical Damage BonusCritical Damage Bonus

    Multiplies the damage dealt by Critical HitsCritical Hits . Default value is +100% (i.e. twice as much damage).
    (25-35) % increased ThornsThorns

    Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those.
    If you have Thorns damage, you inherently Retaliate against Melee Attack Hits , dealing your Thorns damage to the enemy that Hit you.
    Some skills and other effects may also deal your thorns damage to enemies at other times.
    Critical Damage BonusCritical Damage Bonus

    Multiplies the damage dealt by Critical HitsCritical Hits . Default value is +100% (i.e. twice as much damage).
  • Deal your ThornsThorns

    Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those.
    If you have Thorns damage, you inherently Retaliate against Melee Attack Hits , dealing your Thorns damage to the enemy that Hit you.
    Some skills and other effects may also deal your thorns damage to enemies at other times.
    damage to enemies you Critically Hit with Melee Attacks
    Deal your ThornsThorns

    Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those.
    If you have Thorns damage, you inherently Retaliate against Melee Attack Hits , dealing your Thorns damage to the enemy that Hit you.
    Some skills and other effects may also deal your thorns damage to enemies at other times.
    damage to enemies you Critically Hit with Melee Attacks
  • (24-35) to (36-57) Cold ThornsThorns

    Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those.
    If you have Thorns damage, you inherently Retaliate against Melee Attack Hits , dealing your Thorns damage to the enemy that Hit you.
    Some skills and other effects may also deal your thorns damage to enemies at other times.
    damage
    (24-35) to (36-57) Cold ThornsThorns

    Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those.
    If you have Thorns damage, you inherently Retaliate against Melee Attack Hits , dealing your Thorns damage to the enemy that Hit you.
    Some skills and other effects may also deal your thorns damage to enemies at other times.
    damage
  • UnmodifiableUnmodifiable

"What is worse, the sting of the past, the pain of the present, or the fear of the future?"

Idle Hands Fists of Stone Lv. 28+
Idle Hands Fists of Stone transformed version

Base: Fists of Stone

Variant: Fists of Stone Martial Artist: Way of the Stonefist

Req: 0 Str | 0 Dex | 0 Int

Implicit
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
    Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
    Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
    Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
Explicit
  • (10-15) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
    Rating and Energy Shield
    (10-15) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
    Rating and Energy Shield
  • 25 % more 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.
    damage while on Low Mana
    25 % more 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.
    damage while on Low Mana
  • (10-20) % chance to Blind Enemies on Hit with AttacksAttack

    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.
    (10-20) % chance to Blind Enemies on Hit with AttacksAttack

    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.
  • (10-15) % increased Cooldown Recovery Rate(10-15) % increased Cooldown Recovery Rate
  • You are considered on Low Mana while at 50 % of maximum Mana or below insteadYou are considered on Low Mana while at 50 % of maximum Mana or below instead
  • UnmodifiableUnmodifiable

"The devil finds work for idle hands."

Replaces up to 2 modifiers on a Corrupted Vaal Unique Replaces other Uniques with a Corrupted Unique of the same Item Class Possible replacement pool; these options are alternatives, not simultaneous item stats. Right click this item then left click on a unique item to apply it.

Vaal Cultivation Orb: possible replacement pool

Added: Leech (4-6)% of Physical Atk Dmg as ManaLeech (4-6)% of Physical Attack Damage as Mana

Added: (10-20)% inc. max Mana(10-20)% increased maximum Mana

Added: 25% inc. Mana Cost Efficiency25% increased Mana Cost Efficiency

Added: Meta Skills gain 25% inc. Energy while on Full ManaMeta Skills gain 25% increased Energy while on Full Mana

Atziri's Acuity Fists of Stone Lv. 33+
Atziri's Acuity Fists of Stone transformed version

Base: Fists of Stone

Variant: Fists of Stone Martial Artist: Way of the Stonefist

Req: 0 Str | 0 Dex | 0 Int

Herald of the Royal Queen

Lv 9
BuffAttackPersistentAoEPhysicalHeraldPayoff

Killing an enemy with Blood Loss will cause a bloody explosion that deals Physical Attack damage to surrounding enemies. This damage is not based on your Weapon Dmg , but is based on their accumulated Blood Loss . The explosion destroys their Corpse if the enemy was Normal or Magic .

Buff

  • Enemies with Blood Loss you kill explode
  • Deals (0 - 10) % more damageDeals 10 % more damage

Explosion

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

Herald of the Royal Queen

Lv 1
BuffAttackPersistentAoEPhysicalHeraldPayoff

Killing an enemy with Blood Loss will cause a bloody explosion that deals Physical Attack damage to surrounding enemies. This damage is not based on your Weapon Dmg , but is based on their accumulated Blood Loss . The explosion destroys their Corpse if the enemy was Normal or Magic .

Buff

  • Enemies with Blood Loss you kill explode
  • Deals (0 - 10) % more damageDeals 10 % more damage

Explosion

  • Can't be Evaded
  • Explosion radius is 1.5 m
  • Deals +(14 - 25) % of exploded enemy's Blood Loss as unscalable Physical Atk DmgDeals +25 % of exploded enemy's Blood Loss as unscalable Physical Atk Dmg
Implicit
  • Grants Skill: Level 1 Herald of the Royal QueenGrants Skill: Level 1 Herald of the Royal Queen
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
Explicit
  • (20-25) % more Global Evasion Rating and Energy Shield(20-25) % more Global Evasion Rating and Energy Shield
  • (12-15) % less damage taken while on Low Life(12-15) % less damage taken while on Low Life
  • LeechLeech

    When you deal damage with a HitHits , Life Leech causes you to recover an amount of Life to a percentage of the damage dealt, over a period of one second.
    HitsHits 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 HitsHits 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.
    (13-17) % of PhysicalPhysical

    10% increased Physical Damage
    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 PhysicalPhysical damage — they can deal any damage type.
    Damage as Life
    LeechLeech

    When you deal damage with a HitHits , Life Leech causes you to recover an amount of Life to a percentage of the damage dealt, over a period of one second.
    HitsHits 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 HitsHits 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.
    (13-17) % of PhysicalPhysical

    10% increased Physical Damage
    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 PhysicalPhysical damage — they can deal any damage type.
    Damage as Life
  • LeechLeech

    When you deal damage with a HitHits , Life Leech causes you to recover an amount of Life to a percentage of the damage dealt, over a period of one second.
    HitsHits 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 HitsHits 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.
    Life (20-25) % slower
    LeechLeech

    When you deal damage with a HitHits , Life Leech causes you to recover an amount of Life to a percentage of the damage dealt, over a period of one second.
    HitsHits 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 HitsHits 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.
    Life (20-25) % slower
  • 10 % of PhysicalPhysical

    10% increased Physical Damage
    damage dealt by your HitsHits

    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.
    causes Blood LossBlood Loss

    All PhysicalPhysical damage over time taken by a target (including Bleeding ) is accumulated as Blood Loss.
    10 % of PhysicalPhysical

    10% increased Physical Damage
    damage dealt by your HitsHits

    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.
    causes Blood LossBlood Loss

    All PhysicalPhysical damage over time taken by a target (including Bleeding ) is accumulated as Blood Loss.
  • Eternal YouthEternal Youth
  • UnmodifiableUnmodifiable

""The heart is the herald. It will tell me when it is best to strike." - Atziri, Queen of the Vaal"

Replaces up to 2 modifiers on a Corrupted Vaal Unique Replaces other Uniques with a Corrupted Unique of the same Item Class Possible replacement pool; these options are alternatives, not simultaneous item stats. Right click this item then left click on a unique item to apply it.

Vaal Cultivation Orb: possible replacement pool

Added: +(100-150) to max ES+(100-150) to maximum Energy Shield

Added: (5-10)% inc. max Life(5-10)% increased maximum Life

Added: (30-50)% inc. chance to inflict Bleeding(30-50)% increased chance to inflict Bleeding

Blueflame Bracers Fists of Stone Lv. 33+
Blueflame Bracers Fists of Stone transformed version

Base: Fists of Stone

Variant: Fists of Stone Martial Artist: Way of the Stonefist

Req: 0 Str | 0 Dex | 0 Int

Implicit
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to Evasion Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
    Has +3 to Evasion Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
Explicit
  • Has +1 to Evasion Rating per player levelHas +1 to Evasion Rating per player level
  • Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level
    Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level
  • +1 % to Maximum Fire ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , Lightning or Chaos — up to a Maximum . FireFire , ColdCold 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.
    +1 % to Maximum Fire ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , Lightning or Chaos — up to a Maximum . FireFire , ColdCold 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.
  • +(5-15) % to Fire ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , Lightning or Chaos — up to a Maximum . FireFire , ColdCold 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.
    +(5-15) % to Fire ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , Lightning or Chaos — up to a Maximum . FireFire , ColdCold 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.
  • Gain (10-20) % of FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire ResistanceFire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    damage as Extra Lightning damage
    Gain (10-20) % of FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire ResistanceFire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    damage as Extra Lightning damage
  • (10-15) % increased Cooldown Recovery Rate(10-15) % increased Cooldown Recovery Rate
  • 100 % of FireFire

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

    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, FireFire damage converted to Lightning now scales with Lightning damage modifiers and causes Shock , but no longer scales with FireFire 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.
    to Lightning damage
    100 % of FireFire

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

    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, FireFire damage converted to Lightning now scales with Lightning damage modifiers and causes Shock , but no longer scales with FireFire 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.
    to Lightning damage
  • UnmodifiableUnmodifiable

"The secret was lost with its maker."

Deathblow Fists of Stone Lv. 33+
Deathblow Fists of Stone transformed version

Base: Fists of Stone

Variant: Fists of Stone Martial Artist: Way of the Stonefist

Req: 0 Str | 0 Dex | 0 Int

Implicit
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
    Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
Explicit
  • (15-20) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and Energy Shield
    (15-20) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and Energy Shield
  • Recover 3 % of maximum Life on KillRecover 3 % of maximum Life on Kill
  • Recover 3 % of maximum Mana on KillRecover 3 % of maximum Mana on Kill
  • Culling StrikeCulling Strike

    Culling Strikes kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the Hit is applied.
    Culling StrikeCulling Strike

    Culling Strikes kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the Hit is applied.
  • (30-40) % increased Culling StrikeCulling Strike

    Culling Strikes kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the Hit is applied.
    Threshold if you've dealt a Culling StrikeCulling Strike

    Culling Strikes kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the Hit is applied.
    Recently
    (30-40) % increased Culling StrikeCulling Strike

    Culling Strikes kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the Hit is applied.
    Threshold if you've dealt a Culling StrikeCulling Strike

    Culling Strikes kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the Hit is applied.
    Recently
  • UnmodifiableUnmodifiable

"Anticipation is a gift."

Demon Stitcher Fists of Stone Lv. 33+
Demon Stitcher Fists of Stone transformed version

Base: Fists of Stone

Variant: Fists of Stone Martial Artist: Way of the Stonefist

Req: 0 Str | 0 Dex | 0 Int

Implicit
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to Evasion Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
    Has +3 to Evasion Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
Explicit
  • +(60-80) to maximum Runic Ward+(60-80) to maximum Runic Ward
  • - +(130-160) to maximum Life+(130-160) to maximum Life
  • (9-15) % increased Attack Speed(9-15) % increased Attack Speed
  • SacrificeSacrifice

    Sacrificing is loss of a resource (commonly Life, Mana or Energy ShieldEnergy Shield ) that does not count as taking damage. You cannot Sacrifice a resource you do not have. Sacrificing Life cannot reduce you below 1 Life, but Sacrifices you cause on others (such as Sacrificing Minion Life) can lead to their death.
    (10-30) % of maximum Life to gain half that much Runic Ward when you Attack
    SacrificeSacrifice

    Sacrificing is loss of a resource (commonly Life, Mana or Energy ShieldEnergy Shield ) that does not count as taking damage. You cannot Sacrifice a resource you do not have. Sacrificing Life cannot reduce you below 1 Life, but Sacrifices you cause on others (such as Sacrificing Minion Life) can lead to their death.
    (10-30) % of maximum Life to gain half that much Runic Ward when you Attack
  • UnmodifiableUnmodifiable

"Xibaqua's treachery was met with divine fury. One by one, the gods reclaimed their flesh, until all that remained was a droplet of pure light: The first Vaal."

Replaces up to 2 modifiers on a Corrupted Vaal Unique Replaces other Uniques with a Corrupted Unique of the same Item Class Possible replacement pool; these options are alternatives, not simultaneous item stats. Right click this item then left click on a unique item to apply it.

Vaal Cultivation Orb: possible replacement pool

Added: (20-30)% inc. Cost Efficiency(20-30)% increased Cost Efficiency

Added: (10-15)% of Maximum Life Converted to ES(10-15)% of Maximum Life Converted to Energy Shield

Added: (25-50)% of Spell Mana Cost Converted to Life Cost(25-50)% of Spell Mana Cost Converted to Life Cost

Added: (20-40)% inc. effect of Arcane Surge on you(20-40)% increased effect of Arcane Surge on you

Hand of Wisdom and Action Fists of Stone Lv. 33+
Hand of Wisdom and Action Fists of Stone transformed version

Base: Fists of Stone

Variant: Fists of Stone Martial Artist: Way of the Stonefist

Req: 0 Str | 0 Dex | 0 Int

Implicit
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
Explicit
  • (11-13) % increased DexterityDexterity

    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.
    (11-13) % increased DexterityDexterity

    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.
  • (5-10) % increased IntelligenceIntelligence

    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.
    (5-10) % increased IntelligenceIntelligence

    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.
  • 1 % increased Area of Effect per 20 IntelligenceIntelligence

    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.
    1 % increased Area of Effect per 20 IntelligenceIntelligence

    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.
  • Adds 6 to 8 Cold Damage to AttacksAttack

    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.
    per 20 DexterityDexterity

    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.
    Adds 6 to 8 Cold Damage to AttacksAttack

    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.
    per 20 DexterityDexterity

    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.
  • UnmodifiableUnmodifiable

"She thinks and we act. She acts and we think. Fragments of the whole that washes clean the skies."

Snakebite Fists of Stone Lv. 33+
Snakebite Fists of Stone transformed version

Base: Fists of Stone

Variant: Fists of Stone Martial Artist: Way of the Stonefist

Req: 0 Str | 0 Dex | 0 Int

Implicit
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
    Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
Explicit
  • (10-15) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and Energy Shield
    (10-15) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and Energy Shield
  • +1 % to Maximum Chaos ResistanceChaos 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.
    +1 % to Maximum Chaos ResistanceChaos 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.
  • - +(7-17) % to Chaos ResistanceChaos 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.
    +(7-17) % to Chaos ResistanceChaos 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.
  • Regenerate (0.5-1.5) % of maximum Life per secondRegenerate (0.5-1.5) % of maximum Life per second
  • Targets can be affected by two of your Chill s at the same timeTargets can be affected by two of your Chill s at the same time
  • (20-30) % increased Magnitude of Chill you inflict(20-30) % increased Magnitude of Chill you inflict
  • UnmodifiableUnmodifiable

"As the serpent shuns thought, It shuns fear. It strikes with the speed of wrath And the skill of compulsion."

Replaces up to 2 modifiers on a Corrupted Vaal Unique Replaces other Uniques with a Corrupted Unique of the same Item Class Possible replacement pool; these options are alternatives, not simultaneous item stats. Right click this item then left click on a unique item to apply it.

Vaal Cultivation Orb: possible replacement pool

Added: (30-40)% inc. Dur. of Poisons you inflict when you've consumed a Frenzy Charge Recently(30-40)% increased Duration of Poisons you inflict when you've consumed a Frenzy Charge Recently

Added: (40-60)% reduced Poison Dur. on you(40-60)% reduced Poison Duration on you

Added: Recover (0.5-1)% of max Life per Poison affecting Enemies you KillRecover (0.5-1)% of maximum Life per Poison affecting Enemies you Kill

Maligaro's Virtuosity Fists of Stone Lv. 45+
Maligaro's Virtuosity Fists of Stone transformed version

Base: Fists of Stone

Variant: Fists of Stone Martial Artist: Way of the Stonefist

Req: 0 Str | 0 Dex | 0 Int

Implicit
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
    Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
Explicit
  • (10-15) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and Energy Shield
    (10-15) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and Energy Shield
  • (20-30) % increased Critical Damage BonusCritical Damage Bonus

    Multiplies the damage dealt by Critical HitsCritical Hit . Default value is +100% (i.e. twice as much damage).
    (20-30) % increased Critical Damage BonusCritical Damage Bonus

    Multiplies the damage dealt by Critical HitsCritical Hit . Default value is +100% (i.e. twice as much damage).
  • 10 % chance to gain Onslaught for 4 seconds on Hit10 % chance to gain Onslaught for 4 seconds on Hit
  • Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical Damage Bonus can further modify this value.
    AttacksAttack 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 for AttacksAttack

    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.
    is (25-40) %
    Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical Damage Bonus can further modify this value.
    AttacksAttack 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 for AttacksAttack

    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.
    is (25-40) %
  • +(45-60) % Surpassing chance to fire an additional Projectile+(45-60) % Surpassing chance to fire an additional Projectile
  • UnmodifiableUnmodifiable

"Maligaro operated effortlessly, with great speed and terrible consequences."

Nightscale Fists of Stone Lv. 45+
Nightscale Fists of Stone transformed version

Base: Fists of Stone

Variant: Fists of Stone Martial Artist: Way of the Stonefist

Req: 0 Str | 0 Dex | 0 Int

Implicit
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to Evasion Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
    Has +3 to Evasion Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
Explicit
  • (15-25) % more Global Evasion Rating and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (15-25) % more Global Evasion Rating and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • (40-60) % increased 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
    (40-60) % increased 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
  • +2 % to Maximum Cold ResistanceCold 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.
    +2 % to Maximum Cold ResistanceCold 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.
  • +(20-30) % to Cold ResistanceCold 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.
    +(20-30) % to Cold ResistanceCold 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.
  • You have no Mana RegenerationYou have no Mana Regeneration
  • 15 % increased Cooldown Recovery Rate15 % increased Cooldown Recovery Rate
  • (100-150) % increased amount of Mana Leeched if you've dealt a 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%.
    RecentlyRecently

    Recently refers to the past 4 seconds.
    (100-150) % increased amount of Mana Leeched if you've dealt a 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%.
    RecentlyRecently

    Recently refers to the past 4 seconds.
  • UnmodifiableUnmodifiable

"Diamora sings not for hunger, but for longing."

The Prisoner's Manacles Fists of Stone Lv. 45+
The Prisoner's Manacles Fists of Stone transformed version

Base: Fists of Stone

Variant: Fists of Stone Martial Artist: Way of the Stonefist

Req: 0 Str | 0 Dex | 0 Int

Implicit
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to Evasion Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
    Has +3 to Evasion Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
Explicit
  • (20-25) % more Global Evasion Rating and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (20-25) % more Global Evasion Rating and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • (10-12) % less damage taken while on Low Life(10-12) % less damage taken while on Low Life
  • 100 % increased AttributeAttribute

    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.
    Requirements
    100 % increased AttributeAttribute

    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.
    Requirements
  • +(2-3) % to Maximum Lightning ResistanceLightning 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.
    +(2-3) % to Maximum Lightning ResistanceLightning 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.
  • +(15-25) % to Lightning ResistanceLightning 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.
    +(15-25) % to Lightning ResistanceLightning 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.
  • Your Hits cannot Stun enemiesYour Hits cannot Stun enemies
  • Regenerate (1.5-3) % of maximum Life per secondRegenerate (1.5-3) % of maximum Life per second
  • (25-50) % increased Immobilisation buildup(25-50) % increased Immobilisation buildup
  • UnmodifiableUnmodifiable

"Only once did Maligaro wonder if he'd gone too far. His greatest success took three entire legions to capture."

Valako's Vice Fists of Stone Lv. 45+
Valako's Vice Fists of Stone transformed version

Base: Fists of Stone

Variant: Fists of Stone Martial Artist: Way of the Stonefist

Req: 0 Str | 0 Dex | 0 Int

Implicit
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
    Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
Explicit
  • (10-15) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and Energy Shield
    (10-15) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and Energy Shield
  • 10 % chance to gain Onslaught for 4 seconds on Hit10 % chance to gain Onslaught for 4 seconds on Hit
  • Gain (15-25) % of LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning ResistanceLightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage as Extra Cold damage
    Gain (15-25) % of LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning ResistanceLightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage as Extra Cold damage
  • 100 % of LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning ResistanceLightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage ConvertedConverted

    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, FireFire damage converted to LightningLightning now scales with LightningLightning damage modifiers and causes Shock , but no longer scales with FireFire 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.
    to Cold Damage
    100 % of LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning ResistanceLightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage ConvertedConverted

    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, FireFire damage converted to LightningLightning now scales with LightningLightning damage modifiers and causes Shock , but no longer scales with FireFire 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.
    to Cold Damage
  • (10-14) % increased Area of Effect for AttacksAttack

    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.
    (10-14) % increased Area of Effect for AttacksAttack

    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.
  • +(25-50) % Surpassing chance to fire an additional Projectile+(25-50) % Surpassing chance to fire an additional Projectile
  • UnmodifiableUnmodifiable

"Unlike the other gods, when he was born from the volcano, Valako rode the clouds of ash into the thundering sky."

Aerisvane's Wings Fists of Stone Lv. 52+
Aerisvane's Wings Fists of Stone transformed version

Base: Fists of Stone

Variant: Fists of Stone Martial Artist: Way of the Stonefist

Req: 0 Str | 0 Dex | 0 Int

Implicit
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
    Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
Explicit
  • (10-15) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and Energy Shield
    (10-15) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and Energy Shield
  • 10 % chance to gain Onslaught for 4 seconds on Hit10 % chance to gain Onslaught for 4 seconds on Hit
  • (20-25) % increased Cooldown Recovery Rate(20-25) % increased Cooldown Recovery Rate
  • Deal Double Damage to Enemies that are on Full LifeDeal Double Damage to Enemies that are on Full Life
  • UnmodifiableUnmodifiable

"The strongest souls are forged through struggle and defeat."

Empire's Grasp Fists of Stone Lv. 52+
Empire's Grasp Fists of Stone transformed version

Base: Fists of Stone

Variant: Fists of Stone Martial Artist: Way of the Stonefist

Req: 0 Str | 0 Dex | 0 Int

Implicit
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
Explicit
  • (15-20) % more Global Evasion Rating and Energy Shield(15-20) % more Global Evasion Rating and Energy Shield
  • Recover 3 % of maximum Life on KillRecover 3 % of maximum Life on Kill
  • KnockbackKnockback

    Knockback pushes Enemies away when Hit .
    direction is reversed
    KnockbackKnockback

    Knockback pushes Enemies away when Hit .
    direction is reversed
  • (18-24) % increased Area of Effect for Attacks(18-24) % increased Area of Effect for Attacks
  • Attack Damage with Hits is Lucky while you are SurroundedAttack Damage with Hits is Lucky while you are Surrounded
  • UnmodifiableUnmodifiable

""I like my vassals at sword point, but my enemies as close as the hilt." - Emperor Chitus"

Essentia Sanguis Fists of Stone Lv. 52+
Essentia Sanguis Fists of Stone transformed version

Base: Fists of Stone

Variant: Fists of Stone Martial Artist: Way of the Stonefist

Req: 0 Str | 0 Dex | 0 Int

Implicit
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
    Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
Explicit
  • (15-20) % more Global EvasionEvasion

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

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (15-20) % more Global EvasionEvasion

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

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +2 % to Maximum Lightning ResistanceLightning Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , LightningLightning or Chaos — up to a Maximum . Fire , Cold and LightningLightning 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.
    +2 % to Maximum Lightning ResistanceLightning Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , LightningLightning or Chaos — up to a Maximum . Fire , Cold and LightningLightning 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.
  • +(25-35) % to Lightning ResistanceLightning Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , LightningLightning or Chaos — up to a Maximum . Fire , Cold and LightningLightning 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.
    +(25-35) % to Lightning ResistanceLightning Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , LightningLightning or Chaos — up to a Maximum . Fire , Cold and LightningLightning 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.
  • (20-30) % increased Cooldown Recovery Rate(20-30) % increased Cooldown Recovery Rate
  • Mana Leech effects also Recover Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    Mana Leech effects also Recover Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • AttacksAttacks

    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.
    Gain (17-21) % of Damage as Extra LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning ResistanceLightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage
    AttacksAttacks

    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.
    Gain (17-21) % of Damage as Extra LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning ResistanceLightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage
  • UnmodifiableUnmodifiable

"The darkest clouds clashed and coupled, giving birth to four lightning children of hate."

Leopold's Applause Fists of Stone Lv. 52+
Leopold's Applause Fists of Stone transformed version

Base: Fists of Stone

Variant: Fists of Stone Martial Artist: Way of the Stonefist

Req: 0 Str | 0 Dex | 0 Int

Implicit
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to Evasion Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
    Has +3 to Evasion Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
Explicit
  • (15-20) % more Global Evasion Rating and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (15-20) % more Global Evasion Rating and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • (15-25) % more Attack damage while on Low Mana(15-25) % more Attack damage while on Low Mana
  • +(15-25) % to all ElementalElemental

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

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are ElementalElemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
    Your ElementalElemental Resistances are lowered as you progress through the game. ElementalElemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(15-25) % to all ElementalElemental

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

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are ElementalElemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
    Your ElementalElemental Resistances are lowered as you progress through the game. ElementalElemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • Elemental DamageElemental

    The three Elemental damage types are Fire , Cold , and Lightning .
    from your HitsHits

    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.
    is Resisted by the enemy's lowest ElementalElemental

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

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are ElementalElemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
    Your ElementalElemental Resistances are lowered as you progress through the game. ElementalElemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    Elemental DamageElemental

    The three Elemental damage types are Fire , Cold , and Lightning .
    from your HitsHits

    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.
    is Resisted by the enemy's lowest ElementalElemental

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

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are ElementalElemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
    Your ElementalElemental Resistances are lowered as you progress through the game. ElementalElemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • (15-25) % increased Quantity of Gold Dropped by Slain Enemies(15-25) % increased Quantity of Gold Dropped by Slain Enemies
  • UnmodifiableUnmodifiable

""Keep smiling. The deepest cut comes not from insults, but from false praise.""

Hateforge Fists of Stone Lv. 60+
Hateforge Fists of Stone transformed version

Base: Fists of Stone

Variant: Fists of Stone Martial Artist: Way of the Stonefist

Req: 0 Str | 0 Dex | 0 Int

Implicit
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
Explicit
  • +(70-100) to maximum Runic Ward+(70-100) to maximum Runic Ward
  • - Gain (6-8) 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.
    on 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.
    Gain (6-8) 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.
    on 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.
  • - Lose all 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.
    on reaching Maximum 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.
    Lose all 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.
    on reaching Maximum 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.
  • - (-10-10) to Maximum 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.
    (-10-10) to Maximum 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.
  • Recover (3-5) % of maximum Runic Ward on reaching Maximum 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.
    Recover (3-5) % of maximum Runic Ward on reaching Maximum 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.
  • UnmodifiableUnmodifiable

"The first Karui born on the fringes of the Vaal empire developed a blood fever born of corruption."

Replaces up to 2 modifiers on a Corrupted Vaal Unique Replaces other Uniques with a Corrupted Unique of the same Item Class Possible replacement pool; these options are alternatives, not simultaneous item stats. Right click this item then left click on a unique item to apply it.

Vaal Cultivation Orb: possible replacement pool

Added: 25% inc. Atk Speed25% increased Attack Speed

Added: +(8-10) max Rage if you've used a Skill that Requires Glory in the past 20 seconds+(8-10) maximum Rage if you've used a Skill that Requires Glory in the past 20 seconds

Added: (12-16)% chance that if you would gain Rage on Hit, you instead gain up to your max Rage(12-16)% chance that if you would gain Rage on Hit, you instead gain up to your maximum Rage

Death Articulated Fists of Stone Lv. 65+
Death Articulated Fists of Stone transformed version

Base: Fists of Stone

Variant: Fists of Stone Martial Artist: Way of the Stonefist

Req: 0 Str | 0 Dex | 0 Int

Implicit
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
    Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
Explicit
  • (15-20) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and Energy Shield
    (15-20) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and Energy Shield
  • (10-15) % chance to gain Onslaught for 4 seconds on Hit(10-15) % chance to gain Onslaught for 4 seconds on Hit
  • +2 % to Maximum Chaos ResistanceChaos 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.
    +2 % to Maximum Chaos ResistanceChaos 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.
  • +(17-23) % to Chaos ResistanceChaos 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.
    +(17-23) % to Chaos ResistanceChaos 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.
  • Regenerate 5 RageRage

    Rage grants 1% more AttackAttack 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.
    per second
    Regenerate 5 RageRage

    Rage grants 1% more AttackAttack 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.
    per second
  • LoseLose

    Life Loss is not damage, and can't be mitigated or absorbed by Energy Shield . Life Loss can still kill you.
    5 % of maximum Mana per Second
    LoseLose

    Life Loss is not damage, and can't be mitigated or absorbed by Energy Shield . Life Loss can still kill you.
    5 % of maximum Mana per Second
  • No Inherent loss of RageRage

    Rage grants 1% more AttackAttack 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.
    No Inherent loss of RageRage

    Rage grants 1% more AttackAttack 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.
  • UnmodifiableUnmodifiable

""The mind at the center of the swarm... K'Tash does the thinking... but it has only one thought... hate." - Rantings of a Templar prisoner, page ninety-four"

Horror's Flight Fists of Stone Lv. 65+
Horror's Flight Fists of Stone transformed version

Base: Fists of Stone

Variant: Fists of Stone Martial Artist: Way of the Stonefist

Req: 0 Str | 0 Dex | 0 Int

Crushing Fear

Lv 15
AttackAoEMeleeStrikePhysicalChaos

Dash to an enemy and Strike them, Culling enemies if their life is low enough. When this skill kills an enemy you draw out their final fears, crushing them to create a shockwave. Enemies around you that can be Culled will be highlighted.

Strike

  • Converts 50 % of Physical damage to Chaos damage
  • Culling Strike
  • Can't be Evaded
  • (0 - 10) % more AoE10 % more AoE

Shockwave

  • Atk Dmg(400 - 1449)%1449%
  • Converts 50 % of Physical damage to Chaos damage
  • Culling Strike
  • Can't be Evaded
  • 5 % more AoE per Power of killed target
  • 10 % more Dmg per Power of killed target

Crushing Fear

Lv 1
AttackAoEMeleeStrikePhysicalChaos

Dash to an enemy and Strike them, Culling enemies if their life is low enough. When this skill kills an enemy you draw out their final fears, crushing them to create a shockwave. Enemies around you that can be Culled will be highlighted.

Strike

  • Converts 50 % of Physical damage to Chaos damage
  • Culling Strike
  • Can't be Evaded
  • (0 - 10) % more AoE10 % more AoE

Shockwave

  • Atk Dmg(400 - 1449)%1449%
  • Converts 50 % of Physical damage to Chaos damage
  • Culling Strike
  • Can't be Evaded
  • 5 % more AoE per Power of killed target
  • 10 % more Dmg per Power of killed target
Implicit
  • Grants Skill: Level 1 Crushing FearGrants Skill: Level 1 Crushing Fear
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
    Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
Explicit
  • (20-25) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and Energy Shield
    (20-25) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and Energy Shield
  • +(25-35) % Surpassing chance to fire an additional Projectile+(25-35) % Surpassing chance to fire an additional Projectile
  • Gain 1 Fear Overwhelming when you CullCull

    Culling Strikes kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the Hit is applied.
    a target
    Gain 1 Fear Overwhelming when you CullCull

    Culling Strikes kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the Hit is applied.
    a target
  • AttacksAttack

    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.
    Gain (17-23) % of Damage as extra ChaosChaos
    Fallback hint: no keyword description was found for this term.
    Damage
    AttacksAttack

    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.
    Gain (17-23) % of Damage as extra ChaosChaos
    Fallback hint: no keyword description was found for this term.
    Damage
  • UnmodifiableUnmodifiable

"If fear doesn't kill you, I will."

Sine Aequo Fists of Stone Lv. 65+
Sine Aequo Fists of Stone transformed version

Base: Fists of Stone

Variant: Fists of Stone Martial Artist: Way of the Stonefist

Req: 0 Str | 0 Dex | 0 Int

Implicit
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
    Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
Explicit
  • (15-20) % more Global EvasionEvasion

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

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (15-20) % more Global EvasionEvasion

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

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • (15-25) % increased Attack Speed if you've dealt a Critical Hit Recently(15-25) % increased Attack Speed if you've dealt a Critical Hit Recently
  • (25-35) % Surpassing chance per enemy Power to gain | Mountain's Teachings on Immobilising an enemy if | you have the Way of the MountainWay of the Mountain
    Fallback hint: no keyword description was found for this term.
    Ascendancy Passive Skill
    (25-35) % Surpassing chance per enemy Power to gain | Mountain's Teachings on Immobilising an enemy if | you have the Way of the MountainWay of the Mountain
    Fallback hint: no keyword description was found for this term.
    Ascendancy Passive Skill
  • ImmobiliseImmobilise

    A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .
    enemies at 50 % buildup instead of 100%
    ImmobiliseImmobilise

    A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .
    enemies at 50 % buildup instead of 100%
  • UnmodifiableUnmodifiable

"The greatest warrior of his era fought with honour."

Thunderfist Fists of Stone Lv. 65+
Thunderfist Fists of Stone transformed version

Base: Fists of Stone

Variant: Fists of Stone Martial Artist: Way of the Stonefist

Req: 0 Str | 0 Dex | 0 Int

Crackling Palm

Lv 15
BuffAttackPersistentAoELightning

When you Hit with Unarmed Melee Attacks , calls down lightning bolts which deal Unarmed Attack damage to all surrounding enemies.

Crackling Palm

  • active skill base area of effect radius [0,2]

Bolt

  • Atk Dmg(25 - 73)%73%
  • Creates a bolt of lightning when you Hit with Unarmed Melee damage, no more than 5 times every 0.5 seconds
  • Bolt impact radius is 1.4 m
  • (19 - 28) to (359 - 539) Added Lightning damage28 to 539 Added Lightning damage

Gelid Palm

Lv 1
BuffAttackPersistentAoECold

When you Hit with Unarmed Melee Attacks, projects icy wind which deal Unarmed Attack damage to all surrounding enemies and destroy Ice Crystals.

  • Atk Dmg: (25 - 73)%Atk Dmg: 73%
  • 50% more Freeze Buildup
  • Creates an icy burst when you Hit with Unarmed Melee damage, no more than 5 times every 0.5 seconds
  • Ice burst radius is 1.8 m
  • (7-198) to (11-297) Added Cold damage198 to 297 Added Cold damage
Implicit
  • Grants Skill: Level 1 Gelid PalmGrants Skill: Level 1 Gelid Palm
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
    Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
Explicit
  • (15-20) % more Global EvasionEvasion

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

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (15-20) % more Global EvasionEvasion

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

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • (10-15) % chance to gain Onslaught for 4 seconds on Hit(10-15) % chance to gain Onslaught for 4 seconds on Hit
  • +(2-3) % to Maximum Cold ResistanceLightning 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.
    +(2-3) % to Maximum Cold ResistanceLightning 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.
  • +(10-25) % to Cold ResistanceLightning 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.
    +(10-25) % to Cold ResistanceLightning 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.
  • +(0.8-1.5) % to Unarmed MeleeMelee

    Melee AttacksAttack 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.
    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.
    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.
    AttacksAttack 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
    +(0.8-1.5) % to Unarmed MeleeMelee

    Melee AttacksAttack 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.
    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.
    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.
    AttacksAttack 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
  • Adds 44 to 66 Cold Damage to Unarmed MeleeMelee

    Melee AttacksAttack 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.
    Hits
    Adds 44 to 66 Cold Damage to Unarmed MeleeMelee

    Melee AttacksAttack 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.
    Hits
  • UnmodifiableUnmodifiable

"The roar of the heavens Strikes more than fear Into the hearts of Man"

Martial Artist - Fists of Stone

#

Archon of Chayula

KeyNode
  • Grants Skill: Archon of Chayula

Archon of Chayula

Client Granted Skill

BuffDuration
  • Level(1 - 20)20

Build Glory by dealing Chaos damage to enemies. When you have maximum Glory, you can entreat the Dreamer to inhabit you, briefly becoming his Archon.

  • Requires 100 Glory to use
  • Generates 100% of Monster Power as Glory for this Skill on dealing Chaos Hit damage to an enemy or inflicting a Chaos damage over time Debuff on an enemy
  • Grants 20% more Physical and Chaos damage
  • Grants 25% chance to Wither enemies for 4 seconds on Hit
  • Trigger Chayula's Will every 3 seconds
  • Tornado radius is 2.8 metres
  • Tornado duration is 8 seconds
  • Converts 70% of Physical damage to Chaos damage
  • Grants (0 - 5)% more Physical and Chaos damageGrants 5% more Physical and Chaos damage

Source

How to Reveal the Node

StepRequirement / ActionNotes
1Play Monk and choose Acolyte of Chayula.The hidden notable is tied to this ascendancy.
2Reach endgame mapping and progress the Breach questline.Current guide reports point to the Breach quest chain as the unlock gate.
3Complete the Chayula/Dreamer interaction from that questline.Community reports describe this as communing with Chayula after Chayula's Gift.
4Open the Acolyte of Chayula ascendancy tree.Archon of Chayula should appear beside Chayula's Gift.
5Spend ascendancy points to route through Chayula's Gift and allocate Archon of Chayula.The node grants the Archon of Chayula skill.

Overview

Acolyte of Chayula: Archon of Chayula

  • Archon of Chayula is a hidden Acolyte of Chayula ascendancy notable for Monk. Current guide and community reports say it is revealed after completing the endgame Breach questline as an Acolyte of Chayula, then using the resulting Chayula/Dreamer interaction.
  • Once revealed, the node appears beside Chayula's Gift on the Acolyte tree. Plan the route as a Chayula's Gift follow-up: the node grants the Archon of Chayula skill rather than a passive-only stat package.
  • The granted skill requires a Martial Weapon, builds Glory from Chaos hit damage or Chaos damage over time debuffs, and spends 100 Glory to become Chayula's Archon briefly.

Acolyte - Archon of Chayula

#

Vivid Stampede

Notable
  • 2% inc. Move.Spd2% increased Movement Speed
  • Grants Skill: Vivid StampedeGrants Skill: Vivid Stampede
  • Gain a Vivid Wisp for every 10 m you move, up to a max of 3Gain a Vivid Wisp for every 10 metres you move, up to a maximum of 3
  • Expend all Vivid Wisps to trigger Vivid Stampede when you AttackExpend all Vivid Wisps to trigger Vivid Stampede when you Attack
Vivid Stampede
AoEAttackDuration
Level
(1 - 20)(1 - 20)
Cooldown Time
0.30 s0.30 s
Attack Damage
(100 - 362)% of base(100 - 362)% of base

Call upon Spirits of the Stag, sending them leaping forward. Each Stag releases a damaging shockwave each time it lands, and any Stags that travel the maximum possible distance also leave behind Shocked Ground.

  • Shockwave radius is 2 mShockwave radius is 2 metres
  • Stags leap 4 timesStags leap 4 times
  • Shocked Ground duration is 4 seconds
  • Triggered when you Attack, creating one Stag per Vivid Wisp
  • 50% more chance to Shock
  • Converts 60% of Physical damage to Lightning damage
  • Q20: Shockwave radius is 0.5 mShockwave radius is 0.5 metres

Primal Bounty

Notable
  • 12% inc. Crit%12% increased Critical Hit Chance
  • Grants Skill: Primal BountyGrants Skill: Primal Bounty
  • Gain a Primal Owl Feather every 4 seconds, up to a max of 3Gain a Primal Owl Feather every 4 seconds, up to a maximum of 3
  • Expend an Owl Feather when you Dodge to trigger Primal BountyExpend an Owl Feather when you Dodge to trigger Primal Bounty
Primal Bounty
Buff
Level
(1 - 20)(1 - 20)

Empowers the next Projectile Skill you use, causing it to create additional Projectiles and fly faster.

  • Empowered Skills fire 2 additional Projectiles Empowered Skills have (30 - 68)% increased Projectile speed
  • This Skill is Triggered by consuming a Primal Owl Feather when you Dodge Roll
  • Q20: Empowered Skills have 30% inc. Proj speedEmpowered Skills have 30% increased Projectile speed

Wild Protector

Notable
  • Companions deal 10% inc. DmgCompanions deal 10% increased Damage
  • 10% inc. Dmg while your Companion is in your Presence10% increased Damage while your Companion is in your Presence
  • Grants Skill: Wild ProtectorGrants Skill: Wild Protector
Wild Protector
Minion
Level
(1 - 20)(1 - 20)

Call upon a Bear Spirit Companion to maul your foes. The Bear Spirit leaps at enemies to Maim them, Leeches Life with its slam, and periodically roars to Intimidate enemies. The Bear Spirit does not count toward your Companion limit.

  • Q20: Minions have 20% more Maximum LifeMinions have 20% more Maximum Life
  • Q20: Minions deal 20% more damageMinions deal 20% more damage

Sacred Unity

Notable
  • Bear Spirit gains Embrace of the WildBear Spirit gains Embrace of the Wild
  • Vivid Stags leap towards enemiesVivid Stags leap towards enemies
  • Central Proj of Owl Feather-Empowered Skills leaves a trail of Soaring GroundCentral Projectile of Owl Feather-Empowered Skills leaves a trail of Soaring Ground

The Natural Order

Notable
  • Companions have 10% inc. AoECompanions have 10% increased Area of Effect
  • Companions have 15% inc. max LifeCompanions have 15% increased maximum Life
  • Tame Beast can capture Unique BeastsTame Beast can capture Unique Beasts
  • Can have up to one Unique Tamed Beast summonedCan have up to one Unique Tamed Beast summoned
  • Unique Tamed Beasts are Possessed by random Azmeri Spirits, changing every 20 secondsUnique Tamed Beasts are Possessed by random Azmeri Spirits, changing every 20 seconds

Idolatry

Notable
  • +10 to Spirit+10 to Spirit
  • Companions deal 10% inc. damage per Idol in your EquipmentCompanions deal 10% increased damage per Idol in your Equipment
  • 2% inc. Reservation Efficiency of Skills per Idol in your Equipment2% increased Reservation Efficiency of Skills per Idol in your Equipment
  • -4% to all Ele.Res per non-Idol Augment in your Equipment-4% to all Elemental Resistances per non-Idol Augment in your Equipment

The Mhacha's Gift

Notable
  • 12% inc. Crit%12% increased Critical Hit Chance
  • Gain Owl Feathers 50% fasterGain Owl Feathers 50% faster
  • Dodging can expend up to 3 Owl Feathers, granting Primal Bounty 100% moreDodging can expend up to 3 Owl Feathers, granting Primal Bounty 100% more
  • Empowerment effect per additional Feather expendedEmpowerment effect per additional Feather expended

The Mórrigan's Guidance

Notable
  • 2% inc. Move.Spd2% increased Movement Speed
  • Gain a Vivid Wisp when Vivid Stampede endsGain a Vivid Wisp when Vivid Stampede ends
  • Stags deal 20% more Dmg per leapStags deal 20% more Damage per leap
  • Stags have 20% more Shock Magnitude per leapStags have 20% more Shock Magnitude per leap

The Catha's Balance

Notable
  • Companions deal 10% inc. DmgCompanions deal 10% increased Damage
  • 10% inc. Dmg while your Companion is in your Presence10% increased Damage while your Companion is in your Presence
  • Companions gain added Attack damage equal to 60% of your main hand Weapon's damageCompanions gain added Attack damage equal to 60% of your main hand Weapon's damage

(New) Spirit Walker

#

Gem quality effects

Advanced Thaumaturgy

  • Gem Quality grants Socketed Skills an additional effect
Gemling qualityNormal quality
Alchemist's Boon

Grants (0 - 20) % increased Attack speed during any Life Flask Effect Grants (0 - 20) % increased cast speed during any Mana Flask Effect

Grants you (0 - 0.03) Flask charges per second

Ancestral Cry

Grants (0 - 10) % more Fire damage

+(0 - 20) % increased Warcry duration per Endurance Charge consumed

Ancestral Warrior Totem

(0 - 50) % increased totem life

+(0 - 2) seconds to Totem duration

Animus Exchange

Gain Runic Ward equal to (0 - 5) % of Sacrificed Life

(0 - 20) % increased Cooldown Recovery Rate

Animus Splinters

(0 - 20) % increased Skill Effect Duration

(0 - 20) % increased Cost Efficiency

Arc

Projectiles deal (0 - 3) % more Damage with Hits for each remaining Chain

Chains +(0 - 2) times

Archmage

Non-Channelling Spells Gain (0 - 1) % of Damage as extra Lightning damage for each 100 maximum Mana you have Non-Channelling Spells cost an additional (0 - 2) % of your maximum Mana

(0 - 10) % increased Reservation Efficiency

Arctic Armour

Buff grants (0 - 20) % increased Armour per Stage

Gains a Stage every seconds, up to a maximum of (0 - 1) Stages

Arctic Howl

(0 - 20) % chance to not count Empowered Attacks

Buff grants Allies (0 - 20) % increased Freeze buildup

Armour Breaker

Deals (0 - 20) % more Physical damage

Break (0 - 20) % increased Armour

Armour Piercing Rounds

(0 - 20) % more Attack Speed

Break (0 - 20) % increased Armour

Artillery Ballista

Limit (0 - 1) Totem

Pins Enemies as though dealing +(0 - 200) % more Damage

Attrition

(0 - 40) % increased Presence Area of Effect

You have Culling Strike against Rare and Unique enemies that have been in your Presence for a total of at least (-5 - 0) seconds

Ball Lightning

(-30 - 0) % more Projectile Speed

Bolts target enemies within +(0 - 0.4) metres

Barkskin

(0 - 20) % more Skill Effect Duration

When Hit by an enemy, gain Armour equal to (0 - 5) % of Energy Shield lost

Barrage

(0 - 20) % chance to not remove Charges on use

Repeats deal +(0 - 5) % more Damage

Barrier Invocation

Socketed Spells deal (0 - 20) % increased Damage when triggered

(0 - 15) % increased Energy gained

Berserk

Buff grants +(0 - 8) to maximum Rage

Grants (0 - 10) % increased Rage effect

Bind Spectre

(0 - 20) % increased Reservation Efficiency

Minions deal (0 - 20) % more damage

Bitter Dead

(0 - 10) % chance to not destroy Consumed Corpse

Transforms +(0 - 1) Corpse

Blasphemy

Socketed Curses have (0 - 20) % increased Magnitudes

(0 - 10) % increased Reservation Efficiency

Blink

Teleports + (0 - 2.5) metres

(0 - 10) % increased Cooldown Recovery Rate

Blood Hunt

Enemies lose Life equal to + (0 - 4) % of Consumed Blood Loss

+(0 - 0.4) metres to explosion radius

Bloodhound's Mark

Deals (0 - 20) % more Physical damage

Marked target receives Heavy Stun buildup equal to (0 - 50) % of Blood Loss

Bone Cage

(0 - 40) % more Magnitude of Bleeding inflicted

Pins Enemies as though dealing +(0 - 50) % more Damage

Bone Offering

(0 - 30) % more Skill Effect Duration

Shielded Minions take (0 - 30) % less Damage for 1 second after Shield is lost

Boneshatter

Shockwave radius is (0 - 2) metres

(0 - 20) % increased Attack Speed

Bonestorm

(0 - 20) % chance to not remove Charges on use

(0 - 10) % more Cast Speed

Briarpatch

Thorny Ground radius is (0 - 0.6) metres

(0 - 5) % chance to Hinder enemies on Hit

Cast on Critical

Buff grants (0 - 20) % increased Critical Hit chance

(0 - 10) % increased Reservation Efficiency

Cast on Dodge

Buff grants +(0 - 1) metre to Dodge Roll distance

(0 - 10) % increased Reservation Efficiency

Cast on Elemental Ailment

(0 - 40) % increased Reservation Efficiency

(0 - 15) % increased Energy gained

Cast on Minion Death

Socketed Spells deal (0 - 20) % increased Damage when triggered

(0 - 20) % increased Energy gained

Charge Regulation

Buff grants (0 - 2) % increased damage per Charge

Consumes one of each Charge every (0 - 2.4) seconds

Charged Staff

(0 - 20) % chance to not remove Charges on use

(0 - 20) % increased Skill Effect Duration

Cluster Grenade

(0 - 40) % reduced Detonation Time

(0 - 20) % increased Cooldown Recovery Rate

Combat Frenzy

(-1 - 0) seconds to delay on gaining a Frenzy Charge

(0 - 10) % chance to gain an additional Charge

Comet

(0 - 40) % increased Damage with Hits against Frozen Enemies

(0 - 10) % chance to Echo

Companion: {0}

(0 - 20) % more Minion Attack Speed

(0 - 10) % increased Reservation Efficiency

Conductive Runes

Runes emerge within a (0 - 0.6) metre length cone

(-0.1 - 0) seconds to arming time (-0.1 - 0) seconds to activation time

Conductivity

(0 - 50) % faster Curse Activation

(0 - 10) % increased Curse Magnitudes

Contagion

(0 - 50) % more Area of Effect

Contagion targets (0 - 2) additional Enemies when Cast

Convalescence

(0 - 30) % increased Cooldown Recovery Rate

+(0 - 0.5) seconds to Buff duration

Cross Slash

Converts (0 - 40) % of Physical damage to Cold damage

+(0 - 0.4) metres to gouge width

Cull The Weak

(0 - 20) % chance to gain an additional random Charge when you gain a Charge

(0 - 20) % chance to gain an additional Charge

Dark Effigy

Limit (0 - 1) Totem

+(0 - 0.2) metres to Impact radius

Defiance Banner

(0 - 30) % more Area of Effect

(0 - 10) % increased Reservation Efficiency

Despair

(0 - 50) % reduced Mana Cost

(0 - 10) % increased Curse Magnitudes

Detonate Dead

Converts (0 - 60) % of Physical damage to Fire damage

+(0 - 0.4) metres to explosion radius

Detonate Living

+(0 - 0.4) metres to explosion radius

Deals Physical damage equal to (0 - 2) % of Corpse's maximum Life

Detonating Arrow

(0 - 40) % more Ignite Magnitude

+(0 - 1) to number of Maximum Stages

Devour

(0 - 20) % chance to gain an additional Charge

(0 - 50) % chance to gain Flask and Charm charges as though killing the enemy on Corpse consumption

Disengage

+(0 - 1) metres to Melee Strike Range

(0 - 20) % chance for an additional Shockwave

Dread Banner

(0 - 30) % more Area of Effect

(0 - 10) % increased Reservation Efficiency

Earthquake

(0 - 40) % more Magnitude of Damaging Ailments inflicted

+(0 - 2) to Jagged Ground patch Limit

Earthshatter

(0 - 20) % chance to cause an additional Aftershock

(0 - 6) % more Damage with Hits for each Spike

Electrocuting Arrow

Targets with attached Rods take (0 - 20) % increased damage

Hits against targets with attached Rods gain (0 - 10) % of Damage as extra Lightning Damage

Elemental Conflux

(0 - 4) second duration between Element randomisations

Buff grants (0 - 10) % more damage with the affected Element

Elemental Invocation

Socketed Spells deal (0 - 20) % increased Damage when triggered

Maximum Energy is (0 - 100)

Elemental Sundering

(0 - 20) % more Critical Hit Chance

+(0 - 0.2) metres to Pulse radius

Elemental Weakness

(0 - 50) % faster Curse Activation

(0 - 10) % increased Curse Magnitudes

Ember Fusillade

(0 - 40) % reduced Skill Effect Duration (0 - 20) % less Cast Speed

+(0 - 2) % more Damage for each previous Ember fired in sequence

ember fusillade damage +% final per ember fired [0,2]

Emergency Reload

Buff Empowers bolts with (0 - 10) % more damage

(0 - 10) % increased Cooldown Recovery Rate

Enfeeble

(0 - 50) % reduced Mana Cost

(0 - 10) % increased Curse Magnitudes

Entangle

+(0 - 4) to Fissure Limit

(0 - 20) % chance to create an additional Fissure

Escape Shot

(0 - 40) % increased Damage with Hits against Frozen Enemies

(0 - 120) % more Freeze Buildup

Essence Drain

Chains +(0 - 4) times

+(0 - 1) second to Debuff duration

Eternal March

(0 - 40) % increased Cooldown Recovery Rate

Spends up to (0 - 200) additional Runic Ward

Eternal Rage

(0 - 15) % increased Spirit Reservation Efficiency

Regenerate (0 - 0.5) Rage per second

Explosive Grenade

Fires +(0 - 2) Projectiles

(0 - 20) % increased Cooldown Recovery Rate

Explosive Shot

+(0 - 2) Bolts loaded per clip

(0 - 30) % more Ignite Magnitude

Explosive Spear

(0 - 20) % chance to not remove Charges on use

+(0 - 0.4) metres to Explosion radius

+(0 - 0.4) metres to Explosion length

Explosive Transmutation

(0 - 30) % increased Runic Ward Cost Efficiency

+(0 - 0.2) metres to Explosion radius

Eye of Winter

Projectiles have (0 - 50) % chance to Return to you

(0 - 30) % increased Projectile Speed

Falling Thunder

(0 - 20) % chance to not remove Charges on use

(0 - 20) % more Damage per Power Charge Consumed

Fangs of Frost

+(0 - 1) metres to Melee Strike Range

(0 - 15) % chance to not consume Parried Debuff

Feral Invocation

(0 - 40) % increased Reservation Efficiency

(0 - 20) % increased Energy gained

Ferocious Roar

Socketed Skills have (0 - 40) % increased Cooldown Recovery Rate

Gain (0 - 1) Rage per enemy Power in range

Attacks Empowered by Socketed Skills deal (0 - 30) % increased damage

Fireball

+ (0 - 10) % chance to fire 8 additional Projectiles in a circle

+(0 - 10) % chance to fire 2 additional Projectiles

Firestorm

(0 - 20) % chance to not remove an Infusion but still count as consuming them

+(0 - 0.2) metres to impact radius

Flame Breath

(0 - 20) % more Area of Effect

Rage cost is ignored for an additional (0 - 1) second

Flame Wall

Deals (0 - 40) % more Fire Damage

Inflicts (0 - 20) % more Flammability Magnitude

Flameblast

(0 - 40) % more Magnitude of Damaging Ailments per Stage

(0 - 20) % more Cast Speed

Flammability

(0 - 50) % faster Curse Activation

(0 - 10) % increased Curse Magnitudes

Flash Grenade

Gain (0 - 10) % damage as Extra Lightning Damage active skill base all damage % to gain as cold [0,10]

(0 - 20) % increased Cooldown Recovery Rate

Flicker Strike

(0 - 20) % chance to not remove Charges on use

(0 - 20) % more Critical Hit Chance

Forge Hammer

Gain (0 - 20) % damage as Extra Fire Damage

(0 - 10) % increased Cooldown Recovery Rate

Fortifying Cry

(0 - 20) % more Guard gained

Shockwave radius is (0 - 0.4) metres

Fragmentation Rounds

(0 - 100) % more reload speed

Fires (0 - 2) fragments per shot

Fragments Of The Past

Volcano duration is (0 - 1) second

+(0 - 0.4) metres to eruption radius

Explosion radius is (0 - 0.4) metres

Freezing Mark

(0 - 50) % reduced Mana Cost

Hits against Marked enemy cause +(0 - 20) % more Freeze buildup

Freezing Salvo

Maximum (0 - 4) Seals

(0 - 40) % more Freeze Buildup

Frost Bomb

Limit (0 - 3) Frost Bomb

+(0 - 10) % maximum Elemental Exposure applied

Frost Darts

Forks (0 - 2) additional Times

+(0 - 10) % chance to fire 2 additional Projectiles

Frost Wall

(0 - 400) % increased Ice Crystal Life

(0 - 20) % increased Cooldown Recovery Rate

Frostbolt

(0 - 40) % more Projectile Speed

(0 - 20) % more Projectile Damage after Piercing an Enemy

Frostflame Nova

(0 - 20) % increased Damage with Hits against Frozen Enemies

+(0 - 1) metre to wave radius

Frozen Locus

base number of frozen locus allowed [0,1]

(0 - 20) % more Magnitude of Chill inflicted

Furious Slam

(0 - 20) % more Area of Effect

(0 - 40) % increased Stun Threshold while using Skill

Fury of the Mountain

(0 - 20) % more Attack Speed

Gain (0 - 2) Rage on Hit

Galvanic Shards

+(0 - 2) Bolts loaded per clip

Fires (0 - 2) fragments per shot

Gas Arrow

Deals (0 - 20) % more Fire Damage

+(0 - 0.4) metres to impact radius

+(0 - 0.4) metres to cloud radius

Gas Grenade

Deals (0 - 20) % more Fire Damage

(0 - 20) % increased Cooldown Recovery Rate

Gathering Storm

(0 - 30) % chance for Lightning Damage with Hits to be Lucky

Skills have a (0 - 20) % longer Perfect Timing window

Ghost Dance

Maximum (0 - 1) Ghost Shrouds

(0 - 20) % increased Reservation Efficiency

Glacial Bolt

Explosion radius is (0 - 1) metre

+(0 - 2) Bolts loaded per clip

Glacial Cascade

(0 - 20) % more Attack Speed

Gains (0 - 15) % of Physical damage as Cold damage

Glacial Lance

(0 - 20) % chance to not remove Charges on use

active skill base area of effect radius [0,4]

Grim Feast

Remnants created by Supported Skills can be collected from (0 - 40) % further away

Remnants store (0 - 5) % of Minion maximum Life

Grim Pillars

+(0 - 0.4) metres to eruption radius

Creates +(0 - 2) Grim Pillars

Hailstorm Rounds

Penetrates (0 - 60) % Cold Resistance

Can store +(0 - 5) Bolts

Hammer of the Gods

(0 - 50) % chance to not consume Glory

+(0 - 0.4) metres to impact radius

Hand of Chayula

(0 - 50) % reduced Mana Cost

+(0 - 20) % increased duration of socketed Curses +(0 - 10) % increased Effect of Socketed Marks

Herald of Ash

Buff grants (0 - 20) % increased Fire damage

An additional +(0 - 5) % of Overkill damage contributes to base Ignite damage

Herald of Blood

Buff grants (0 - 15) % increased Physical damage

Deals +(0 - 4) % of exploded enemy's Blood Loss as unscalable Physical Attack Damage

Herald of Ice

Buff grants (0 - 20) % increased Cold damage

Explosion radius is (0 - 0.4) metres

Herald of Plague

(0 - 30) % more Area of Effect

(0 - 20) % chance to Hinder enemies on spreading Poison to them

Herald of Thunder

Buff grants (0 - 20) % increased Lightning damage

Lightning Bolts strike the targets of your next (0 - 2) Attack Hits after killing a Shocked enemy with Attack damage

Hexblast

(0 - 40) % more Critical Hit Chance

(0 - 10) % more Damage per 1 second of remaining duration on removed Curse

High Velocity Rounds

Deals (0 - 20) % more Physical damage

(0 - 20) % more Projectile Damage after Piercing an Enemy

Hollow Shell

+(0 - 2) seconds to Guard duration

Pulse grants Guard equal to an additional (0 - 5) % of Runic Ward spent

Hypothermia

(0 - 50) % faster Curse Activation

(0 - 10) % increased Curse Magnitudes

Ice Nova

(0 - 40) % chance to not remove an Infusion but still count as consuming them

(0 - 20) % more Damage with Hits against Enemies that are Chilled

Ice Shards

(0 - 200) % more Freeze Buildup

Chills Enemies as though dealing (0 - 100) % more damage

Ice Shot

(0 - 40) % reduced Movement Speed Penalty from using Skills while moving

active skill chill effect +% final [0,30]

Ice Strike

(0 - 20) % more Critical Hit Chance

(0 - 20) % increased Attack Speed

Ice-Tipped Arrows

Empowers + (0 - 2) Attacks

(0 - 10) % increased Cooldown Recovery Rate

Incendiary Shot

Fires (0 - 4) fragments per shot

+(0 - 15) % increased Ignite duration for each Fragment in a single hit

Incinerate

+ (0 - 2) seconds of Maximum fuel

(0 - 20) % more Ignite duration

Infernal Cry

Warcry radius is (0 - 3) metres

Empowered Attacks Gain (0 - 10) % of damage as extra Fire damage

Iron Ward

Deals (0 - 20) % more Physical damage

(0 - 50) % more Stun buildup

Killing Palm

Recover (0 - 10) % of maximum Life over four seconds on Culling an Enemy

Recover (0 - 4) % of maximum Mana over four seconds on Culling an Enemy

Leap Slam

(0 - 20) % more Area of Effect

(0 - 20) % more Damage with Hits against Enemies with Fully Broken Armour

Leylines

Leyline radius is (0 - 1) metre

Deal (0 - 10) % more Spell damage while on a Leyline

Lightning Arrow

(0 - 30) % chance for Lightning Damage with Hits to be Lucky

(0 - 40) % more chance to Shock

Lightning Conduit

(0 - 4) additional bolts if a Shocked enemy is in the target area

(0 - 20) % more Lightning Damage

Lightning Rod

(0 - 20) % more Attack Speed

(0 - 20) % chance to cause an additional Burst on impact

Lightning Spear

Benefits from consuming Charges have (0 - 20) % chance to be doubled

Fires +(0 - 2) bolts

Lightning Warp

(0 - 40) % more Cast Speed

(0 - 10) % increased Magnitude of Shock inflicted

Lingering Illusion

(0 - 40) % increased Spirit Reservation Efficiency

+(0 - 20) % chance to create an additional Remnant

Living Bomb

Deals (0 - 50) % more Fire Damage Explodes after enemy is dealt damage equal to (0 - 200) % of its Ailment Threshold

Inflicts (0 - 20) % more Flammability Magnitude

Lunar Assault

Penetrates (0 - 20) % Cold Resistance

Gains (0 - 10) % of Physical damage as Cold damage

Lunar Blessing

(0 - 40) % increased Cooldown Recovery Rate

Buff grants +(0 - 10) % of damage Gained as Cold damage

Magma Barrier

Buff grants +(0 - 5) % to maximum Block Chance

+(0 - 5) % increased Block chance

Magnetic Salvo

(0 - 20) % more Lightning Damage

Fires up to +(0 - 4) missiles

Mana Remnants

Buff grants (0 - 40) % increased Mana Regeneration Rate

Each Remnant grants (0 - 40) Mana

Mana Tempest

(-8 - 0) % of Mana and Life spent while in the storm is added to this Skill's Mana Cost per Second

Effects of Mana Tempest linger for (0 - 2) seconds after leaving the Tempest

Mantra of Destruction

Purple Flames of Chayula Duration is (0 - 0.05) seconds

Requires (0 - 1) fewer Combo to use

Mirage Archer

(0 - 40) % increased Reservation Efficiency of Skills

(0 - 40) % increased Reservation Efficiency

+(0 - 1) seconds to Mirage duration

Molten Blast

Fires +(0 - 2) Projectiles

(0 - 30) % chance to inflict Exposure on Hit

Mortar Cannon

Limit (0 - 1) Totem

(0 - 20) % increased Area of Effect for Skills used by Totems

Oil Barrage

(0 - 20) % chance to not remove Charges on use

Exposure lowers Total Elemental Resistances by an additional (0 - 5) %

Oil Grenade

Exposure lowers Total Elemental Resistances by an additional (0 - 10) %

(0 - 20) % increased Cooldown Recovery Rate

Orb of Storms

Orb expires after firing (0 - 6) bolts

Chains +(0 - 3) times

Pain Offering

Aura grants Minions (0 - 20) % increased Attack and Cast Speed

+(0 - 2.4) metres to Minion Aura radius

Perfect Strike

(0 - 40) % more Attack Speed

Inflicts (0 - 20) % more Flammability Magnitude

Permafrost Bolts

(0 - 100) % more reload speed

Fires (0 - 2) fragments per shot

Plague Bearer

(0 - 50) % increased Magnitude of Poison on targets that are not Poisoned

Stores (0 - 2) % of Expected Poison damage, up to Deals Physical damage equal to the stored Poison

Plasma Blast

Fires +(0 - 2) Projectiles

(0 - 30) % more Shock duration

Poisonburst Arrow

Break Armour equal to (0 - 20) % of Poison damage

(0 - 10) % more Magnitude of Poison inflicted

Pounce

Limit (0 - 4) Summoned Wolves

Marked target takes (0 - 1) % increased damage for each of its enemies within 6 metres of it, up to (0 - 15) %

Powered by Verisium

(0 - 20) % chance to gain an additional Infusion

(0 - 50) % increased Verisium Infusion duration

Primal Strikes

(0 - 20) % more Critical Hit Chance

(0 - 20) % increased Attack Speed

Profane Ritual

(0 - 100) % more Skill Effect Duration

(0 - 10) % chance to not destroy Consumed Corpse

Raging Spirits

Minions deal (0 - 50) % more damage

Limit (0 - 2) Summoned Raging Spirits

Rain of Arrows

Deals (0 - 20) % more damage

Arrows fall (0 - 20) % faster

Rain of Blades

(0 - 30) % increased Immobilisation buildup

(0 - 20) % increased Cooldown Recovery Rate

Raise Zombie

Limit (0 - 4) Raised Zombies

(0 - 25) % increased effect of Empowerment on Raised Zombies

Rake

(0 - 20) % chance to Aggravate Bleeding on targets you Hit with Attacks

base additional damage from distance +% final [0,30]

Rampage

(0 - 20) % more Area of Effect

Rage cost is ignored for an additional (0 - 1) second

Rapid Assault

(0 - 40) % more Magnitude of Bleeding inflicted

(0 - 20) % chance to leave an additional spearhead in the target

Rapid Shot

+(0 - 30) to Maximum Heat

+(0 - 15) to Maximum Heat

Ravenous Swarm

Spawn a new Swarm once every (-2 - 0) seconds

+(0 - 1) metres to swarm Attack radius

Reaper's Invocation

Socketed Spells deal (0 - 20) % increased Damage when triggered

(0 - 20) % increased Energy gained

Refutation

Buff duration is (0 - 1) second

+(0 - 20) % more Stun Threshold while Buff is active

Remnants of Kalguur

% chance to spawn a Remnant on Stunning an Enemy

+(0 - 5) % chance to spawn a Remnant on Stunning an Enemy +(0 - 5) % chance to spawn a Remnant on killing an enemy

Repulsion

+(0 - 20) % more damage against Immobilised enemies

(0 - 40) % more Stun buildup

Resonating Shield

(0 - 100) % increased Stun Threshold while Channelling

Break (0 - 20) % increased Armour

Rhoa Mount

(0 - 30) % increased Reservation Efficiency

Minions have (0 - 20) % more Maximum Life

Rolling Magma

Chains +(0 - 4) times

(0 - 10) % more Damage with Hits for each time this Skill has Chained

Rolling Slam

Break Armour equal to (0 - 40) % of Physical damage dealt

(0 - 100) % increased Stun Threshold while using Skill

Runic Reprieve

You take (0 - 10) % of damage from Blocked Hits

(0 - 40) % increased Stun Threshold while using Skill

Sacrifice

Minions have (0 - 40) % increased maximum Life

Minions Revive +(0 - 5) % more quickly

Savage Fury

Gain (0 - 1) additional Fury on Attack Hit

Buff grants (0 - 5) % more damage

Scavenged Plating

(0 - 1) % more Armour per Scavenged Plating

+(0 - 2) seconds to Scavenged Plating duration

Seismic Cry

Gains (0 - 20) % of Physical damage as Fire damage

Empowered Attack Aftershocks deal (0 - 10) % more damage

Shard Scavenger

(0 - 20) % more Skill Effect Duration

(0 - 10) % increased Reservation Efficiency

Shattering Palm

(0 - 20) % more Area of Effect

(0 - 20) % more Critical Hit Chance

Shield Charge

(0 - 30) % increased maximum travel distance

Deals up to an additional +(0 - 40) % more Damage, based on the distance travelled

Shield Wall

Gains (0 - 20) % of Physical damage as Fire damage

(0 - 40) % more Damage if destroyed by your Skills

Shockburst Rounds

(0 - 30) % more Area of Effect

+(0 - 4) Bolts loaded per clip

Shockchain Arrow

(0 - 20) % more Attack Speed

(0 - 20) % more Lightning Damage

Shockwave Totem

Limit (0 - 1) Totem

+(0 - 4) seconds to Totem duration

Siege Ballista

Limit (0 - 1) Totem

(0 - 20) % more Area of Effect

Siege Cascade

+(0 - 3) Bolts loaded per clip

+(0 - 40) % more damage against Immobilised enemies

Siphon Elements

Remnants created by Supported Skills can be collected from (0 - 30) % further away

+(0 - 2) % chance per Power to spawn a Cold Remnant on Freezing a target +(0 - 2) % chance to spawn a Fire Remnant on Igniting a non-Ignited target +(0 - 2) % chance to spawn a Lightning Remnant on Shocking a non-Shocked target

Siphoning Strike

(0 - 50) % chance to gain an additional Charge

(0 - 50) % chance to Daze on Hit

Skeletal Arsonist

Fires +(0 - 2) Projectiles

Deals additional Fire damage equal to +(0 - 4) % of Minion 's maximum Life

Skeletal Brute

Minions have (0 - 30) % more Maximum Life

Minions cause (0 - 40) % more Stun buildup

Skeletal Cleric

Minions take (0 - 40) % reduced Damage

Revived Skeletons are immune to Damage for (0 - 3) seconds after being Revived

Skeletal Frost Mage

(0 - 20) % increased Spirit Reservation Efficiency

Minions deal (0 - 20) % more damage

Skeletal Reaver

Break Armour equal to (0 - 30) % of Physical damage dealt

Minions have (0 - 20) % increased effect of Rage

Skeletal Sniper

Deals (0 - 50) % more Fire Damage

Minions deal (0 - 20) % more damage

Skeletal Storm Mage

(0 - 30) % increased Minion Cast Speed

Minions gain (0 - 20) % of their maximum Life as Extra maximum Energy Shield

Skyfall

(0 - 20) % increased Damage with Hits against Frozen Enemies

(0 - 10) % chance to Echo

Snap

(0 - 100) % increased Cooldown Recovery Rate

(0 - 10) % chance to spawn an additional Infusion Remnant

Snipe

(0 - 20) % longer Perfect Timing window (0 - 20) % more Attack Speed

Explosion radius is (0 - 0.4) metres

Sniper's Mark

Marked enemy deals (0 - 10) % less damage

Next Critical Hit against Marked Enemy has (0 - 15) % increased Critical Damage Bonus

Soul Offering

Buff grants you (0 - 20) % increased Spell damage

+(0 - 1) second to Spike duration

Spark

Fires +(0 - 4) Projectiles

(0 - 30) % increased Projectile Speed

Spear of Solaris

Deals (0 - 20) % more Fire Damage

(0 - 25) % chance to retain 40% of Glory on use

Spearfield

(0 - 20) % more Attack Speed

Hazards created by this Skill have (0 - 10) % chance to rearm after they are triggered

Spell Totem

Spells Cast by Totems have (0 - 10) % increased Cast Speed per Summoned Totem

+(0 - 4) seconds to Totem duration

Spiral Volley

Benefits from consuming Charges have (0 - 30) % chance to be doubled

Fires +(0 - 4) Projectiles

Staggering Palm

Fires +(0 - 2) Projectiles

(0 - 40) % chance to Blind Enemies

Stampede

(0 - 20) % more Area of Effect

(0 - 20) % chance to cause an additional Aftershock

Storm Lance

Fires +(0 - 2) Projectiles

base number of overcharged spears allowed [0,1]

Limit (0 - 1) lodged spear

Storm Wave

Wave length is + (0 - 4) metres

Wave width is +(0 - 1) metre

Stormblast Bolts

+(0 - 2) Bolts loaded per clip

Penetrates (0 - 20) % Lightning Resistance

Stormcaller Arrow

Fires +(0 - 2) Projectiles

(0 - 30) % increased Shock Duration

Sunder

(0 - 20) % more Attack Speed

(0 - 50) % reduced Accuracy penalty based on distance

Supercharged Slam

(0 - 300) % more Stun buildup

+(0 - 1) maximum Stage

Tame Beast

(0 - 50) % reduced Mana Cost

+(0 - 1.6) seconds to Wisp duration

Tempest Bell

bell hit limit [0,10]

Shockwave deals (0 - 3) % more Damage per Hit taken by Bell

Tempest Flurry

Final Strike targets (0 - 2) additional nearby enemies

+(0 - 0.4) metres to Melee Strike Range

Temporal Chains

(0 - 50) % faster Curse Activation

(0 - 10) % increased Curse Magnitudes

Thrashing Vines

(0 - 30) % chance to Impale Enemies on Hit

+(0 - 0.5) metres to vine length

Thunderous Leap

(0 - 40) % chance to cause an additional Aftershock

(0 - 30) % chance to leave Shocked Ground when Detonating Spears

Thunderstorm

(0 - 20) % more Area of Effect

Drenched enemies receive (0 - 5) % more Freeze buildup Drenched enemies have (0 - 10) % more chance to be Shocked

Time of Need

Buff grants (0 - 20) % increased Life Regeneration Rate

Blessing recovers (0 - 40) Life and removes Curses and Elemental Ailments

Tornado

+ (0 - 2) to Limit of Tornadoes

+(0 - 2) seconds to Tornado duration

Tornado Shot

+ (0 - 2) to Limit of Tornadoes

Copied Projectiles deal +(0 - 15) % more damage

Toxic Domain

Effects of Toxic Bloom Linger on you for (0 - 2) seconds

active skill base area of effect radius [0,3]

Toxic Growth

(0 - 40) % increased Poison Duration

Fires +(0 - 1) Pustule Limit +(0 - 1) pustule

Trail of Caltrops

Deals (0 - 20) % more Physical damage

+(0 - 5) to maximum number of Caltrops allowed

Trinity

(0 - 20) % of Physical damage Converted to a random Element

(0 - 15) % increased Skill Speed while total Affinity is over 250

Triskelion Cascade

Empowered Skill has (0 - 5) % more area of effect

Empowered Skill deals (0 - 10) % more damage

Twister

(0 - 20) % more Projectile Speed

(0 - 20) % chance for an additional twister

Unearth

(0 - 50) % more Minion Attack Speed

+(0 - 5) seconds to Bone Construct duration Minions have (0 - 50) % increased Movement Speed

Vaulting Impact

(0 - 50) % more Damage against Heavy Stunned Enemies

Broken Stance is removed after the affected enemy takes +(0 - 2) Hits

Verisium Manifestations

+(0 - 2) to Verisium Manifestation Limit

+(0 - 2) s to Manifestation duration

Vine Arrow

(0 - 40) % more Skill Effect Duration

Plant deals additional Chaos Damage per second equal to (0 - 10) % of Poison Damage per second

Volcanic Fissure

Deals (0 - 20) % more Fire Damage

(0 - 20) % chance to cause an additional Aftershock

Volcano

(0 - 20) % more Skill Effect Duration

+(0 - 0.2) metres to eruption radius

Voltaic Barrier

Chains +(0 - 2) times

(0 - 40) % increased Skill Effect Duration

Voltaic Grenade

(0 - 20) % more Lightning Damage

(0 - 20) % increased Cooldown Recovery Rate

Voltaic Mark

(0 - 50) % reduced Mana Cost

Hits against Marked enemy cause +(0 - 20) % increased Electrocute buildup

Vulnerability

(0 - 50) % reduced Mana Cost

(0 - 10) % increased Curse Magnitudes

Walking Calamity

(0 - 50) % chance to not consume Glory

Buff grants +(0 - 10) % of damage Gained as Fire damage

War Banner

(0 - 30) % more Area of Effect

(0 - 10) % increased Reservation Efficiency

Wardbound Minions

+(0 - 5) s to Minion duration

+(0 - 2) Spell casts before dispersing

Wave of Frost

Enemies Frozen by this Skill take (0 - 40) % increased damage

Penetrates (0 - 20) % Cold Resistance

Whirling Assault

Deals (0 - 20) % more Physical damage

(0 - 20) % increased Attack Speed

Whirling Slash

(0 - 10) % more Attack Speed

Collapse deals +(0 - 40) % more damage per additional stage

Whirlwind Lance

Elemental Whirlwinds Gain + (0 - 50) % of damage as damage of the corresponding Type

Collapse deals +(0 - 40) % more damage per additional stage

Wind Blast

Break Armour equal to (0 - 40) % of Physical damage dealt

(0 - 20) % more Damage to enemies within 1.5 metres of you, scaling down to no bonus at 4 metres or further

Wind Dancer

(0 - 50) % more damage per stage

+(0 - 0.4) metres to explosion radius

Wind Serpent's Fury

Gains (0 - 20) % of Damage as Extra Chaos Damage

(0 - 30) % more Knockback Distance

Wing Blast

Deals (0 - 20) % more Physical damage

+(0 - 5) % Surpassing chance to grant a Power Charge on Heavy Stun , modified by Monster Power

Withering Presence

Withers enemies in your Presence every (-0.5 - 0) seconds

Withered duration is (0 - 1) second

Wolf Pack

(0 - 20) % more Minion Attack Speed

Summons (0 - 1) Wolf

Gemlings - Quality Node

#

Doryani's Science Nodes

IconNodeEffect
Stitch the FleshStitch the FleshYour Maps have an additional Revival, up to 6
Archaic CorruptionArchaic CorruptionMonsters released from Essences become Corrupted
Evolutionary PressureEvolutionary Pressure1% increased Rarity of Items Dropped by Monsters per Explicit Modifier on the Map 2% increased Effectiveness of Monsters per Explicit Modifier on the Map Rare Monsters have a 3% increased chance of Monster Modifiers per Explicit Modifier on the Map
Improved CalibrationImproved CalibrationWaystones have 25% more effect of Prefix Modifiers or 25% more effect of Suffix Modifiers when opening Maps
Disengaged SafetiesDisengaged SafetiesMap Areas are Irradiated
Careful ProcurementCareful ProcurementMagic Monster Packs have 35% chance to have an additional Modifier
Volatile ConnectionVolatile Connection15% chance areas are Cleansed or Corrupted
Mechanical GuardiansMechanical GuardiansNon-Unique Strongboxes are guarded by a dormant Construct These Strongboxes only roll Modifiers which apply to the Construct Opening the Strongbox activates the Construct Strongboxes have 2% increased Item Quantity per Modifier
Hidden PatternsHidden Patterns10% chance when completing a Map to make nearby Maps accessible
Dam the RiverDam the RiverAzmeri Spirits only Possess monsters after reaching maximum empowerment
Remnants of GreatnessRemnants of GreatnessMap Bosses have 20% chance to be guarding a Precursor Terraformer which can be used to change the biome of a group of maps nearby
Head of the SnakeHead of the SnakePinnacle Bosses have 25% chance to drop an additional Unique item Powerful Map Bosses have 5% chance when defeated to reveal a nearby Citadel Pinnacle Bosses have a single Revive

Experimental map-state control, Waystone scaling, monster modifier pressure, and endgame boss conversion hooks. Node names and effects are sourced from the current POE2 Masters of the Atlas page.

Hilda’s Hunting — observed quest progression

Doryani — observed quest progression

POE2 0.5: Masters of the Atlas

  • Doryani, Hilda, and Jado each offer a distinct Atlas Master specialisation. Choose a portrait tab above to compare their current node sets without leaving this guide.
  • Each Master has 12 nodes, with up to 4 selectable at once. The tables track the current POE2 node names and effects.

Masters of the Atlas

#

Loading Challenges & Rewards…

Challenges & Rewards

#
Show recipes using this many runes or fewer.
x1

The Runefather's Alloy

Lv70+
—
Ward RuneRebirth RuneTime RuneCold RunePower Rune
Prismatic RuneMoon RuneWisdom Rune
x1

Swift Alloy

Lv65-74
—
Adaptive RuneRebirth RuneSoul RuneRebirth Rune
x1

The Runebinder's Alloy

Lv70+
—
Ward RuneRebirth RuneSoul RuneCyclonic RunePower Rune
Lightning RuneBloodletting RuneWisdom Rune
x1

Cyclonic Alloy

Lv65-74
—
Rage RuneRebirth RuneTidal RuneCyclonic Rune
x1

Transcendent Alloy

Lv70+
—
Sky RuneRebirth RuneMomentum RuneRage RunePower Rune
Electrocuting RuneDeath Rune
x1

Expansive Alloy

Lv30-74
—
Volcanic RuneRebirth RuneTidal Rune
x1

Celestial Alloy

Lv70+
—
Earth RuneRebirth RuneCelestial RuneAdaptive RunePower Rune
Soul RuneCyclonic Rune
x1

Protective Alloy

Lv30-74
—
Sky RuneRebirth RuneBloodletting Rune
x1

Sovereign Alloy

Lv70+
—
Adaptive RuneRebirth RuneMoon RuneToxic RunePower Rune
Oath Rune
x1

Adaptive Alloy

Lv30-74
—
Earth RuneRebirth RuneStone Rune
x1

Mystic Alloy

Lv70+
—
Adaptive RuneRebirth RuneTime RuneArcane RuneElectrocuting Rune
x2

Runic Alloy

Lv30-74
—
Vision RuneRebirth RunePrismatic Rune
x1

Prismatic Alloy

Lv70+
—
Prismatic RuneRebirth RuneAdaptive RuneOpulent RuneBond Rune
x1

Runic Alloy

Lv15-16
—
Adaptive RuneRebirth Rune
x1

Krillson's Bay Key

Lv78+
—
Bait RuneBait RuneBait RuneBait RuneBait Rune
Bait RuneBait RuneBait RuneBait RuneBait Rune
x3

Gemcutter's Prism

Lv65-74
—
Prismatic RuneSoul RuneVision RuneVolcanic Rune
x1

Mirror of Kalandra

Lv70+
—
Power RuneOpulent RuneTime RuneOath RuneDeath Rune
Soul RuneBond RuneEarth RuneStone Rune
x3

Glassblower's Bauble

Lv65-74
—
Prismatic RuneToxic RuneTidal RuneVolcanic Rune
x1

Hinekora's Lock

Lv70+
—
Opulent RunePower RuneWard RuneRebirth RuneBond Rune
Life RuneTime RuneDeath RuneBond Rune
x3

Exalted Orb

Lv65-74
—
Adaptive RuneMoon RuneSoul RuneCyclonic Rune
x3

Perfect Chaos Orb

Lv70+
—
Adaptive RuneSky RuneOath RuneRage RuneEarth Rune
Power RuneTempest RuneLife RuneVolcanic Rune
x1

Thaumaturgic Flux (Level 18)

Lv30-74
—
Earth RuneWard RuneStone Rune
x3

Perfect Exalted Orb

Lv70+
—
Adaptive RuneLife RuneSoul RuneStone RuneBond Rune
Oath RunePower RuneDeath RuneToxic Rune
x1

Thaumaturgic Flux (Level 17)

Lv30-74
—
Earth RuneWard RuneStone Rune
x10

Divine Orb

Lv70+
—
Death RuneSoul RunePower RuneLife RuneVision Rune
Celestial RuneToxic RunePrismatic RuneTidal Rune
x1

Thaumaturgic Flux (Level 16)

Lv30-74
—
Earth RuneWard RuneStone Rune
x3

Orb of Annulment

Lv70+
—
Cyclonic RuneArcane RuneVision RuneRebirth RuneCyclonic Rune
Lightning RunePrismatic RuneElectrocuting RunePower Rune
x1

Thaumaturgic Flux (Level 15)

Lv30-74
—
Earth RuneWard RuneStone Rune
x3

Orb of Chance

Lv70+
—
Celestial RuneOpulent RuneMoon RuneWard RuneEarth Rune
Protective RunePrismatic RuneRebirth RuneFire Rune
x1

Thaumaturgic Flux (Level 14)

Lv30-74
—
Earth RuneWard RuneStone Rune
x1

Perfect Flux

Lv70+
—
Wisdom RuneOpulent RuneOath RuneLife RunePower Rune
Time RuneCelestial RuneLightning Rune
x1

Thaumaturgic Flux (Level 13)

Lv30-74
—
Earth RuneWard RuneStone Rune
x3

Perfect Regal Orb

Lv70+
—
Tempest RuneToxic RuneSoul RuneMoon RuneAdaptive Rune
Rebirth RuneOpulent RunePower Rune
x1

Thaumaturgic Flux (Level 12)

Lv30-74
—
Earth RuneWard RuneStone Rune
x3

Perfect Orb of Transmutation

Lv70+
—
Adaptive RuneDeath RuneOpulent RuneTempest RuneTime Rune
Life RuneMoon RuneCold Rune
x1

Thaumaturgic Flux (Level 11)

Lv30-74
—
Earth RuneWard RuneStone Rune
x3

Perfect Orb of Augmentation

Lv70+
—
Adaptive RuneTime RuneOpulent RuneFire RuneTime Rune
Vision RuneBloodletting RuneRebirth Rune
x1

Thaumaturgic Flux (Level 10)

Lv30-74
—
Earth RuneWard RuneStone Rune
x2

Orb of Annulment

Lv70+
—
Cyclonic RuneArcane RuneVision RuneRebirth RuneCyclonic Rune
Lightning RunePower Rune
x1

Thaumaturgic Flux (Level 9)

Lv30-74
—
Earth RuneWard RuneStone Rune
x1

Aldur's Saga

Lv70+
—
Wisdom RuneVision RuneLife RuneWard RunePower Rune
Arcane RuneTime Rune
x1

Thaumaturgic Flux (Level 8)

Lv30-74
—
Earth RuneWard RuneStone Rune
x10

Chaos Orb

Lv70+
—
Wisdom RuneVision RuneRebirth RuneRage RunePower Rune
Arcane RuneAdaptive Rune
x1

Thaumaturgic Flux (Level 7)

Lv30-74
—
Earth RuneWard RuneStone Rune
x1

Thaumaturgic Flux (Level 20)

Lv70+
—
Momentum RuneEarth RuneWard RuneStone RuneArcane Rune
Oath Rune
x1

Thaumaturgic Flux (Level 6)

Lv30-74
—
Earth RuneWard RuneStone Rune
x1

Orb of Annulment

Lv70+
—
Cyclonic RuneMomentum RuneRebirth RuneTime RuneMoon Rune
Vision Rune
x1

Thaumaturgic Flux (Level 5)

Lv30-74
—
Earth RuneWard RuneStone Rune
x2

Orb of Chance

Lv70+
—
Celestial RuneSoul RuneBloodletting RuneRage RuneSky Rune
Tempest Rune
x1

Orb of Alchemy

Lv30-74
—
Adaptive RuneRebirth RunePrismatic Rune
x1

Perfect Chaos Orb

Lv70+
—
Adaptive RuneCelestial RuneOath RunePower RuneOpulent Rune
Celestial Rune
x1

Verisium Pile

Lv30-74
—
Cyclonic RuneSky RuneWard Rune
x3

Divine Orb

Lv70+
—
Death RuneSoul RunePower RuneLife RuneVision Rune
Celestial Rune
x1

Greater Orb of Transmutation

Lv30-74
—
Momentum RuneLife RuneCold Rune
x1

Void Flux

Lv70+
—
Toxic RuneTime RuneAdaptive RuneSoul RunePower Rune
Death Rune
x2

Glassblower's Bauble

Lv30-74
—
Prismatic RuneToxic RuneTidal Rune
x1

Perfect Exalted Orb

Lv70+
—
Adaptive RuneLife RuneEarth RunePower RuneOpulent Rune
Oath Rune
x1

Greater Orb of Augmentation

Lv30-74
—
Momentum RuneLife RuneTempest Rune
x1

Crackling Flux

Lv70+
—
Lightning RuneCelestial RunePrismatic RuneElectrocuting RuneOath Rune
Tempest Rune
x6

Blacksmith's Whetstone

Lv30-74
—
Rage RuneAdaptive RuneBloodletting Rune
x1

Blazing Flux

Lv70+
—
Fire RuneEarth RunePrismatic RuneSoul RuneRage Rune
Rebirth Rune
x6

Arcanist's Etcher

Lv30-74
—
Tidal RuneAdaptive RuneVolcanic Rune
x1

Chilling Flux

Lv70+
—
Cold RuneCyclonic RunePrismatic RuneDeath RuneTidal Rune
Moon Rune
x6

Armourer's Scrap

Lv30-74
—
Moon RuneAdaptive RuneCold Rune
x1

Olroth's Saga

Lv70+
—
Tempest RuneVision RuneTime RuneCelestial RuneWisdom Rune
Power Rune
x1

Lesser Jeweller's Orb

Lv30-74
—
Prismatic RuneArcane RuneCyclonic Rune
x1

Vorana's Saga

Lv70+
—
Moon RuneVision RuneBond RuneTime RuneWisdom Rune
Toxic Rune
x3

Regal Orb

Lv30-74
—
Earth RuneArcane RuneTidal Rune
x1

Uhtred's Saga

Lv70+
—
Ward RuneVision RuneStone RuneArcane RuneWisdom Rune
Time Rune
x1

Chaos Orb

Lv30-74
—
Adaptive RuneTidal RuneBloodletting Rune
x1

Medved's Saga

Lv70+
—
Rage RuneVision RuneBloodletting RuneMoon RuneTime Rune
Wisdom Rune
x2

Exalted Orb

Lv30-74
—
Adaptive RuneArcane RuneTidal Rune
x3

Greater Regal Orb

Lv70+
—
Oath RuneCyclonic RuneMomentum RuneMoon RuneOpulent Rune
Bloodletting Rune
x3

Artificer's Orb

Lv30-74
—
Stone RuneVision RunePrismatic Rune
x3

Greater Chaos Orb

Lv70+
—
Oath RuneWard RuneRage RuneVolcanic RuneOpulent Rune
Time Rune
x4

Blacksmith's Whetstone

Lv15-16
—
Rage RuneAdaptive Rune
x3

Greater Exalted Orb (Level 20)

Lv70+
—
Oath RuneArcane RuneBond RuneElectrocuting RuneOpulent Rune
Prismatic Rune
x4

Arcanist's Etcher

Lv15-16
—
Tidal RuneAdaptive Rune
x1

Thaumaturgic Flux (Level 19)

Lv70+
—
Momentum RuneEarth RuneWard RuneBloodletting RuneArcane Rune
x4

Armourer's Scrap

Lv15-16
—
Moon RuneAdaptive Rune
x2

Divine Orb

Lv70+
—
Death RuneSoul RunePower RuneLife RuneVision Rune
x2

Regal Orb

Lv15-16
—
Cyclonic RuneCelestial Rune
x3

Chaos Orb

Lv70+
—
Adaptive RuneOath RuneDeath RuneRebirth RuneTempest Rune
x1

Gemcutter's Prism

Lv15-16
—
Sky RuneCelestial Rune
x1

Perfect Jeweller's Orb

Lv70+
—
Prismatic RuneAdaptive RuneDeath RuneLife RuneVolcanic Rune
x1

Glassblower's Bauble

Lv15-16
—
Earth RuneCelestial Rune
x1

Orb of Chance

Lv70+
—
Celestial RuneTime RuneRage RuneBloodletting RuneRebirth Rune
x2

Orb of Transmutation

Lv15-16
—
Prismatic RuneMoon Rune
x3

Greater Orb of Transmutation

Lv70+
—
Volcanic RuneFire RuneCold RuneAdaptive RuneBond Rune
x2

Orb of Augmentation

Lv15-16
—
Prismatic RuneTidal Rune
x3

Greater Orb of Augmentation

Lv70+
—
Rebirth RuneArcane RuneElectrocuting RuneAdaptive RuneBond Rune
x2

Artificer's Orb

Lv15-16
—
Volcanic RuneVision Rune
x1

5x Random Currency

Lv70+
—
Adaptive RuneOpulent RuneDeath RuneTempest RuneTidal Rune
x1

Regal Orb

Lv15-16
—
Adaptive RuneMoon Rune
x1

Divine Orb

Lv65-74
—
Death RuneSoul RunePower RuneLife Rune
x2

Arcanist's Etcher

Lv15-16
—
Lightning RuneArcane Rune
x1

Greater Chaos Orb

Lv65-74
—
Oath RuneElectrocuting RuneRage RuneVolcanic Rune
x2

Armourer's Scrap

Lv15-16
—
Cold RuneStone Rune
x1

Greater Exalted Orb

Lv65-74
—
Oath RuneArcane RuneBond RunePrismatic Rune
x1

Exalted Orb

Lv15-16
—
Adaptive RuneProtective Rune
x1

Greater Regal Orb

Lv65-74
—
Oath RuneCyclonic RuneLife RuneMoon Rune
x1

Artificer's Orb

Lv15-16
—
Arcane RuneTempest Rune
x1

Greater Jeweller's Orb

Lv65-74
—
Prismatic RuneOath RuneAdaptive RuneCyclonic Rune
x1

Orb of Transmutation

Lv15-16
—
Tempest RuneCold Rune
x2

Chaos Orb

Lv65-74
—
Adaptive RuneOath RuneFire RuneRebirth Rune
x1

Orb of Augmentation

Lv15-16
—
Tempest RuneLightning Rune
x3

Orb of Alchemy

Lv65-74
—
Adaptive RuneMoon RuneTidal RuneElectrocuting Rune
x1

Uncut Skill Gem (Level 20)

Lv70+
—
Momentum RuneFire RuneDeath RuneWisdom RuneProtective Rune
Soul Rune
x1

Runic Reprieve

Level 1Lv65-74
—
Bloodletting RunePrismatic RuneRebirth RuneWard Rune
x1

Uncut Spirit Gem (Level 20)

Lv70+
—
Momentum RuneArcane RuneSoul RuneWisdom RunePrismatic Rune
Oath Rune
x1

Leylines

Level 1Lv65-74
—
Lightning RuneCelestial RuneRebirth RuneWard Rune
x1

Rain of Blades (Level 20)

Level 1 | Martial WeaponLv70+
—
Tempest RuneSky RuneWard RuneArcane RuneStone Rune
Rage Rune
x1

Animus Exchange

Level 1Lv65-74
—
Cyclonic RunePrismatic RuneElectrocuting RuneWard Rune
x1

Wardbound Minions (Level 20)

Level 1Lv70+
—
Rebirth RuneSky RuneToxic RuneProtective RuneOath Rune
Ward Rune
x2

Gemcutter's Prism

Lv30-74
—
Prismatic RuneCelestial RuneBond Rune
x1

Voltaic Barrier (Level 20)

Level 1 | Talisman | Martial WeaponLv70+
—
Protective RuneSky RuneEarth RuneStone RuneDeath Rune
Ward Rune
x1

Rain of Blades

Level 1 | Martial WeaponLv30-74
—
Arcane RuneSky RuneTempest Rune
x1

Hollow Shell (Level 20)

Level 1Lv70+
—
Arcane RuneSky RuneBloodletting RunePrismatic RuneLife Rune
Ward Rune
x1

Runic Infusion

Lv30-74
—
Electrocuting RuneSky RuneTempest Rune
x1

Explosive Transmutation (Level 20)

Level 1Lv70+
—
Volcanic RuneSky RuneFire RuneVolcanic RuneBond Rune
Ward Rune
x1

Runic Extraction

Lv30-74
—
Rebirth RuneSky RuneCyclonic Rune
x1

Animus Splinters (Level 20)

Level 1Lv70+
—
Bloodletting RuneSky RuneAdaptive RuneRage RuneSoul Rune
Ward Rune
x1

Fist Of Kalguur

Lv30-74
—
Bloodletting RuneSky RuneRage Rune
x1

Skyfall (Level 20)

Level 1Lv70+
—
Tempest RuneCelestial RuneProtective RuneWard RuneWisdom Rune
Oath Rune
x1

Wardbound Minions

Level 1Lv30-74
—
Tempest RuneSky RuneCyclonic Rune
x1

Triskelion Cascade (Level 20)

Level 1Lv70+
—
Arcane RuneCelestial RuneStone RuneWard RuneWisdom Rune
Bond Rune
x1

Voltaic Barrier

Level 1 | Talisman | Martial WeaponLv30-74
—
Ward RuneSky RuneLightning Rune
x1

Refutation (Level 20)

Level 1Lv70+
—
Rage RunePrismatic RuneStone RuneWard RuneWisdom Rune
Death Rune
x1

Hollow Shell

Level 1Lv30-74
—
Arcane RuneSky RuneEarth Rune
x1

Runic Reprieve (Level 20)

Level 1Lv70+
—
Bloodletting RunePrismatic RuneRebirth RuneWard RuneWisdom Rune
Soul Rune
x1

Explosive Transmutation

Level 1Lv30-74
—
Cold RuneSky RuneFire Rune
x1

Leylines (Level 20)

Level 1Lv70+
—
Arcane RuneCelestial RuneRebirth RuneWard RuneWisdom Rune
Life Rune
x1

Animus Splinters

Level 1Lv30-74
—
Cold RuneSky RuneTempest Rune
x1

Animus Exchange (Level 20)

Level 1Lv70+
—
Arcane RunePrismatic RuneElectrocuting RuneWard RuneWisdom Rune
Oath Rune
x1

Scouring Flame

Lv30-74
—
Volcanic RuneFire RuneWard Rune
x1

Verisium Manifestations (Level 20)

Level 1Lv70+
—
Rebirth RuneLightning RuneWard RuneCold RuneSoul Rune
x1

Runeforged Blades

Lv30-74
—
Volcanic RuneElectrocuting RuneWard Rune
x1

Powered by Verisium (Level 20)

Level 1Lv70+
—
Arcane RuneEarth RuneWard RuneVision RuneSoul Rune
x1

Verisium Manifestations

Level 1Lv30-74
—
Rebirth RuneRage RuneWard Rune
x1

Remnants of Kalguur (Level 20)

Level 1Lv70+
—
Sky RuneTempest RuneWard RuneLightning RuneSoul Rune
x1

Powered by Verisium

Level 1Lv30-74
—
Arcane RuneEarth RuneWard Rune
x1

Grim Pillars (Level 20)

Level 1Lv70+
—
Volcanic RuneEarth RuneWard RuneMomentum RuneSoul Rune
x1

Remnants of Kalguur

Level 1Lv30-74
—
Sky RuneTidal RuneWard Rune
x1

Bitter Dead (Level 20)

Level 1Lv70+
—
Rebirth RunePrismatic RuneWard RuneToxic RuneSoul Rune
x1

Grim Pillars

Level 1Lv30-74
—
Volcanic RuneCold RuneWard Rune
x1

Conductive Runes (Level 20)

Level 1Lv70+
—
Cyclonic RuneLightning RuneVision RuneVision RuneLife Rune
x1

Bitter Dead

Level 1Lv30-74
—
Rebirth RuneCold RuneWard Rune
x1

Repulsion (Level 20)

Level 1Lv70+
—
Cyclonic RuneEarth RuneProtective RuneLightning RuneLife Rune
x1

Concussive Runes

Lv30-74
—
Cyclonic RunePrismatic RuneMoon Rune
x1

Frostflame Nova (Level 20)

Level 1Lv70+
—
Cyclonic RuneLightning RuneFire RuneMomentum RuneLife Rune
x1

Conductive Runes

Level 1Lv30-74
—
Cyclonic RuneLightning RuneVision Rune
x1

Fragments Of The Past (Level 20)

Level 1 | Martial Weapon | UnarmedLv70+
—
Cyclonic RuneTempest RuneLightning RuneToxic RuneLife Rune
x1

Repulsion

Level 1Lv30-74
—
Cyclonic RuneEarth RuneProtective Rune
x1

Eternal March (Level 20)

Level 1Lv70+
—
Cyclonic RunePrismatic RuneProtective RuneRebirth RuneLife Rune
x1

Frostflame Nova

Level 1Lv30-74
—
Cyclonic RuneCold RuneFire Rune
x1

Detonate Living (Level 20)

Level 1Lv70+
—
Cyclonic RuneVolcanic RuneCelestial RuneFire RuneLife Rune
x1

Fragments Of The Past

Level 1 | Martial Weapon | UnarmedLv30-74
—
Cyclonic RuneTidal RuneLightning Rune
x1

Uncut Skill Gem (Level 19)

Lv70+
—
Momentum RuneFire RuneElectrocuting RuneCold RunePrismatic Rune
x1

Eternal March

Level 1Lv30-74
—
Cyclonic RuneCold RuneProtective Rune
x1

Uncut Spirit Gem (Level 19)

Lv70+
—
Momentum RuneArcane RunePrismatic RuneLife RuneTidal Rune
x1

Detonate Living

Level 1Lv30-74
—
Cyclonic RuneCold RuneCelestial Rune
x1

Healing Runes

Lv65-74
—
Electrocuting RunePrismatic RuneProtective RuneWard Rune
x1

Uncut Spirit Gem

Lv15-16
—
Prismatic RuneCelestial Rune
x1

Skyfall

Level 1Lv65-74
—
Tempest RuneCelestial RuneProtective RuneWard Rune
x1

Uncut Support Gem

Lv15-16
—
Momentum RuneStone Rune
x1

Triskelion Cascade

Level 1Lv65-74
—
Cold RuneCelestial RuneStone RuneWard Rune
x1

Uncut Skill Gem

Lv15-16
—
Momentum RuneFire Rune
x1

Refutation

Level 1Lv65-74
—
Rage RunePrismatic RuneStone RuneWard Rune
x1

Aldur's Legacy

Lv78+
—
Celestial RuneWisdom RunePower RunePrismatic RuneFire Rune
Death RuneEarth RuneProtective RuneTime RuneBond Rune
x1

Rune of Foundations

Lv65-74
—
Arcane RuneCyclonic RuneFire RuneProtective Rune
x1

Medved's Boon

Lv78+5% increased maximum Life and ManaOnce per character
—
Rage RuneWisdom RunePower RunePrismatic RuneRage Rune
Volcanic RuneLife RuneProtective RuneTime RuneBond Rune
x1

Rune of Accumulation

Lv65-74
—
Earth RuneCyclonic RuneFire RuneMoon Rune
x1

Uhtred's Boon

Lv78++10 to Maximum SpiritOnce per character
—
Ward RuneWisdom RunePower RunePrismatic RuneLightning Rune
Soul RuneArcane RuneProtective RuneTime RuneBond Rune
x1

Rune of Renown

Lv65-74
—
Arcane RuneElectrocuting RuneFire RuneLife Rune
x1

Vorana's Boon

Lv78++5% to all Elemental ResistancesOnce per character
—
Death RuneWisdom RunePower RunePrismatic RuneToxic Rune
Moon RuneTidal RuneProtective RuneTime RuneBond Rune
x1

Rune of Culmination

Lv65-74
—
Moon RunePrismatic RuneCold RuneLife Rune
x1

Olroth's Boon

Lv78+One Weapon Set Passive Skill PointOnce per character
—
Oath RuneWisdom RunePower RunePrismatic RuneCold Rune
Rebirth RuneAdaptive RuneProtective RuneTime RuneBond Rune
x1

Rune of Acrobatics

Lv65-74
—
Earth RuneCyclonic RuneCold RuneLife Rune
x1

Serle's Triumph

Lv70+
—
Wisdom RuneMomentum RuneProtective RuneMoon RunePower Rune
Oath RuneSky RuneTidal Rune
x1

Rune of the Hunt

Lv65-74
—
Earth RuneElectrocuting RuneCold RuneVolcanic Rune
x1

Uhtred's Sidereus

Lv70+
—
Time RuneBond RuneMoon RuneCyclonic RunePower Rune
Volcanic RuneOpulent RuneCold Rune
x1

Rune of Vitality

Lv65-74
—
Moon RuneElectrocuting RuneCold RuneAdaptive Rune
x1

Medved's Tending

Lv70+
—
Earth RuneBond RuneProtective RunePrismatic RunePower Rune
Life RuneOpulent RuneAdaptive Rune
x1

Warding Rune of Symbiosis

Lv65-74
—
Tempest RuneWard RuneLife RuneStone Rune
x1

Kolr's Hunt

Lv70+
—
Momentum RuneBond RuneSky RuneTempest RunePower Rune
Rage RuneOpulent RuneMoon Rune
x1

Warding Rune of Salvaging

Lv65-74
—
Cyclonic RuneWard RuneMoon RuneStone Rune
x1

Thrud's Might

Lv70+
—
Tempest RuneBond RuneEarth RuneDeath RunePower Rune
Ward RuneOpulent RuneRebirth Rune
x1

Warding Rune of Annihilation

Lv65-74
—
Vision RuneWard RuneElectrocuting RuneStone Rune
x1

Katla's Gloom

Lv70+
—
Toxic RuneBond RuneDeath RuneRebirth RunePower Rune
Vision RuneOpulent RuneCelestial Rune
x1

Warding Rune of Heart

Lv65-74
—
Electrocuting RuneWard RuneVision RuneStone Rune
x1

Vorana's Carnage

Lv70+
—
Rage RuneBond RuneCold RuneFire RunePower Rune
Bloodletting RuneOpulent RuneStone Rune
x1

Warding Rune of Glancing

Lv65-74
—
Tidal RuneWard RuneProtective RuneStone Rune
x1

Cadigan's Epiphany

Lv70+
—
Wisdom RuneSky RuneOath RuneProtective RunePower Rune
Soul RuneBloodletting Rune
x1

Warding Rune of Stability

Lv65-74
—
Cold RuneWard RuneArcane RuneStone Rune
x1

Betrayal of Aldur

Lv70+
—
Soul RuneToxic RuneBond RuneDeath RunePower Rune
Wisdom RuneVolcanic Rune
x1

Warding Rune of Nourishment

Lv30-74
—
Rebirth RuneStone RuneElectrocuting Rune
x1

Astrid's Creativity

Lv70+
—
Wisdom RuneArcane RuneTime RuneAdaptive RunePower Rune
Volcanic RuneDeath Rune
x1

Warding Rune of Courage

Lv30-74
—
Cold RuneWard RuneElectrocuting Rune
x1

Ire of Aldur

Lv70+
—
Soul RuneLightning RuneElectrocuting RuneSky RunePower Rune
Wisdom RuneCelestial Rune
x1

Warding Rune of Desperation

Lv30-74
—
Bloodletting RuneStone RuneElectrocuting Rune
x1

Passion of Aldur

Lv70+
—
Soul RuneFire RuneRage RuneLife RunePower Rune
Wisdom RuneEarth Rune
x1

Warding Rune of Disintegration

Lv30-74
—
Cold RuneStone RuneElectrocuting Rune
x1

Breath of Aldur

Lv70+
—
Soul RuneCold RuneCyclonic RuneTidal RunePower Rune
Wisdom RuneBond Rune
x1

Warding Rune of Protection

Lv30-74
—
Vision RuneProtective RuneElectrocuting Rune
x1

Farrul's Rune of the Chase

Lv70+
—
Time RuneBloodletting RuneCyclonic RuneWisdom RuneDeath Rune
Oath Rune
x1

Warding Rune of Reinforcement

Lv30-74
—
Lightning RuneWard RuneElectrocuting Rune
x1

Hedgewitch Assandra's Rune of Wisdom

Lv70+
—
Time RuneWard RuneArcane RuneWisdom RuneSky Rune
Oath Rune
x1

Greater Charging Rune

Lv30-74
—
Protective RuneWard RuneFire Rune
x1

Countess Seske's Rune of Archery

Lv70+
—
Time RuneTempest RuneSky RuneWisdom RuneWard Rune
Oath Rune
x1

Greater Ward Rune

Lv30-74
—
Protective RuneWard RuneLightning Rune
x1

Thane Girt's Rune of Wildness

Lv70+
—
Rage RuneBond RuneRage RuneTime RuneVolcanic Rune
x1

Greater Stone Rune

Lv30-74
—
Protective RuneTidal RuneCelestial Rune
x1

Courtesan Mannan's Rune of Cruelty

Lv70+
—
Bloodletting RuneCold RuneToxic RuneTime RuneVolcanic Rune
x1

Greater Robust Rune

Lv30-74
—
Rage RuneVision RuneRage Rune
x1

Saqawal's Rune of Memory

Lv70+
—
Arcane RuneSky RuneSoul RuneTime RuneMoon Rune
x1

Greater Inspiration Rune

Lv30-74
—
Electrocuting RuneProtective RuneRebirth Rune
x1

Thane Grannell's Rune of Mastery

Lv70+
—
Electrocuting RuneBond RuneTidal RuneTime RunePrismatic Rune
x1

Greater Mind Rune

Lv30-74
—
Volcanic RuneFire RuneRebirth Rune
x1

Perfect Orb of Transmutation

Lv70+
—
Adaptive RuneDeath RuneSky RuneOath RuneCelestial Rune
x1

Greater Storm Rune

Lv30-74
—
Tidal RuneCyclonic RuneVision Rune
x1

Perfect Orb of Augmentation

Lv70+
—
Adaptive RuneTime RuneSky RuneTidal RuneRebirth Rune
x1

Greater Rebirth Rune

Lv30-74
—
Vision RuneProtective RuneRebirth Rune
x1

Farrul's Rune of Grace

Lv70+
—
Momentum RuneBloodletting RuneAdaptive RuneTime RuneLife Rune
x1

Greater Body Rune

Lv30-74
—
Protective RuneVolcanic RuneStone Rune
x1

Fenumus' Rune of Agony

Lv70+
—
Volcanic RuneToxic RuneAdaptive RuneTime RuneVision Rune
x1

Greater Resolve Rune

Lv30-74
—
Tidal RuneVision RuneEarth Rune
x1

Saqawal's Rune of the Sky

Lv70+
—
Rebirth RuneSky RuneBloodletting RuneTime RuneVolcanic Rune
x1

Greater Desert Rune

Lv30-74
—
Rage RuneCyclonic RuneEarth Rune
x1

The Greatwolf's Rune of Willpower

Lv70+
—
Tidal RuneRage RuneToxic RuneTime RuneMomentum Rune
x1

Greater Iron Rune

Lv30-74
—
Protective RuneCyclonic RuneCelestial Rune
x1

The Greatwolf's Rune of Claws

Lv70+
—
Bloodletting RuneRage RuneMomentum RuneTime RuneToxic Rune
x1

Greater Adept Rune

Lv30-74
—
Moon RuneVision RuneLightning Rune
x1

Thane Leld's Rune of Spring

Lv70+
—
Lightning RuneBond RuneVolcanic RuneTime RuneElectrocuting Rune
x1

Greater Glacial Rune

Lv30-74
—
Moon RuneCyclonic RuneRage Rune
x1

Lady Hestra's Rune of Winter

Lv70+
—
Tidal RuneCold RuneCyclonic RuneTime RuneTempest Rune
x1

Greater Vision Rune

Lv30-74
—
Vision RuneProtective RuneCold Rune
x1

Thane Myrk's Rune of Summer

Lv70+
—
Fire RuneBond RuneRage RuneTime RuneDeath Rune
x1

Charging Rune

Lv30-74
—
Sky RuneTidal RuneStone Rune
x1

Fenumus' Rune of Draining

Lv70+
—
Death RuneToxic RuneCold RuneTime RuneArcane Rune
x1

Ward Rune

Lv15-16
—
Volcanic RuneFire Rune
x1

Fenumus' Rune of Spinning

Lv70+
—
Momentum RuneToxic RuneTempest RuneTime RuneProtective Rune
x1

Stone Rune

Lv15-16
—
Protective RuneTidal Rune
x1

Craiceann's Rune of Recovery

Lv70+
—
Death RuneTidal RuneSoul RuneTime RuneRage Rune
x1

Robust Rune

Lv15-16
—
Rage RuneVision Rune
x1

Farrul's Rune of the Hunt

Lv70+
—
Vision RuneBloodletting RuneBond RuneTime RuneRage Rune
x1

Inspiration Rune

Lv15-16
—
Electrocuting RuneProtective Rune
x1

Saqawal's Rune of Erosion

Lv70+
—
Rebirth RuneSky RuneVision RuneTime RuneToxic Rune
x1

Mind Rune

Lv15-16
—
Volcanic RuneFire Rune
x1

Craiceann's Rune of Warding

Lv70+
—
Life RuneTidal RuneCold RuneTime RuneWard Rune
x1

Storm Rune

Lv15-16
—
Tidal RuneCyclonic Rune
x1

Masterwork Rune

Lv70+
—
Prismatic RuneWisdom RuneSky RuneArcane RuneRebirth Rune
x1

Rebirth Rune

Lv15-16
—
Vision RuneProtective Rune
x1

Warding Rune of Hollowing

Lv70+
—
Ward RuneLightning RuneSoul RuneStone RuneArcane Rune
x1

Body Rune

Lv15-16
—
Protective RuneVolcanic Rune
x1

Warding Rune of Bodyguards

Lv70+
—
Ward RuneProtective RuneOath RuneStone RunePrismatic Rune
x1

Resolve Rune

Lv15-16
—
Tidal RuneVision Rune
x1

Warding Rune of Equinox

Lv70+
—
Ward RuneTempest RuneProtective RuneStone RuneBloodletting Rune
x1

Desert Rune

Lv15-16
—
Rage RuneCyclonic Rune
x1

Warding Rune of Obsession

Lv70+
—
Ward RuneLife RuneRage RuneStone RuneFire Rune
x1

Iron Rune

Lv15-16
—
Protective RuneCyclonic Rune
x1

Warding Rune of Armature

Lv70+
—
Ward RuneVolcanic RuneBond RuneStone RuneVision Rune
x1

Adept Rune

Lv15-16
—
Moon RuneVision Rune
x1

Ancient Rune of Witchcraft

Lv65-74
—
Arcane RuneBloodletting RuneCelestial RuneOpulent Rune
x1

Glacial Rune

Lv15-16
—
Moon RuneCyclonic Rune
x1

Ancient Rune of Decay

Lv65-74
—
Toxic RuneAdaptive RuneArcane RuneOpulent Rune
x1

Vision Rune

Lv15-16
—
Vision RuneProtective Rune
x1

Ancient Rune of Discovery

Lv65-74
—
Toxic RuneCelestial RuneSky RuneOpulent Rune
x1

Lesser Charging Rune

Lv15-16
—
Cyclonic RuneTidal Rune
x1

Ancient Rune of Control

Lv65-74
—
Earth RuneAdaptive RuneMoon RuneOpulent Rune
x1

Lesser Ward Rune

Lv15-16
—
Arcane RuneMoon Rune
x1

Ancient Rune of Prowess

Lv65-74
—
Sky RuneMomentum RuneArcane RuneOpulent Rune
x1

Lesser Mind Rune

Lv15-16
—
Arcane RuneElectrocuting Rune
x1

Ancient Rune of Shattering

Lv65-74
—
Toxic RuneTidal RuneLightning RuneOpulent Rune
x1

Lesser Body Rune

Lv15-16
—
Stone RuneElectrocuting Rune
x1

Ancient Rune of the Titan

Lv65-74
—
Toxic RuneBloodletting RuneRage RuneOpulent Rune
x1

Lesser Stone Rune

Lv15-16
—
Stone RuneCold Rune
x1

Rune of Confrontation

Lv65-74
—
Sky RuneTidal RuneElectrocuting RuneTempest Rune
x1

Lesser Robust Rune

Lv15-16
—
Fire RuneTempest Rune
x1

Rune of Vital Flame

Lv65-74
—
Volcanic RuneLightning RuneEarth RuneTempest Rune
x1

Lesser Inspiration Rune

Lv15-16
—
Rebirth RuneCold Rune
x1

Ancient Rune of Dueling

Lv65-74
—
Volcanic RuneEarth RuneStone RuneOpulent Rune
x1

Lesser Storm Rune

Lv15-16
—
Lightning RuneMomentum Rune
x1

Ancient Rune of Retaliation

Lv65-74
—
Volcanic RuneSky RuneMomentum RuneOpulent Rune
x1

Lesser Rebirth Rune

Lv15-16
—
Rebirth RuneMoon Rune
x1

Ancient Rune of Detonation

Lv65-74
—
Toxic RuneAdaptive RuneTempest RuneOpulent Rune
x1

Lesser Resolve Rune

Lv15-16
—
Lightning RuneTempest Rune
x1

Ancient Rune of Animosity

Lv65-74
—
Volcanic RuneMomentum RuneRage RuneOpulent Rune
x1

Lesser Desert Rune

Lv15-16
—
Fire RuneMomentum Rune
x1

Ancient Rune of the Horde

Lv65-74
—
Volcanic RuneBloodletting RuneMomentum RuneOpulent Rune
x1

Lesser Iron Rune

Lv15-16
—
Stone RuneMomentum Rune
x1

Ancient Rune of Splinters

Lv65-74
—
Moon RuneTempest RuneLightning RuneOpulent Rune
x1

Lesser Adept Rune

Lv15-16
—
Cold RuneTempest Rune
x1

Rune of Reach

Lv65-74
—
Arcane RuneMomentum RuneLightning RuneVision Rune
x1

Lesser Glacial Rune

Lv15-16
—
Cold RuneMomentum Rune
x1

Rune of Consistency

Lv65-74
—
Sky RuneCyclonic RuneMomentum RuneVision Rune
x1

Lesser Vision Rune

Lv15-16
—
Rebirth RuneElectrocuting Rune
x1

Rune of the Blossom

Lv65-74
—
Moon RuneCyclonic RuneLightning RuneProtective Rune
x2

Blacksmith's Whetstone

Lv15-16
—
Fire RuneStone Rune
x1

Rune of the Prism

Lv65-74
—
Sky RuneElectrocuting RuneFire RuneProtective Rune
x1

Very Rare Unique item

Lv70+
—
Celestial RuneWisdom RuneMoon RunePower RuneEarth Rune
Protective RunePrismatic RuneRebirth RuneFire Rune
x1

Unique Sceptre

Lv65-74
—
Celestial RuneProtective RuneWisdom RuneArcane Rune
x1

Rare Unique Item

Lv70+
—
Celestial RuneWisdom RuneProtective RuneRage RuneBond Rune
x1

Unique Quiver

Lv65-74
—
Celestial RuneProtective RuneWisdom RuneRage Rune
x1

Unique Ring

Lv65-74
—
Celestial RuneSky RuneCold RuneWisdom Rune
x1

Unique Quarterstaff

Lv65-74
—
Celestial RuneRage RuneWisdom RuneAdaptive Rune
x1

Unique Belt

Lv65-74
—
Celestial RuneBond RuneWard RuneWisdom Rune
x1

Unique One Hand Mace

Lv65-74
—
Celestial RuneRage RuneWisdom RuneArcane Rune
x1

Unique Amulet

Lv65-74
—
Celestial RuneCold RuneFire RuneWisdom Rune
x1

Unique Focus

Lv65-74
—
Celestial RuneProtective RuneWisdom RuneArcane Rune
x1

Unique Jewellery

Lv65-74
—
Toxic RuneMoon RuneWisdom RuneCyclonic Rune
x1

Unique Crossbow

Lv65-74
—
Celestial RuneElectrocuting RuneWisdom RuneMomentum Rune
x1

Unique Wand

Lv65-74
—
Celestial RuneArcane RuneWisdom RuneMomentum Rune
x1

Unique Bow

Lv65-74
—
Celestial RuneVision RuneWisdom RuneMomentum Rune
x1

Unique Two Hand Mace

Lv65-74
—
Celestial RuneRage RuneWisdom RuneTidal Rune
x1

Unique Helmet

Lv30-74
—
Celestial RuneTempest RuneWisdom Rune
x1

Unique Talisman

Lv65-74
—
Celestial RuneRage RuneWisdom RuneBloodletting Rune
x1

Unique Gloves

Lv30-74
—
Celestial RuneLightning RuneWisdom Rune
x1

Unique Staff

Lv65-74
—
Celestial RuneArcane RuneWisdom RuneMomentum Rune
x1

Unique Boots

Lv30-74
—
Celestial RuneLightning RuneWisdom Rune
x1

Unique Spear

Lv65-74
—
Celestial RuneRage RuneWisdom RuneMomentum Rune
x1

Unique Body Armour

Lv30-74
—
Celestial RunePrismatic RuneWisdom Rune
x1

Unique Shield

Lv65-74
—
Celestial RuneProtective RuneWisdom RunePrismatic Rune

Runeshape Combinations

#

Source video for the 0.5 Kalguuran skill family, kept as the overview lead while the parsed skill and support cards carry the detailed gem data below.

Length
2:39
Released
May 27, 2026
What / where
Remnant-crafted Kalguuran skills and supports that spend Runic Ward instead of Mana; obtained from Kalguuran Remnants and listed on POE2DB.

POE2 0.5: Kalguuran Skills Overview

  • Kalguuran Skills are a 0.5 runecrafting skill family created through Remnants. They are powered by Runic Ward instead of Mana and are intentionally tracked as temporary 0.5 content until their long-term game status is clear.
  • POE2 currently includes 23 Kalguuran Skills and 7 Kalguuran Supports that can be crafted from Remnants. The entries now pass through the PoE2 gem pipeline as remnant-sourced gem rows, so the skill and support cards below can reuse the normal gem-card renderer while staying clearly marked as Kalguuran.
  • Keep this group near the top of the Content Update 0.5 section during early league intake. If these skills stay core, the remnant source metadata can be promoted into normal gem grouping later; if they leave, the temporary source group can be removed without touching regular gem parsing.

Overview

#

Details

Kalguuran Skills

Animus Exchange

Spell

Skill

Lv. 1+
Animus Exchange

SpellSkillKalguuranRunic WardRemnant

Cost
(15 - 101) Mana(15 - 101) Mana101 Mana101 Mana
Cooldown
4.00 s4.00 s
Cast
0.60 sec0.60 sec

From: Kalguuran RemnantsKalguuran Remnants

Req: Level 1+Level 1+

SacrificeSacrifice

Sacrificing is loss of a resource (commonly Life, Mana or Energy Shield ) that does not count as taking damage. You cannot Sacrifice a resource you do not have. Sacrificing Life cannot reduce you below 1 Life, but Sacrifices you cause on others (such as Sacrificing Minion Life) can lead to their death.
a portion of your Life to recover Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
. Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
recovered by this Skill can OverflowOverflow

Recovery which Overflows its maximum can be recovered up to 1.5 times that maximum.
.
SacrificeSacrifice

Sacrificing is loss of a resource (commonly Life, Mana or Energy Shield ) that does not count as taking damage. You cannot Sacrifice a resource you do not have. Sacrificing Life cannot reduce you below 1 Life, but Sacrifices you cause on others (such as Sacrificing Minion Life) can lead to their death.
a portion of your Life to recover Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
. Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
recovered by this Skill can OverflowOverflow

Recovery which Overflows its maximum can be recovered up to 1.5 times that maximum.
.

Core Mods

  • SacrificesSacrifice

    Sacrificing is loss of a resource (commonly Life, Mana or Energy Shield ) that does not count as taking damage. You cannot Sacrifice a resource you do not have. Sacrificing Life cannot reduce you below 1 Life, but Sacrifices you cause on others (such as Sacrificing Minion Life) can lead to their death.
    up to (25 - 800) Life
    SacrificesSacrifice

    Sacrificing is loss of a resource (commonly Life, Mana or Energy Shield ) that does not count as taking damage. You cannot Sacrifice a resource you do not have. Sacrificing Life cannot reduce you below 1 Life, but Sacrifices you cause on others (such as Sacrificing Minion Life) can lead to their death.
    up to (25 - 800) Life
    SacrificesSacrifice

    Sacrificing is loss of a resource (commonly Life, Mana or Energy Shield ) that does not count as taking damage. You cannot Sacrifice a resource you do not have. Sacrificing Life cannot reduce you below 1 Life, but Sacrifices you cause on others (such as Sacrificing Minion Life) can lead to their death.
    up to 800 Life
    SacrificesSacrifice

    Sacrificing is loss of a resource (commonly Life, Mana or Energy Shield ) that does not count as taking damage. You cannot Sacrifice a resource you do not have. Sacrificing Life cannot reduce you below 1 Life, but Sacrifices you cause on others (such as Sacrificing Minion Life) can lead to their death.
    up to 800 Life
  • Gain WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    equal to 70 % of Sacrificed Life
    Gain Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    equal to 70 % of Sacrificed Life

q20: (0 - 20) % inc. CDRR(0 - 20) % increased Cooldown Recovery Rate20 % inc. CDRR20 % increased Cooldown Recovery Rate

  • Gemling q20: Gain Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    equal to (0 - 5) % of Sacrificed Life
    Gain Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    equal to (0 - 5) % of Sacrificed Life
    Gain Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    equal to 5 % of Sacrificed Life
    Gain Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    equal to 5 % of Sacrificed Life

Kalguuran Skills

Bitter Dead

Spell

Skill

Lv. 1+
Bitter Dead

SpellAoEColdRepeatableSkillKalguuranRunic Ward

Cost
(11 - 59) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
(11 - 59) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
59 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
59 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
Cast
0.75 sec0.75 sec

From: Kalguuran RemnantsKalguuran Remnants

Req: Level 1+Level 1+

Spend WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
and target an area, transforming 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 Allies do not leave usable Corpses.
into bitter cores that seek out enemies and 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 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.
enemies near them. The cores explode at the end of their duration, creating runes which deal additional Cold damageCold

Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply ChillChill and build up Freeze , but cannot build up Heavy Stun .
over time.
Spend WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
and target an area, transforming 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 Allies do not leave usable Corpses.
into bitter cores that seek out enemies and 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 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.
enemies near them. The cores explode at the end of their duration, creating runes which deal additional Cold damageCold

Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply ChillChill and build up Freeze , but cannot build up Heavy Stun .
over time.

Bitter Dead

  • Transformation radius is 3.5 mTransformation radius is 3.5 metres
  • Transforms up to (1 - 7) 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 Allies do not leave usable Corpses.
    Transforms up to (1 - 7) 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 Allies do not leave usable Corpses.
    Transforms up to 7 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 Allies do not leave usable Corpses.
    Transforms up to 7 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 Allies do not leave usable Corpses.
  • Core duration is 5 secondsCore duration is 5 seconds

Explosion

Crit%
12.00%12.00%
  • Deals (9 - 319) to (14 - 478) Cold damageCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply ChillChill and build up Freeze , but cannot build up Heavy Stun .
    Deals (9 - 319) to (14 - 478) Cold damageCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply ChillChill and build up Freeze , but cannot build up Heavy Stun .
    Deals 319 to 478 Cold damageCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply ChillChill and build up Freeze , but cannot build up Heavy Stun .
    Deals 319 to 478 Cold damageCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply ChillChill and build up Freeze , but cannot build up Heavy Stun .
  • Explosion radius is 2 mExplosion radius is 2 metres

Core

  • ChillsChill

    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 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.
    enemies as though dealing (26 - 888) to (39 - 1332) Cold damageCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply ChillChill and build up Freeze , but cannot build up Heavy Stun .
    ChillsChill

    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 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.
    enemies as though dealing (26 - 888) to (39 - 1332) Cold damageCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply ChillChill and build up Freeze , but cannot build up Heavy Stun .
    ChillsChill

    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 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.
    enemies as though dealing 888 to 1332 Cold damageCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply ChillChill and build up Freeze , but cannot build up Heavy Stun .
    ChillsChill

    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 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.
    enemies as though dealing 888 to 1332 Cold damageCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply ChillChill and build up Freeze , but cannot build up Heavy Stun .
  • ChillsChill

    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 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.
    enemies within 1.5 metre radius
    ChillsChill

    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 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.
    enemies within 1.5 metre radius

Rune

  • Modifiers to Spell Dmg apply to Debuff 's DoTModifiers to Spell Damage apply to Debuff 's Damage over Time
  • Deals (6.5 - 221.4) Cold damageCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply ChillChill and build up Freeze , but cannot build up Heavy Stun .
    per second
    Deals (6.5 - 221.4) Cold damageCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply ChillChill and build up Freeze , but cannot build up Heavy Stun .
    per second
    Deals 221.4 Cold damageCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply ChillChill and build up Freeze , but cannot build up Heavy Stun .
    per second
    Deals 221.4 Cold damageCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply ChillChill and build up Freeze , but cannot build up Heavy Stun .
    per second
  • Rune radius is 1.5 mRune radius is 1.5 metres
  • Rune duration is 10 secondsRune duration is 10 seconds

q20: Transforms +(0 - 1) 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 Allies do not leave usable Corpses.
Transforms +(0 - 1) 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 Allies do not leave usable Corpses.
Transforms +1 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 Allies do not leave usable Corpses.
Transforms +1 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 Allies do not leave usable Corpses.

  • Gemling q20: (0 - 10) % chance to not destroy Consumed 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 Allies do not leave usable Corpses.
    (0 - 10) % chance to not destroy Consumed 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 Allies do not leave usable Corpses.
    10 % chance to not destroy Consumed 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 Allies do not leave usable Corpses.
    10 % chance to not destroy Consumed 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 Allies do not leave usable Corpses.

Kalguuran Skills

Detonate Living

Spell

Skill

Lv. 1+
Detonate Living

SpellAoEPhysicalRepeatableSkillKalguuranRunic Ward

Cost
(11 - 59) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
(11 - 59) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
59 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
59 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
Cast
0.65 sec0.65 sec
Crit%
12.00%12.00%

From: Kalguuran RemnantsKalguuran Remnants

Req: Level 1+Level 1+

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.
an enemy under the Culling StrikeCulling_Strike

Culling Strikes kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the HitHit is applied.
Threshold , causing them to violently explode, damaging surrounding enemies. Highlights enemies under the Culling StrikeCulling_Strike

Culling Strikes kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the HitHit is applied.
Threshold .
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.
an enemy under the Culling StrikeCulling_Strike

Culling Strikes kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the HitHit is applied.
Threshold , causing them to violently explode, damaging surrounding enemies. Highlights enemies under the Culling StrikeCulling_Strike

Culling Strikes kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the HitHit is applied.
Threshold .

Detonate Living

  • Deals (1 - 30) to (2 - 46) Phys.DmgDeals (1 - 30) to (2 - 46) Physical DamageDeals 30 to 46 Phys.DmgDeals 30 to 46 Physical Damage
  • Culling StrikeCulling_Strike

    Culling Strikes kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the HitHit is applied.
    Culling StrikeCulling_Strike

    Culling Strikes kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the HitHit is applied.

Explosion

  • Explosion radius is 2.6 mExplosion radius is 2.6 metres
  • Deals (28 - 177) to (42 - 265) Phys.DmgDeals (28 - 177) to (42 - 265) Physical DamageDeals 177 to 265 Phys.DmgDeals 177 to 265 Physical Damage
  • Deals Physical damage equal to (6.6 - 14.2) % of Corpse's max LifeDeals Physical damage equal to (6.6 - 14.2) % of Corpse's maximum LifeDeals Physical damage equal to 14.2 % of Corpse's max LifeDeals Physical damage equal to 14.2 % of Corpse's maximum Life

q20: Deals Physical damage equal to (0 - 2) % of Corpse's max LifeDeals Physical damage equal to (0 - 2) % of Corpse's maximum LifeDeals Physical damage equal to 2 % of Corpse's max LifeDeals Physical damage equal to 2 % of Corpse's maximum Life

Kalguuran Skills

Eternal March

Spell

Skill

Lv. 1+
Eternal March

SpellMinionSkillKalguuranRunic WardRemnant

Cooldown
4.00 s4.00 s
Cast
InstantInstant

From: Kalguuran RemnantsKalguuran Remnants

Req: Level 1+Level 1+

Spend Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
to instantly Revive your Minions . Prioritises the most powerful minions first.
Spend Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
to instantly Revive your Minions . Prioritises the most powerful minions first.

Core Mods

  • Spends up to (19 - 853) WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    to Revive Minions with total max Life equal to (3 - 20) times the WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    spent
    Spends up to (19 - 853) Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    to Revive Minions with total maximum Life equal to (3 - 20) times the Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    spent
    Spends up to 853 WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    to Revive Minions with total max Life equal to 20 times the WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    spent
    Spends up to 853 Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    to Revive Minions with total maximum Life equal to 20 times the Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    spent

q20: Spends up to (0 - 200) additional WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
Spends up to (0 - 200) additional Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
Spends up to 200 additional WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
Spends up to 200 additional Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .

  • Gemling q20: (0 - 40) % inc. CDRR(0 - 40) % increased Cooldown Recovery Rate40 % inc. CDRR40 % increased Cooldown Recovery Rate

Kalguuran Skills

Explosive Transmutation

Buff

Skill

Lv. 1+
Explosive Transmutation

BuffSpellPersistentAoETriggerPhysicalLightning

Reservation
30 Spirit30 Spirit

From: Kalguuran RemnantsKalguuran Remnants

Req: Level 1+Level 1+

While active, picking up Remnants Triggers a deadly explosion, dealing damage at the location of the Remnant based on the type of Remnant picked up.While active, picking up Remnants Triggers a deadly explosion, dealing damage at the location of the Remnant based on the type of Remnant picked up.

Explosive Transmutation

  • Trigger Transmutation Explosion on picking up a RemnantTrigger Transmutation Explosion on picking up a Remnant

Physical

Cost
(7 - 30) Ward(7 - 30) Ward30 Ward30 Ward
Cooldown
0.50 s (5 Times)0.50 s (5 Times)
Cast
InstantInstant
Crit%
14.00%14.00%
  • Deals (4 - 149) to (7 - 223) Phys.DmgDeals (4 - 149) to (7 - 223) Physical DamageDeals 149 to 223 Phys.DmgDeals 149 to 223 Physical Damage
  • Explosion radius is 1.8 mExplosion radius is 1.8 metres

Cold

  • Explosion radius is 1.8 mExplosion radius is 1.8 metres
  • Deals (4 - 103) to (6 - 155) Cold.DmgDeals (4 - 103) to (6 - 155) Cold DamageDeals 103 to 155 Cold.DmgDeals 103 to 155 Cold Damage

Fire

  • Explosion radius is 1.8 mExplosion radius is 1.8 metres
  • Deals (4 - 116) to (6 - 174) Fire.DmgDeals (4 - 116) to (6 - 174) Fire DamageDeals 116 to 174 Fire.DmgDeals 116 to 174 Fire Damage

Lightning

  • Explosion radius is 1.8 mExplosion radius is 1.8 metres
  • Deals (1 - 16) to (9 - 295) Light.DmgDeals (1 - 16) to (9 - 295) Lightning DamageDeals 16 to 295 Light.DmgDeals 16 to 295 Lightning Damage

Chaos

  • Explosion radius is 1.8 mExplosion radius is 1.8 metres
  • Deals (4 - 139) to (8 - 259) Chaos.DmgDeals (4 - 139) to (8 - 259) Chaos DamageDeals 139 to 259 Chaos.DmgDeals 139 to 259 Chaos Damage

q20: +(0 - 0.2) m to Explosion radius+(0 - 0.2) metres to Explosion radius+0.2 m to Explosion radius+0.2 metres to Explosion radius

  • Gemling q20: (0 - 30) % inc. Ward Cost Efficiency(0 - 30) % increased Runic Ward Cost Efficiency30 % inc. Ward Cost Efficiency30 % increased Runic Ward Cost Efficiency

Kalguuran Skills

Frostflame Nova

Spell

Skill

Lv. 1+
Frostflame Nova

SpellAoEColdFireNovaRepeatableSkill

Cost
(11 - 59) Ward(11 - 59) Ward59 Ward59 Ward
Cast
0.70 sec0.70 sec

From: Kalguuran RemnantsKalguuran Remnants

Req: Level 1+Level 1+

Unleash a wave of volatile ice that feeds on flames. While the wave doesn't deal damage, the ice latches onto Ignited enemies, refreshing the duration of their active 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.
and rapidly Freezing them but preventing them from being Ignited further until the 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.
expires.
Unleash a wave of volatile ice that feeds on flames. While the wave doesn't deal damage, the ice latches onto Ignited enemies, refreshing the duration of their active 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.
and rapidly Freezing them but preventing them from being Ignited further until the 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.
expires.

Wave

  • Wave radius is 3.5 mWave radius is 3.5 metres

Volatile Ice

Crit%
12.00%12.00%
  • 10 % more 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 for each 1% of enemy's Ailment Threshold dealt by the affected 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.
    per second
    10 % more 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 for each 1% of enemy's Ailment Threshold dealt by the affected 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.
    per second
  • Hits enemies every 0.5 seconds until affected 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.
    expires
    Hits enemies every 0.5 seconds until affected 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.
    expires
  • Deals (2 - 81) to (3 - 122) Cold.DmgDeals (2 - 81) to (3 - 122) Cold DamageDeals 81 to 122 Cold.DmgDeals 81 to 122 Cold Damage
  • Gemling q20: (0 - 20) % inc. Dmg with Hits against Frozen Enemies(0 - 20) % increased Damage with Hits against Frozen Enemies20 % inc. Dmg with Hits against Frozen Enemies20 % increased Damage with Hits against Frozen Enemies

Kalguuran Skills

Grim Pillars

Spell

Skill

Lv. 1+
Grim Pillars

SpellAoEColdDurationNovaSkillKalguuran

Cost
(15 - 81) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
(15 - 81) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
81 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
81 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
Cast
0.70 sec0.70 sec
Crit%
12.00%12.00%

From: Kalguuran RemnantsKalguuran Remnants

Req: Level 1+Level 1+

Spend Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
to cause damaging Ice-Crystal spears to erupt from the ground around you. These spears can be destroyed for an explosion of Cold damageCold

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 .
.
Spend Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
to cause damaging Ice-Crystal spears to erupt from the ground around you. These spears can be destroyed for an explosion of Cold damageCold

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 .
.

Pillars

  • Deals (3 - 99) to (5 - 149) Cold.DmgCold

    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 .
    Deals (3 - 99) to (5 - 149) Cold DamageCold

    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 .
    Deals 99 to 149 Cold.DmgCold

    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 .
    Deals 99 to 149 Cold DamageCold

    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 .
  • Creation radius is 4 mCreation radius is 4 metres
  • Creates 8 Grim PillarsCreates 8 Grim Pillars
  • Eruption radius is 1.2 mEruption radius is 1.2 metres
  • Grim Pillar duration is 10 secondsGrim Pillar duration is 10 seconds
  • Grim Pillars have (27 - 9536) max LifeGrim Pillars have (27 - 9536) maximum LifeGrim Pillars have 9536 max LifeGrim Pillars have 9536 maximum Life
  • Limit 20 Grim PillarsLimit 20 Grim Pillars

Explosion

  • 50 % more Freeze Buildup50 % more Freeze Buildup
  • Explosion radius is 2 mExplosion radius is 2 metres
  • Deals (5 - 159) to (7 - 239) Cold.DmgCold

    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 .
    Deals (5 - 159) to (7 - 239) Cold DamageCold

    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 .
    Deals 159 to 239 Cold.DmgCold

    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 .
    Deals 159 to 239 Cold DamageCold

    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 .

q20: Creates +(0 - 2) Grim PillarsCreates +(0 - 2) Grim PillarsCreates +2 Grim PillarsCreates +2 Grim Pillars

Kalguuran Skills

Hollow Shell

Spell

Skill

Lv. 1+
Hollow Shell

SpellBuffAoENovaSkillKalguuranRunic Ward

Cost
(3 - 13) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
(3 - 13) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
13 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
13 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
Cast
0.60 sec0.60 sec

From: Kalguuran RemnantsKalguuran Remnants

Req: Level 1+Level 1+

Sacrifice your Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
to send out an energy pulse that grants nearby 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.
GuardGuard

Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted. You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
.
Sacrifice your Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
to send out an energy pulse that grants nearby 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.
GuardGuard

Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted. You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
.

Core Mods

  • Pulse spends 100% of your WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    to grant 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.
    GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted. You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
    equal to (45 - 64) % of WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    spent
    Pulse spends 100% of your Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    to grant 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.
    GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted. You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
    equal to (45 - 64) % of Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    spent
    Pulse spends 100% of your WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    to grant 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.
    GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted. You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
    equal to 64 % of WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    spent
    Pulse spends 100% of your Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    to grant 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.
    GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted. You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
    equal to 64 % of Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    spent
  • Pulse radius is (3 - 4) mPulse radius is (3 - 4) metresPulse radius is 4 mPulse radius is 4 metres
  • GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted. You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
    duration is 6 seconds
    GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted. You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
    duration is 6 seconds
  • Cannot affect the same target more than once every 6 secondsCannot affect the same target more than once every 6 seconds

q20: Pulse grants GuardGuard

Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted. You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
equal to an additional (0 - 5) % of WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
spent
Pulse grants GuardGuard

Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted. You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
equal to an additional (0 - 5) % of Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
spent
Pulse grants GuardGuard

Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted. You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
equal to an additional 5 % of WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
spent
Pulse grants GuardGuard

Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted. You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
equal to an additional 5 % of Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
spent

  • Gemling q20: +(0 - 2) seconds to GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted. You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
    duration
    +(0 - 2) seconds to GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted. You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
    duration
    +2 seconds to GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted. You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
    duration
    +2 seconds to GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted. You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
    duration

Kalguuran Skills

Powered by Verisium

Spell

Skill

Lv. 1+
Powered by Verisium

SpellRepeatableSkillKalguuranRunic WardRemnant

Cost
(20 - 155) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
(20 - 155) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
155 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
155 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
Cooldown
(7.00 - 5.10) s(7.00 - 5.10) s5.10 s5.10 s
Cast
0.70 sec0.70 sec

From: Kalguuran RemnantsKalguuran Remnants

Req: Level 1+Level 1+

Spends WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
to generate Verisium InfusionsVerisium_Infusion

A Verisium Infusion can be used instead of any of the Elemental InfusionsElementalInfusion . Skills will prioritise using non-Verisium Infusions. Verisium Infusions last for 20 seconds or until Consumed by another Skill. Your maximum number of Verisium Infusions is equal to the maximum number of any single type of Elemental InfusionElementalInfusion you can have (3 by default).
, which can be used in place of any Elemental InfusionsElementalInfusion

Some Skills create Elemental Infusion Remnants when specific conditions are met. Picking up the Remnant grants you the Infusion for 20 seconds or until it is Consumed by another Skill. You can have up to 3 of each Infusion by default. Skills that can Consume Infusions specifically mention the type(s) of Infusion they can Consume and the benefits for doing so. If a Skill repeats or reoccurs, each of them must Consume an Infusion separately to gain the effect.
.
Spends WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
to generate Verisium InfusionsVerisium_Infusion

A Verisium Infusion can be used instead of any of the Elemental InfusionsElementalInfusion . Skills will prioritise using non-Verisium Infusions. Verisium Infusions last for 20 seconds or until Consumed by another Skill. Your maximum number of Verisium Infusions is equal to the maximum number of any single type of Elemental InfusionElementalInfusion you can have (3 by default).
, which can be used in place of any Elemental InfusionsElementalInfusion

Some Skills create Elemental Infusion Remnants when specific conditions are met. Picking up the Remnant grants you the Infusion for 20 seconds or until it is Consumed by another Skill. You can have up to 3 of each Infusion by default. Skills that can Consume Infusions specifically mention the type(s) of Infusion they can Consume and the benefits for doing so. If a Skill repeats or reoccurs, each of them must Consume an Infusion separately to gain the effect.
.

Core Mods

  • Generates (1 - 4) Verisium InfusionVerisium_Infusion

    A Verisium Infusion can be used instead of any of the Elemental InfusionsElementalInfusion . Skills will prioritise using non-Verisium Infusions. Verisium Infusions last for 20 seconds or until Consumed by another Skill. Your maximum number of Verisium Infusions is equal to the maximum number of any single type of Elemental InfusionElementalInfusion you can have (3 by default).
    Generates (1 - 4) Verisium InfusionVerisium_Infusion

    A Verisium Infusion can be used instead of any of the Elemental InfusionsElementalInfusion . Skills will prioritise using non-Verisium Infusions. Verisium Infusions last for 20 seconds or until Consumed by another Skill. Your maximum number of Verisium Infusions is equal to the maximum number of any single type of Elemental InfusionElementalInfusion you can have (3 by default).
    Generates 4 Verisium InfusionVerisium_Infusion

    A Verisium Infusion can be used instead of any of the Elemental InfusionsElementalInfusion . Skills will prioritise using non-Verisium Infusions. Verisium Infusions last for 20 seconds or until Consumed by another Skill. Your maximum number of Verisium Infusions is equal to the maximum number of any single type of Elemental InfusionElementalInfusion you can have (3 by default).
    Generates 4 Verisium InfusionVerisium_Infusion

    A Verisium Infusion can be used instead of any of the Elemental InfusionsElementalInfusion . Skills will prioritise using non-Verisium Infusions. Verisium Infusions last for 20 seconds or until Consumed by another Skill. Your maximum number of Verisium Infusions is equal to the maximum number of any single type of Elemental InfusionElementalInfusion you can have (3 by default).

q20: (0 - 50) % inc. Verisium InfusionVerisium_Infusion

A Verisium Infusion can be used instead of any of the Elemental InfusionsElementalInfusion . Skills will prioritise using non-Verisium Infusions. Verisium Infusions last for 20 seconds or until Consumed by another Skill. Your maximum number of Verisium Infusions is equal to the maximum number of any single type of Elemental InfusionElementalInfusion you can have (3 by default).
duration
(0 - 50) % increased Verisium InfusionVerisium_Infusion

A Verisium Infusion can be used instead of any of the Elemental InfusionsElementalInfusion . Skills will prioritise using non-Verisium Infusions. Verisium Infusions last for 20 seconds or until Consumed by another Skill. Your maximum number of Verisium Infusions is equal to the maximum number of any single type of Elemental InfusionElementalInfusion you can have (3 by default).
duration
50 % inc. Verisium InfusionVerisium_Infusion

A Verisium Infusion can be used instead of any of the Elemental InfusionsElementalInfusion . Skills will prioritise using non-Verisium Infusions. Verisium Infusions last for 20 seconds or until Consumed by another Skill. Your maximum number of Verisium Infusions is equal to the maximum number of any single type of Elemental InfusionElementalInfusion you can have (3 by default).
duration
50 % increased Verisium InfusionVerisium_Infusion

A Verisium Infusion can be used instead of any of the Elemental InfusionsElementalInfusion . Skills will prioritise using non-Verisium Infusions. Verisium Infusions last for 20 seconds or until Consumed by another Skill. Your maximum number of Verisium Infusions is equal to the maximum number of any single type of Elemental InfusionElementalInfusion you can have (3 by default).
duration

  • Gemling q20: (0 - 20) % chance to gain an additional Infusion(0 - 20) % chance to gain an additional Infusion20 % chance to gain an additional Infusion20 % chance to gain an additional Infusion

Kalguuran Skills

Refutation

Buff

Skill

Lv. 1+
Refutation

BuffSpellDurationRepeatableSkillKalguuranRunic Ward

Cost
(3 - 13) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
(3 - 13) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
13 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
13 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
Cooldown
(11.90 - 10.00) s(11.90 - 10.00) s10.00 s10.00 s
Cast
0.65 sec0.65 sec

From: Kalguuran RemnantsKalguuran Remnants

Req: Level 1+Level 1+

Spends all your WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
to gain a short-duration Buff that causes you to BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
all Blockable Hits and apply Parried to enemies from which you've Blocked a 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.
. This Buff is removed if you are Heavy Stunned . While this Buff is active, you cannot be Light Stunned , but Blocking too much damage may Heavy StunHeavy_Stun

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.
you.
Spends all your WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
to gain a short-duration Buff that causes you to BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
all Blockable Hits and apply Parried to enemies from which you've Blocked a 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.
. This Buff is removed if you are Heavy Stunned . While this Buff is active, you cannot be Light Stunned , but Blocking too much damage may Heavy StunHeavy_Stun

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.
you.

Core Mods

  • Cooldown does not recover during Buff effectCooldown does not recover during Buff effect
  • While the Buff is active, automatically BlockBlock

    Blocking completely prevents the damage of an incoming HitHit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    from all directions and inflict Parried to Blocked enemies
    While the Buff is active, automatically BlockBlock

    Blocking completely prevents the damage of an incoming HitHit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    from all directions and inflict Parried to Blocked enemies
  • Buff duration is 4 secondsBuff duration is 4 seconds
  • 50 % less Stun Threshold while Buff is active50 % less Stun Threshold while Buff is active
  • 5 % more Stun Threshold while Buff is active per 10 WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    spent
    5 % more Stun Threshold while Buff is active per 10 Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    spent
  • Parried DebuffParriedDebuff

    Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.
    makes targets take 50 % more Atk Dmg
    Parried DebuffParriedDebuff

    Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.
    makes targets take 50 % more Attack Damage
  • Parried DebuffParriedDebuff

    Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.
    duration is (2 - 3.9) seconds
    Parried DebuffParriedDebuff

    Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.
    duration is (2 - 3.9) seconds
    Parried DebuffParriedDebuff

    Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.
    duration is 3.9 seconds
    Parried DebuffParriedDebuff

    Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.
    duration is 3.9 seconds

q20: +(0 - 20) % more Stun Threshold while Buff is active+(0 - 20) % more Stun Threshold while Buff is active+20 % more Stun Threshold while Buff is active+20 % more Stun Threshold while Buff is active

  • Gemling q20: Buff duration is (0 - 1) secondBuff duration is (0 - 1) secondBuff duration is 1 secondBuff duration is 1 second

Kalguuran Skills

Runic Reprieve

Spell

Skill

Lv. 1+
Runic Reprieve

SpellChannellingSkillKalguuranRunic WardRemnant

Cost
(3 - 13) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
per second
(3 - 13) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
per second
13 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
per second
13 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
per second
Cast
0.12 sec0.12 sec

From: Kalguuran RemnantsKalguuran Remnants

Req: Level 1+Level 1+

Channel to create a protective bubble all around you, Blocking Hits against you. While ChannellingChannelling

Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
this Skill, you cannot be Light Stunned by Hits you BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
, and damage you take from Hits is also removed from Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
. Blocking Hits this way causes you to accumulate Heavy StunHeavy_Stun

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.
buildup. You cannot recover Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
while this Skill is active.
Channel to create a protective bubble all around you, Blocking Hits against you. While ChannellingChannelling

Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
this Skill, you cannot be Light Stunned by Hits you BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
, and damage you take from Hits is also removed from Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
. Blocking Hits this way causes you to accumulate Heavy StunHeavy_Stun

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.
buildup. You cannot recover Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
while this Skill is active.

Core Mods

  • (5 - 100) % inc. Stun Threshold while using Skill(5 - 100) % increased Stun Threshold while using Skill100 % inc. Stun Threshold while using Skill100 % increased Stun Threshold while using Skill
  • You take (21 - 25) % of damage from Blocked HitsYou take (21 - 25) % of damage from Blocked HitsYou take 25 % of damage from Blocked HitsYou take 25 % of damage from Blocked Hits
  • Lose WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    on BlockBlock

    Blocking completely prevents the damage of an incoming HitHit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    equal to the damage you took from that 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.
    Lose Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    on BlockBlock

    Blocking completely prevents the damage of an incoming HitHit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    equal to the damage you took from that 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.
  • Requires at least 20 % of max WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    to be able to use this Skill
    Requires at least 20 % of maximum Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    to be able to use this Skill

q20: (0 - 40) % inc. Stun Threshold while using Skill(0 - 40) % increased Stun Threshold while using Skill40 % inc. Stun Threshold while using Skill40 % increased Stun Threshold while using Skill

  • Gemling q20: You take (0 - 10) % of damage from Blocked HitsYou take (0 - 10) % of damage from Blocked HitsYou take 10 % of damage from Blocked HitsYou take 10 % of damage from Blocked Hits

Kalguuran Skills

Skyfall

Spell

Skill

Lv. 1+
Skyfall

SpellMinionAoEPhysicalColdConditionalRepeatable

Cost
(25 - 135) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
(25 - 135) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
135 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
135 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
Cast
1.00 sec1.00 sec
Crit%
14.00%14.00%

From: Kalguuran RemnantsKalguuran Remnants

Req: Level 1+Level 1+

Build 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 spending Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
. When you have maximum 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.
, you may call down a mass of Verisium from the sky, dealing high damage at the targeted location and summoning a Temporary MinionTemporary_Minion

A Temporary Minion is a Minion that does not revive after it dies.
. Targeting close to you will cause you to jump back as you cast. 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 Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
a Verisium InfusionVerisium_Infusion

A Verisium Infusion can be used instead of any of the Elemental Infusions . Skills will prioritise using non-Verisium Infusions. Verisium Infusions last for 20 seconds or until Consumed by another Skill. Your maximum number of Verisium Infusions is equal to the maximum number of any single type of Elemental Infusion you can have (3 by default).
, if possible, to increase the number of Minions summoned .
Build 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 spending Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
. When you have maximum 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.
, you may call down a mass of Verisium from the sky, dealing high damage at the targeted location and summoning a Temporary MinionTemporary_Minion

A Temporary Minion is a Minion that does not revive after it dies.
. Targeting close to you will cause you to jump back as you cast. 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 Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
a Verisium InfusionVerisium_Infusion

A Verisium Infusion can be used instead of any of the Elemental Infusions . Skills will prioritise using non-Verisium Infusions. Verisium Infusions last for 20 seconds or until Consumed by another Skill. Your maximum number of Verisium Infusions is equal to the maximum number of any single type of Elemental Infusion you can have (3 by default).
, if possible, to increase the number of Minions summoned .

Skyfall

  • Deals (16 - 553) to (24 - 829) Phys.DmgDeals (16 - 553) to (24 - 829) Physical DamageDeals 553 to 829 Phys.DmgDeals 553 to 829 Physical Damage
  • Deals (16 - 553) to (24 - 829) Cold.DmgDeals (16 - 553) to (24 - 829) Cold DamageDeals 553 to 829 Cold.DmgDeals 553 to 829 Cold Damage
  • +1 second to Total Cast+1 second to Total Cast Time
  • Requires (50 - 270) 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.
    to use
    Requires (50 - 270) 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.
    to use
    Requires 270 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.
    to use
    Requires 270 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.
    to use
  • Generates 100 % of WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    spent as 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.
    for this Skill
    Generates 100 % of Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    spent as 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.
    for this Skill
  • Creates 3 Temporary MinionsTemporary_Minion

    A Temporary Minion is a Minion that does not revive after it dies.
    Creates 3 Temporary MinionsTemporary_Minion

    A Temporary Minion is a Minion that does not revive after it dies.
  • Limit 12 Temporary MinionsTemporary_Minion

    A Temporary Minion is a Minion that does not revive after it dies.
    Limit 12 Temporary MinionsTemporary_Minion

    A Temporary Minion is a Minion that does not revive after it dies.
  • Impact radius is 3 mImpact radius is 3 metres

Verisium-Infused

  • +1 second to Total Cast+1 second to Total Cast Time
  • Generates 100 % of WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    spent as 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.
    for this Skill
    Generates 100 % of Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    spent as 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.
    for this Skill
  • Creates 6 Temporary MinionsTemporary_Minion

    A Temporary Minion is a Minion that does not revive after it dies.
    Creates 6 Temporary MinionsTemporary_Minion

    A Temporary Minion is a Minion that does not revive after it dies.
  • Limit 12 Temporary MinionsTemporary_Minion

    A Temporary Minion is a Minion that does not revive after it dies.
    Limit 12 Temporary MinionsTemporary_Minion

    A Temporary Minion is a Minion that does not revive after it dies.
  • Impact radius is 3 mImpact radius is 3 metres
  • Deals (16 - 553) to (24 - 829) Phys.DmgDeals (16 - 553) to (24 - 829) Physical DamageDeals 553 to 829 Phys.DmgDeals 553 to 829 Physical Damage
  • Deals (16 - 553) to (24 - 829) Cold.DmgDeals (16 - 553) to (24 - 829) Cold DamageDeals 553 to 829 Cold.DmgDeals 553 to 829 Cold Damage

q20: (0 - 10) % chance to Echo(0 - 10) % chance to Echo10 % chance to Echo10 % chance to Echo

  • Gemling q20: (0 - 20) % inc. Dmg with Hits against Frozen Enemies(0 - 20) % increased Damage with Hits against Frozen Enemies20 % inc. Dmg with Hits against Frozen Enemies20 % increased Damage with Hits against Frozen Enemies

Kalguuran Skills

Triskelion Cascade

Spell

Skill

Lv. 1+
Triskelion Cascade

SpellBuffDurationSkillKalguuranRunic WardRemnant

Cost
(20 - 155) Ward(20 - 155) Ward155 Ward155 Ward
Cooldown
1.00 s1.00 s
Cast
0.45 sec0.45 sec

From: Kalguuran RemnantsKalguuran Remnants

Req: Level 1+Level 1+

Tap into the power of the Triskelion Flame to Empower the next CascadableCascadable

Warcries , and Non- Channelling Spells that affect an area around you or a targeted location, are Cascadable. Certain effects can cause Cascadable Skills to Cascade, making them also affect other locations, or to Echo, affecting the same targeted location again after a delay. A Cascadable Spell that Repeats will not Cascade or Echo while Repeating .
Spell you cast. The EmpoweredEmpowered

Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
Spell becomes centred on your location, and Cascades to six areas around you in a Triskelion pattern.
Tap into the power of the Triskelion Flame to Empower the next CascadableCascadable

Warcries , and Non- Channelling Spells that affect an area around you or a targeted location, are Cascadable. Certain effects can cause Cascadable Skills to Cascade, making them also affect other locations, or to Echo, affecting the same targeted location again after a delay. A Cascadable Spell that Repeats will not Cascade or Echo while Repeating .
Spell you cast. The EmpoweredEmpowered

Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
Spell becomes centred on your location, and Cascades to six areas around you in a Triskelion pattern.

Core Mods

  • Maximum Buff duration is 4 secondsMaximum Buff duration is 4 seconds
  • (300 - 800) % of EmpoweredEmpowered

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Skill's cast time is added to this Skill's cooldown
    (300 - 800) % of EmpoweredEmpowered

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Skill's cast time is added to this Skill's cooldown
    800 % of EmpoweredEmpowered

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Skill's cast time is added to this Skill's cooldown
    800 % of EmpoweredEmpowered

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Skill's cast time is added to this Skill's cooldown
  • EmpoweredEmpowered

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Skill has (31 - 40) % less area of effect
    EmpoweredEmpowered

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Skill has (31 - 40) % less area of effect
    EmpoweredEmpowered

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Skill has 40 % less area of effect
    EmpoweredEmpowered

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Skill has 40 % less area of effect
  • EmpoweredEmpowered

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Skill deals (11 - 30) % less damage
    EmpoweredEmpowered

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Skill deals (11 - 30) % less damage
    EmpoweredEmpowered

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Skill deals 30 % less damage
    EmpoweredEmpowered

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Skill deals 30 % less damage

q20: EmpoweredEmpowered

Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
Skill deals (0 - 10) % more damage
EmpoweredEmpowered

Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
Skill deals (0 - 10) % more damage
EmpoweredEmpowered

Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
Skill deals 10 % more damage
EmpoweredEmpowered

Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
Skill deals 10 % more damage

  • Gemling q20: EmpoweredEmpowered

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Skill has (0 - 5) % more area of effect
    EmpoweredEmpowered

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Skill has (0 - 5) % more area of effect
    EmpoweredEmpowered

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Skill has 5 % more area of effect
    EmpoweredEmpowered

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Skill has 5 % more area of effect

Kalguuran Skills

Wardbound Minions

Spell

Skill

Lv. 1+
Wardbound Minions

SpellMinionDurationRepeatableSkillKalguuranRunic Ward

Cost
(11 - 59) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
(11 - 59) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
59 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
59 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
Cast
0.75 sec0.75 sec

From: Kalguuran RemnantsKalguuran Remnants

Req: Level 1+Level 1+

Spend all your Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
to summon Temporary Wardbound Casters. These Minions target nearby enemies with damaging 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 .
Spells .
Spend all your Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
to summon Temporary Wardbound Casters. These Minions target nearby enemies with damaging 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 .
Spells .

Core Mods

  • Limit (15 - 24) Summoned Wardbound MinionsLimit (15 - 24) Summoned Wardbound MinionsLimit 24 Summoned Wardbound MinionsLimit 24 Summoned Wardbound Minions
  • Minion duration is 15 secondsMinion duration is 15 seconds
  • Minions disperse after casting 6 SpellsMinions disperse after casting 6 Spells
  • Summon one Wardbound Minion on Skill use and an additional Minion for each additional (11 - 59) WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    spent
    Summon one Wardbound Minion on Skill use and an additional Minion for each additional (11 - 59) Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    spent
    Summon one Wardbound Minion on Skill use and an additional Minion for each additional 59 WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    spent
    Summon one Wardbound Minion on Skill use and an additional Minion for each additional 59 Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    spent

q20: +(0 - 2) Spell casts before dispersing+(0 - 2) Spell casts before dispersing+2 Spell casts before dispersing+2 Spell casts before dispersing

  • Gemling q20: +(0 - 5) s to Minion duration+(0 - 5) s to Minion duration+5 s to Minion duration+5 s to Minion duration

Spells

#

Details

Kalguuran Skills

Conductive Runes

Attack

Skill

Lv. 1+
Conductive Runes

AttackAoELightningDurationHazardSkillKalguuran

Cost
(15 - 81) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
(15 - 81) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
81 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
81 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
Crit%
7.00%7.00%

From: Kalguuran RemnantsKalguuran Remnants

Req: Level 1+Level 1+

Spend Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
to create a number of Hazardous Runes in a cone in front of you, which arm after a time. After arming, these Runes will activate when enemies step on them, exploding to deal Attack damage and apply Electrocution buildup.
Spend Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
to create a number of Hazardous Runes in a cone in front of you, which arm after a time. After arming, these Runes will activate when enemies step on them, exploding to deal Attack damage and apply Electrocution buildup.

Conductive Runes

  • Runes emerge within a 8.5 metre length coneRunes emerge within a 8.5 metre length cone
  • Rune duration is 10 secondsRune duration is 10 seconds
  • Runes arm after 0.4 secondsRunes arm after 0.4 seconds
  • Limit 20 active RunesLimit 20 active Runes
  • Runes detonate 0.3 seconds after activationRunes detonate 0.3 seconds after activation
  • Creates 10 RunesCreates 10 Runes

Explosion

Atk Dmg
(50 - 204)%(50 - 204)%204%204%
  • Converts 100 % of Physical damage to Lightning damageConverts 100 % of Physical damage to Lightning damage
  • Lightning damage from this skill Contributes to Electrocution BuildupLightning damage from this skill Contributes to Electrocution Buildup
  • Rune explosion radius is 1.4 mRune explosion radius is 1.4 metres
  • (1 - 16) to (11 - 304) base Light.Dmg(1 - 16) to (11 - 304) base Lightning Damage16 to 304 base Light.Dmg16 to 304 base Lightning Damage
  • 50 % more Electrocution buildup from Hits with this skill50 % more Electrocution buildup from Hits with this skill
  • Gemling q20: Runes emerge within a (0 - 0.6) metre length coneRunes emerge within a (0 - 0.6) metre length coneRunes emerge within a 0.6 metre length coneRunes emerge within a 0.6 metre length cone

Kalguuran Skills

Fragments Of The Past

Attack

Skill

Lv. 1+
Fragments Of The Past

SkillKalguuranRunic WardRemnantAttackAoEProjectile

Cost
(11 - 59) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
(11 - 59) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
59 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
59 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
Atk Speed
60% of base60% of base
Atk Dmg
(50 - 204)% of base(50 - 204)% of base204% of base204% of base
Proj.Spd
3.2 m/s3.2 metres per Second

From: Kalguuran RemnantsKalguuran Remnants

Requires: Martial WeaponMartial WeaponUnarmedUnarmed

Req: Level 1+ | Class: Martial Weapon, UnarmedLevel 1+ | Class: Martial Weapon, Unarmed

Spend Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
to create a Verisium volcano that deals damage on initial eruption and Triggers Ice FragmentsIceFragment

Ice Fragments are created by a variety of Skills and Detonate in an Area to deal Cold damage. If a Skill creates multiple Ice Fragments at the same time, only one of them can damage a single enemy. Some skills can interact with Ice Fragments. Unless otherwise specified, each Ice Fragment can only interact with a single Skill use during its lifetime.
.
Spend Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
to create a Verisium volcano that deals damage on initial eruption and Triggers Ice FragmentsIceFragment

Ice Fragments are created by a variety of Skills and Detonate in an Area to deal Cold damage. If a Skill creates multiple Ice Fragments at the same time, only one of them can damage a single enemy. Some skills can interact with Ice Fragments. Unless otherwise specified, each Ice Fragment can only interact with a single Skill use during its lifetime.
.

Fragments of the Past

  • Eruption radius is 1.2 mEruption radius is 1.2 metres
  • Limit 1 VolcanoLimit 1 Volcano
  • Volcano duration is 8 secondsVolcano duration is 8 seconds
  • Initial eruption Triggers Ice FragmentsIceFragment

    Ice Fragments are created by a variety of Skills and Detonate in an Area to deal Cold damage. If a Skill creates multiple Ice Fragments at the same time, only one of them can damage a single enemy. Some skills can interact with Ice Fragments. Unless otherwise specified, each Ice Fragment can only interact with a single Skill use during its lifetime.
    with 2 additional Proj
    Initial eruption Triggers Ice FragmentsIceFragment

    Ice Fragments are created by a variety of Skills and Detonate in an Area to deal Cold damage. If a Skill creates multiple Ice Fragments at the same time, only one of them can damage a single enemy. Some skills can interact with Ice Fragments. Unless otherwise specified, each Ice Fragment can only interact with a single Skill use during its lifetime.
    with 2 additional Projectiles
  • Triggers Ice FragmentsIceFragment

    Ice Fragments are created by a variety of Skills and Detonate in an Area to deal Cold damage. If a Skill creates multiple Ice Fragments at the same time, only one of them can damage a single enemy. Some skills can interact with Ice Fragments. Unless otherwise specified, each Ice Fragment can only interact with a single Skill use during its lifetime.
    every 0.5 seconds
    Triggers Ice FragmentsIceFragment

    Ice Fragments are created by a variety of Skills and Detonate in an Area to deal Cold damage. If a Skill creates multiple Ice Fragments at the same time, only one of them can damage a single enemy. Some skills can interact with Ice Fragments. Unless otherwise specified, each Ice Fragment can only interact with a single Skill use during its lifetime.
    every 0.5 seconds

Ice Fragments

Atk Dmg
(45 - 163)% of base(45 - 163)% of base163% of base163% of base
Proj.Spd
3.2 m/s3.2 metres per Second
  • Detonation Time is 2.5 secondsDetonation Time is 2.5 seconds
  • 60 % more Proj.Spd60 % more Projectile Speed
  • Converts 100 % of Physical damage to Cold damageConverts 100 % of Physical damage to Cold damage
  • Fires 2 ProjFires 2 Projectiles
  • Explosion radius is 1.8 mExplosion radius is 1.8 metres

q20: Explosion radius is (0 - 0.4) mExplosion radius is (0 - 0.4) metresExplosion radius is 0.4 mExplosion radius is 0.4 metres

  • Gemling q20: Volcano duration is (0 - 1) secondVolcano duration is (0 - 1) secondVolcano duration is 1 secondVolcano duration is 1 second

Kalguuran Skills

Rain of Blades

Attack

Skill

Lv. 1+
Rain of Blades

AttackBuffAoETriggerDurationSkillKalguuran

Cost
(11 - 59) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
(11 - 59) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
59 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
59 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
Cooldown
10.00 s10.00 s

From: Kalguuran RemnantsKalguuran Remnants

Requires: Martial WeaponMartial Weapon

Req: Level 1+ | Class: Martial WeaponLevel 1+ | Class: Martial Weapon

Pour your Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
into conjuring blades. For the duration of the Buff , these blades fall on enemies 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.
by your 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.
Attacks .
Pour your Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
into conjuring blades. For the duration of the Buff , these blades fall on enemies 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.
by your 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.
Attacks .

Rain of Blades

  • Buff duration is 5 secondsBuff duration is 5 seconds

Falling Blade

Cost
(5 - 27) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
(5 - 27) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
27 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
27 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
Cooldown
0.30 s (5 Times)0.30 s (5 Times)
Atk Dmg
(80 - 232)% of base(80 - 232)% of base232% of base232% of base
  • Hits are PinningHits are Pinning
  • Impact radius is 1.2 mImpact radius is 1.2 metres

q20: (0 - 20) % inc. CDRR(0 - 20) % increased Cooldown Recovery Rate20 % inc. CDRR20 % increased Cooldown Recovery Rate

  • Gemling q20: (0 - 30) % inc. Immobilisation buildup(0 - 30) % increased Immobilisation buildup30 % inc. Immobilisation buildup30 % increased Immobilisation buildup

Kalguuran Skills

Voltaic Barrier

Attack

Skill

Lv. 1+
Voltaic Barrier

AttackAoETriggerLightningChainingSkillKalguuran

Cost
(20 - 108) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
(20 - 108) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
108 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
108 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
Attack Time
0.75 sec0.75 sec
Atk Dmg
(20 - 62)% of base(20 - 62)% of base62% of base62% of base

From: Kalguuran RemnantsKalguuran Remnants

Requires: TalismanTalismanMartial WeaponMartial Weapon

Req: Level 1+ | Class: Talisman, Martial WeaponLevel 1+ | Class: Talisman, Martial Weapon

Raise a pair of electrified pylons in front of you which project a wall of electricity between them, damaging and Electrocuting enemies caught between them. ProjectilesProjectile

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.
you fire through the wall become energised, and discharge that energy on 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.
as Chaining 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.
beams.
Raise a pair of electrified pylons in front of you which project a wall of electricity between them, damaging and Electrocuting enemies caught between them. ProjectilesProjectile

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.
you fire through the wall become energised, and discharge that energy on 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.
as Chaining 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.
beams.

Voltaic Barrier

  • Converts 100 % of Physical damage to Lightning damageLightning

    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.
    Converts 100 % of Physical damage to Lightning damageLightning

    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.
  • 300 % more Electrocution buildup300 % more Electrocution buildup
  • Lightning damageLightning

    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.
    from this skill Contributes to Electrocution Buildup
    Lightning damageLightning

    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.
    from this skill Contributes to Electrocution Buildup
  • Cannot ShockCannot Shock
  • Wall length is 6 mWall length is 6 metres
  • Wall duration is 6 secondsWall duration is 6 seconds
  • Wall Hits enemies every 0.25 secondsWall Hits enemies every 0.25 seconds

Beam

Cost
0 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
0 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
Atk Dmg
(40 - 125)% of base(40 - 125)% of base125% of base125% of base
  • Converts 100 % of Physical damage to Lightning damageLightning

    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.
    Converts 100 % of Physical damage to Lightning damageLightning

    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.
  • ChainsChain

    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.
    3 times
    ChainsChain

    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.
    3 times
  • Beam targeting radius is 2 mBeam targeting radius is 2 metres
  • Fires beams at up to 3 additional Enemies near the targetFires beams at up to 3 additional Enemies near the target

q20: (0 - 40) % inc. Skill Effect Dur.(0 - 40) % increased Skill Effect Duration40 % inc. Skill Effect Dur.40 % increased Skill Effect Duration

  • Gemling q20: 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.
    +(0 - 2) times
    ChainsChain

    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.
    +(0 - 2) times
    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.
    +2 times
    ChainsChain

    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.
    +2 times

Attacks

#

Details

Kalguuran Skills

Animus Splinters

Meta

Skill

Lv. 1+
Animus Splinters

MetaSkillKalguuranRunic WardRemnant

Cost
0 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
0 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
Cooldown
8.00 s8.00 s

From: Kalguuran RemnantsKalguuran Remnants

Req: Level 1+Level 1+

Expend a large amount of Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
to instantly create a short-lived copy of yourself that uses a Socketed Skill once, then vanishes. This Skill's cost is equal to the total cost of Socketed Skills. The copy cannot perform Channelled , RemoteRemote

Remote Skills are Skills that are performed for you by a different entity, such as a Totem , Trap , or Clone. Minions are not Remote Skills.
, Cooldown or Conditional Skills, or summon Minions .
Expend a large amount of Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
to instantly create a short-lived copy of yourself that uses a Socketed Skill once, then vanishes. This Skill's cost is equal to the total cost of Socketed Skills. The copy cannot perform Channelled , RemoteRemote

Remote Skills are Skills that are performed for you by a different entity, such as a Totem , Trap , or Clone. Minions are not Remote Skills.
, Cooldown or Conditional Skills, or summon Minions .

Animus Splinters

  • This Skill's base cost is equal to (153 - 200) % of the base costs of Socketed SkillsThis Skill's base cost is equal to (153 - 200) % of the base costs of Socketed SkillsThis Skill's base cost is equal to 200 % of the base costs of Socketed SkillsThis Skill's base cost is equal to 200 % of the base costs of Socketed Skills
  • Gains 100 % of Life and Mana Cost as Extra WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    Cost
    Gains 100 % of Life and Mana Cost as Extra Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    Cost

q20: (0 - 20) % inc. Cost Efficiency(0 - 20) % increased Cost Efficiency20 % inc. Cost Efficiency20 % increased Cost Efficiency

  • Gemling q20: (0 - 20) % inc. Skill Effect Dur.(0 - 20) % increased Skill Effect Duration20 % inc. Skill Effect Dur.20 % increased Skill Effect Duration

Kalguuran Skills

Leylines

Buff

Skill

Lv. 1+
Leylines

BuffPersistentAoEDurationSkillKalguuranRunic Ward

Reservation
30 Spirit30 Spirit

From: Kalguuran RemnantsKalguuran Remnants

Req: Level 1+Level 1+

While active, areas of intense runic energy are revealed to you. Standing over them grants you a powerful Spell damage boost but constantly drains your Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
. Running out of Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
causes the energy to temporarily dissipate.
While active, areas of intense runic energy are revealed to you. Standing over them grants you a powerful Spell damage boost but constantly drains your Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
. Running out of Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
causes the energy to temporarily dissipate.

Core Mods

  • Deal (10 - 29) % more Spell damage while on a LeylineDeal (10 - 29) % more Spell damage while on a LeylineDeal 29 % more Spell damage while on a LeylineDeal 29 % more Spell damage while on a Leyline
  • Lose (3.43 - 93.03) WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    per second while on a Leyline Cannot Recover WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    while on a Leyline
    Lose (3.43 - 93.03) Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    per second while on a Leyline Cannot Recover Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    while on a Leyline
    Lose 93.03 WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    per second while on a Leyline Cannot Recover WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    while on a Leyline
    Lose 93.03 Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    per second while on a Leyline Cannot Recover Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    while on a Leyline
  • Leyline radius is 1.6 mLeyline radius is 1.6 metres
  • Leylines reappear 8 seconds after dissipatingLeylines reappear 8 seconds after dissipating

q20: Deal (0 - 10) % more Spell damage while on a LeylineDeal (0 - 10) % more Spell damage while on a LeylineDeal 10 % more Spell damage while on a LeylineDeal 10 % more Spell damage while on a Leyline

  • Gemling q20: Leyline radius is (0 - 1) metreLeyline radius is (0 - 1) metreLeyline radius is 1 metreLeyline radius is 1 metre

Kalguuran Skills

Remnants of Kalguur

Buff

Skill

Lv. 1+
Remnants of Kalguur

BuffPersistentRemnantSkillKalguuranRunic Ward

Reservation
30 Spirit30 Spirit

From: Kalguuran RemnantsKalguuran Remnants

Req: Level 1+Level 1+

While active, enemies you 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.
or kill have a chance to generate a Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
Remnant . These Remnants can OverflowOverflow

Recovery which Overflows its maximum can be recovered up to 1.5 times that maximum.
your Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
.
While active, enemies you 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.
or kill have a chance to generate a Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
Remnant . These Remnants can OverflowOverflow

Recovery which Overflows its maximum can be recovered up to 1.5 times that maximum.
your Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
.

Core Mods

  • Remnants last for 8 secondsRemnants last for 8 seconds
  • 50 % chance to spawn a Remnant on Stunning an Enemy, no more than once every 3 seconds50 % chance to spawn a Remnant on Stunning an Enemy, no more than once every 3 seconds
  • 25 % chance to spawn a Remnant on killing an enemy25 % chance to spawn a Remnant on killing an enemy
  • Each Remnant grants (5 - 205) WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    Each Remnant grants (5 - 205) Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    Each Remnant grants 205 WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    Each Remnant grants 205 Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .

q20: +(0 - 5) % chance to spawn a Remnant on Stunning an Enemy +(0 - 5) % chance to spawn a Remnant on killing an enemy+(0 - 5) % chance to spawn a Remnant on Stunning an Enemy +(0 - 5) % chance to spawn a Remnant on killing an enemy+5 % chance to spawn a Remnant on Stunning an Enemy +5 % chance to spawn a Remnant on killing an enemy+5 % chance to spawn a Remnant on Stunning an Enemy +5 % chance to spawn a Remnant on killing an enemy

  • Gemling q20: % chance to spawn a Remnant on Stunning an Enemy% chance to spawn a Remnant on Stunning an Enemy

Kalguuran Skills

Repulsion

Spell

Skill

Lv. 1+
Repulsion

SpellAttackAoETriggerPhysicalDurationCurse

Cost
(15 - 116) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
(15 - 116) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
116 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
116 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
Cast
0.50 sec0.50 sec

From: Kalguuran RemnantsKalguuran Remnants

Req: Level 1+Level 1+

Target an area and Curse enemies within with a Verisium Rune, inflicting them with Fragility. Hitting these enemies causes the Curse to Trigger an explosion to deal damage in an area and apply significant KnockbackKnockback

Knockback pushes Enemies away when HitHit .
to other enemies near the Cursed target, with more StunStun

Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit 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 based on the Fragility on the target 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.
.
Target an area and Curse enemies within with a Verisium Rune, inflicting them with Fragility. Hitting these enemies causes the Curse to Trigger an explosion to deal damage in an area and apply significant KnockbackKnockback

Knockback pushes Enemies away when HitHit .
to other enemies near the Cursed target, with more StunStun

Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit 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 based on the Fragility on the target 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.
.

Repulsion

  • Curse applies after 1.5 seconds delayCurse applies after 1.5 seconds delay
  • Curse does not apply to enemies above level (0 - 20)Curse does not apply to enemies above level (0 - 20)Curse does not apply to enemies above level 20Curse does not apply to enemies above level 20
  • Curse duration is (6 - 7.4) secondsCurse duration is (6 - 7.4) secondsCurse duration is 7.4 secondsCurse duration is 7.4 seconds
  • Curse applies 20 FragilityCurse applies 20 Fragility

Repulsion Wave

Cost
0 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
0 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
Cooldown
0.50 s (5 Times)0.50 s (5 Times)
Cast
InstantInstant
Crit%
6.00%6.00%
Atk Dmg
(50 - 204)% of base(50 - 204)% of base204% of base204% of base
  • (5 - 128) to (7 - 192) base Phys.Dmg(5 - 128) to (7 - 192) base Physical Damage128 to 192 base Phys.Dmg128 to 192 base Physical Damage
  • 200 % inc. KnockbackKnockback

    Knockback pushes Enemies away when HitHit .
    Distance
    200 % increased KnockbackKnockback

    Knockback pushes Enemies away when HitHit .
    Distance
  • Knocks Back EnemiesKnocks Back Enemies
  • Explosion radius is 1.5 mExplosion radius is 1.5 metres
  • 10 % more StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit 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 on 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.
    per Fragility on the target
    10 % more StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit 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 on 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.
    per Fragility on the target

q20: (0 - 40) % more StunStun

Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit 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
(0 - 40) % more StunStun

Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit 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
40 % more StunStun

Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit 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
40 % more StunStun

Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit 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

  • Gemling q20: +(0 - 20) % more damage against Immobilised enemies+(0 - 20) % more damage against Immobilised enemies+20 % more damage against Immobilised enemies+20 % more damage against Immobilised enemies

Kalguuran Skills

Verisium Manifestations

Buff

Skill

Lv. 1+
Verisium Manifestations

BuffMinionPersistentDurationSkillKalguuranRunic Ward

Reservation
30 Spirit30 Spirit

From: Kalguuran RemnantsKalguuran Remnants

Req: Level 1+Level 1+

While active, Hitting with an Attack will spend Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
to summon a Verisium Manifestation, a short-lived Temporary MinionTemporary_Minion

A Temporary Minion is a Minion that does not revive after it dies.
that rapidly Attacks nearby enemies, ignoring commands. Enemies will not directly engage these Minions , and can pass through them.
While active, Hitting with an Attack will spend Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
to summon a Verisium Manifestation, a short-lived Temporary MinionTemporary_Minion

A Temporary Minion is a Minion that does not revive after it dies.
that rapidly Attacks nearby enemies, ignoring commands. Enemies will not directly engage these Minions , and can pass through them.

Verisium Manifestations

  • Trigger Manifest Rune on Hitting with an AttackTrigger Manifest Rune on Hitting with an Attack

Manifest Rune

Cost
(7 - 30) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
(7 - 30) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
30 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
30 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
Cooldown
0.50 s (5 Times)0.50 s (5 Times)
  • Limit 10 Summoned Verisium ManifestationsLimit 10 Summoned Verisium Manifestations
  • Manifestation duration is 8 secondsManifestation duration is 8 seconds

q20: +(0 - 2) s to Manifestation duration+(0 - 2) s to Manifestation duration+2 s to Manifestation duration+2 s to Manifestation duration

  • Gemling q20: +(0 - 2) to Verisium Manifestation Limit+(0 - 2) to Verisium Manifestation Limit+2 to Verisium Manifestation Limit+2 to Verisium Manifestation Limit

Other

#

Skills and items

Kalguuran Supports

Concussive Runes

Support

Support

Lv. ?
Concussive Runes

SupportAttackAoEMeleeSlamTriggerKalguuran

Category
Concussive RunesConcussive Runes
Concussive Runes skill icon

From: Kalguuran RemnantsKalguuran Remnants

Supports Attacks , causing a Runic Shockwave to erupt under enemies they Heavy Stun . The Shockwave costs Runic Ward , and will not Trigger if you do not have enough Runic Ward .Supports Attacks , causing a Runic Shockwave to erupt under enemies they Heavy Stun . The Shockwave costs Runic Ward , and will not Trigger if you do not have enough Runic Ward .

Kalguuran Supports

Fist Of Kalguur

Support

Support

Lv. ?
Fist Of Kalguur

SupportAttackAoEMeleeSlamTriggerPhysical

Category
Fist of WarFist of War
Fist Of Kalguur skill icon

From: Kalguuran RemnantsKalguuran Remnants

Supports Slams you use yourself, allowing them to spend large amounts of Runic Ward to become Runically Boosted. Runically Boosted Slams are Empowered with extra Physical damage and create a rune the first time they hit an enemy. The rune erupts in an Aftershock after a duration. Cannot support Channelling Skills.Supports Slams you use yourself, allowing them to spend large amounts of Runic Ward to become Runically Boosted. Runically Boosted Slams are Empowered with extra Physical damage and create a rune the first time they hit an enemy. The rune erupts in an Aftershock after a duration. Cannot support Channelling Skills.

Kalguuran Supports

Healing Runes

Support

Support

Lv. ?
Healing Runes

SupportBuffPersistentKalguuranRunic WardRemnantSkill

Category
Healing RunesHealing Runes
Additional Reservation
10 Spirit10 Spirit
Healing Runes skill icon

From: Kalguuran RemnantsKalguuran Remnants

Supports Persistent Buff Skills, causing you to lose Runic Ward and heal nearby allies based on the Ward lost. Healing done is split between allies who are not on full Life.Supports Persistent Buff Skills, causing you to lose Runic Ward and heal nearby allies based on the Ward lost. Healing done is split between allies who are not on full Life.

Core Mods

  • Lose up to 10 % of your max Ward every 5 seconds to heal nearby allies for a total of 200 % of the amount of Ward lostLose up to 10 % of your maximum Runic Ward every 5 seconds to heal nearby allies for a total of 200 % of the amount of Ward lost

Kalguuran Supports

Runeforged Blades

Support

Support

Lv. ?
Runeforged Blades

SupportAttackProjectileTriggerPayoffKalguuranRunic Ward

Runeforged Blades skill icon

From: Kalguuran RemnantsKalguuran Remnants

Supports Attacks you use yourself, causing them to Consume Fully Broken Armour on enemies to fire a nova of runic Projectiles at the cost of Runic Ward . The Projectiles cannot Hit the enemy from which they originated. Cannot support skills that Consume Broken Armour .Supports Attacks you use yourself, causing them to Consume Fully Broken Armour on enemies to fire a nova of runic Projectiles at the cost of Runic Ward . The Projectiles cannot Hit the enemy from which they originated. Cannot support skills that Consume Broken Armour .

Kalguuran Supports

Runic Extraction

Support

Support

Lv. ?
Runic Extraction

SupportRemnantKalguuranRunic WardSkill

Category
Runic ExtractionRunic Extraction
Runic Extraction skill icon

From: Kalguuran RemnantsKalguuran Remnants

Supports any Skill that deals damage. Enemies you kill with supported Skills have a chance to drop a Verisium Infusion Remnant .Supports any Skill that deals damage. Enemies you kill with supported Skills have a chance to drop a Verisium Infusion Remnant .

Core Mods

  • Remnants created by Supported Skills last for 8 secondsRemnants created by Supported Skills last for 8 seconds
  • Supported Skills Gain 20 % of Life and Mana Cost as Extra Ward CostSupported Skills Gain 20 % of Life and Mana Cost as Extra Runic Ward Cost
  • Supported Skills have 35 % chance create a Verisium Infusion Remnant on killSupported Skills have 35 % chance create a Verisium Infusion Remnant on kill

Kalguuran Supports

Runic Infusion

Support

Support

Lv. ?
Runic Infusion

SupportAttackPhysicalKalguuranRunic WardRemnantSkill

Category
Runic InfusionRunic Infusion
Runic Infusion skill icon

From: Kalguuran RemnantsKalguuran Remnants

Supports Attacks you use or Trigger yourself, causing them to cost Runic Ward to use but deal additional Physical damage based on their Runic Ward cost. Cannot Support Channelling Skills, Sustained Skills, or Skills without a cost.Supports Attacks you use or Trigger yourself, causing them to cost Runic Ward to use but deal additional Physical damage based on their Runic Ward cost. Cannot Support Channelling Skills, Sustained Skills, or Skills without a cost.

Core Mods

  • Supported Skills cost an additional 20 % of max WardSupported Skills cost an additional 20 % of maximum Runic Ward
  • Supported Skills deal added Physical damage equal to 25 % of Ward costSupported Skills deal added Physical damage equal to 25 % of Runic Ward cost

Kalguuran Supports

Scouring Flame

Support

Support

Lv. ?
Scouring Flame

SupportFireKalguuranRunic WardRemnantSkill

Category
Searing FlameSearing Flame
Scouring Flame skill icon

From: Kalguuran RemnantsKalguuran Remnants

Supports any skill that Hits enemies, causing inflicted Ignites to deal more damage but the skill to gain a Runic Ward cost.Supports any skill that Hits enemies, causing inflicted Ignites to deal more damage but the skill to gain a Runic Ward cost.

Core Mods

  • Supported Skills Gain 25 % of Life and Mana Cost as Extra Ward CostSupported Skills Gain 25 % of Life and Mana Cost as Extra Runic Ward Cost
  • 50 % more Magnitude of Ignite inflicted with Supported Skills50 % more Magnitude of Ignite inflicted with Supported Skills

Overview

Supports

#
Choose equipment
Runeforging Bases
IconStage
Item
DefencesMoveOtherReq.Cost
Runeforged Rusted CuirassNo.Rusted Cuirass45 AR-0.05--
Rf.Runeforged Rusted Cuirass45 AR 29 Ward-0.05--Verisium x20
Rm.Runemastered Rusted Cuirass38244 AR 110 Ward-0.05-61Verisium x230
No.Champion Cuirass58446 AR-0.05-92Verisium x39
Rf.Runeforged Champion Cuirass58--0.05+(750 — 1000) to maximum Runic Ward92
No.Conqueror Plate68496 AR-0.05(30 — 40) % increased Stun Threshold121Verisium x759
Rf.Runeforged Conqueror Plate68595 AR-0.05(30 — 40) % increased Stun Threshold121
Runeforged Chieftain CuirassNo.Chieftain Cuirass50390 AR-0.05-80Verisium x220
Rf.Runeforged Chieftain Cuirass50390 AR 69 Ward-0.05-80
No.Warlord Cuirass80496 AR-0.05+(15 — 25) % of Armour also applies to Elemental Damage121Verisium x465
Rf.Runeforged Warlord Cuirass80446 AR 86 Ward-0.05+(15 — 25) % of Armour also applies to Elemental Damage121
Runeforged Steel PlateNo.Steel Plate27228 AR-0.05-45
Rf.Runeforged Steel Plate27228 AR 64 Ward-0.05-45Verisium x75
Rm.Runemastered Steel Plate40271 AR 43 Ward-0.05-65Verisium x260
No.Elegant Plate54418 AR-0.05-86Verisium x255
Rf.Runeforged Elegant Plate54397 AR 73 Ward-0.05-86
No.Ornate Plate70496 AR-0.05Regenerate (1.5 — 2.5) % of maximum Life per second121Verisium x480
Rf.Runeforged Ornate Plate70273 AR 236 Ward-0.05Regenerate (1.5 — 2.5) % of maximum Life per second121
Runeforged Maraketh CuirassNo.Maraketh Cuirass20178 AR-0.05-34
Rf.Runeforged Maraketh Cuirass20178 AR 61 Ward-0.05-34Verisium x50
Rm.Runemastered Maraketh Cuirass38275 AR 28 Ward-0.05-61Verisium x250
Runeforged Vaal CuirassNo.Vaal Cuirass37298 AR-0.05-60
Rf.Runeforged Vaal Cuirass37298 AR 70 Ward-0.05-60Verisium x130
Rm.Runemastered Vaal Cuirass55340 AR 93 Ward-0.05-87Verisium x820
No.Stone Cuirass62474 AR-0.05-98Verisium x330
Rf.Runeforged Stone Cuirass62403 AR 103 Ward-0.05-98
No.Utzaal Cuirass75496 AR-0.05(30 — 40) % increased Stun Threshold121Verisium x460
Rf.Runeforged Utzaal Cuirass75421 AR 107 Ward-0.05(30 — 40) % increased Stun Threshold121
Runeforged Raider PlateNo.Raider Plate16150 AR-0.05-28
Rf.Runeforged Raider Plate16150 AR 53 Ward-0.05-28Verisium x45
Rm.Runemastered Raider Plate3861 AR 221 Ward-0.05-61Verisium x250
Runeforged Full PlateNo.Full Plate33270 AR-0.05-54
Rf.Runeforged Full Plate33270 AR 69 Ward-0.05-54Verisium x105
Rm.Runemastered Full Plate45231 AR 126 Ward-0.05-72Verisium x320
No.Heavy Plate59453 AR-0.05-94Verisium x300
Rf.Runeforged Heavy Plate59340 AR 158 Ward-0.05-94
Runeforged Iron CuirassNo.Iron Cuirass11115 AR-0.05-21
Rf.Runeforged Iron Cuirass11115 AR 43 Ward-0.05-21Verisium x30
Rm.Runemastered Iron Cuirass38260 AR 55 Ward-0.05-61Verisium x230
No.Soldier Cuirass65570 AR-0.05-121Verisium x405
Rf.Runeforged Soldier Cuirass65173 AR 365 Ward-0.05-121
Runeforged Juggernaut PlateNo.Juggernaut Plate45355 AR-0.05-72Verisium x180
Rf.Runeforged Juggernaut Plate45355 AR 76 Ward-0.05-72
Runeforged Fur PlateNo.Fur Plate466 AR-0.05-10
Rf.Runeforged Fur Plate (FourBodyStr2Verisium)466 AR 33 Ward-0.05-10Verisium x25
Rf.Runeforged Fur Plate (FourBodyStr2VerisiumUnique1)38275 AR 69 Ward-0.05-61Verisium x400
Runeforged Knight ArmourNo.Knight Armour45195 AR 176 ER-0.04-4141
Rf.Runeforged Knight Armour45195 AR 176 ER 85 Ward-0.04-4141Verisium x180
Rm.Runemastered Knight Armour55175 AR 159 ER 93 Ward-0.04-4949Verisium x600
Rm.Runemastered Knight Armour55175 AR 159 ER 93 Ward-0.04-4949Verisium x750
Rm.Runemastered Knight Armour55175 AR 159 ER 93 Ward-0.04-4949Verisium x830
Runeforged Vagabond ArmourNo.Vagabond Armour1683 AR 71 ER-0.04-1717
Rf.Runeforged Vagabond Armour1683 AR 71 ER 53 Ward-0.04-1717Verisium x45
Rm.Runemastered Vagabond Armour38143 AR 128 ER 41 Ward-0.04-3535Verisium x260
Runeforged Chain MailNo.Chain Mail25 AR 16 ER-0.04--
Rf.Runeforged Chain Mail25 AR 16 ER 29 Ward-0.04--Verisium x20
Rm.Runemastered Chain Mail38151 AR 135 ER 55 Ward-0.04-3535Verisium x240
Runeforged Scale MailNo.Scale Mail37164 AR 147 ER-0.04-3434
Rf.Runeforged Scale Mail37164 AR 147 ER 78 Ward-0.04-3434Verisium x130
Rm.Runemastered Scale Mail55187 AR 170 ER 75 Ward-0.04-4949Verisium x830
No.Golden Mail62261 AR 237 ER-0.04-5454Verisium x330
Rf.Runeforged Golden Mail62235 AR 214 ER 124 Ward-0.04-5454
No.Death Mail75313 AR 285 ER-0.04-6767Verisium x485
Rf.Runeforged Death Mail7568 AR 62 ER 408 Ward-0.04-6767
Runemastered Grasping MailNo.Runeforged Grasping Mail65232 AR 211 ER 107 Ward-0.04Can roll Ring ModifiersCatalysts can be applied to this item6161Verisium x10 Source rows: x2
Rm.Runemastered Grasping Mail (FourBodyStrDexInt3Verisium5)65421 AR 150 Ward-0.04Can roll Ring ModifiersCatalysts can be applied to this item112
Runeforged Rogue ArmourNo.Rogue Armour1163 AR 53 ER-0.04-1313
Rf.Runeforged Rogue Armour1163 AR 53 ER 43 Ward-0.04-1313Verisium x30
Rm.Runemastered Rogue Armour38118 AR 105 ER 83 Ward-0.04-3535Verisium x250
No.Dastard Armour65303 AR 276 ER-0.04+(60 — 80) to maximum Life6767Verisium x390
Rf.Runeforged Dastard Armour65150 AR 137 ER 236 Ward-0.04+(60 — 80) to maximum Life6767
Runeforged Cloaked MailNo.Cloaked Mail26121 AR 107 ER-0.04-2525
Rf.Runeforged Cloaked Mail26121 AR 107 ER 73 Ward-0.04-2525Verisium x70
Rm.Runemastered Cloaked Mail40114 AR 102 ER 115 Ward-0.04-3636Verisium x250
No.Mantled Mail54230 AR 208 ER-0.04-4848Verisium x255
Rf.Runeforged Mantled Mail54218 AR 198 ER 73 Ward-0.04-4848
No.Shrouded Mail70273 AR 248 ER-0.04+(20 — 25) % to Fire Resistance6767
Rf.Runeforged Shrouded Mail (FourBodyStrDex4aEndgameVerisium)70232 AR 211 ER 107 Ward-0.04+(20 — 25) % to Fire Resistance6767Verisium x465
Rf.Runeforged Shrouded Mail (FourBodyStrDex4cEndgameVerisium)70232 AR 211 ER 107 Ward-0.04+(20 — 25) % to Lightning Resistance6767Verisium x475
Rf.Runeforged Shrouded Mail (FourBodyStrDex4bEndgameVerisium)70232 AR 211 ER 107 Ward-0.04+(20 — 25) % to Cold Resistance6767Verisium x480
Runemastered Heroic ArmourNo.Heroic Armour65273 AR 248 ER-0.04+(60 — 80) to maximum Life6767Verisium x4920
Rm.Runemastered Heroic Armour65136 AR 124 ER 215 Ward-0.04+(60 — 80) to maximum Life6767
Runeforged Ancestral MailNo.Ancestral Mail50214 AR 194 ER-0.04-4444
Rf.Runeforged Ancestral Mail50214 AR 194 ER 86 Ward-0.04-4444Verisium x220
Rm.Runemastered Ancestral Mail65191 AR 174 ER 107 Ward-0.04-5757Verisium x1140
No.Thane Mail80273 AR 248 ER-0.04Hits against you have (15 — 25) % reduced Critical Damage Bonus6767Verisium x475
Rf.Runeforged Thane Mail80259 AR 236 ER 64 Ward-0.04Hits against you have (15 — 25) % reduced Critical Damage Bonus6767
Runeforged Explorer ArmourNo.Explorer Armour33149 AR 132 ER-0.04-3131
Rf.Runeforged Explorer Armour33149 AR 132 ER 74 Ward-0.04-3131Verisium x105
Rm.Runemastered Explorer Armour55199 AR 180 ER 56 Ward-0.04-4949Verisium x810
Rm.Runemastered Explorer Armour55199 AR 180 ER 56 Ward-0.04-4949Verisium x2500
No.Trailblazer Armour59249 AR 226 ER-0.04-5252Verisium x300
Rf.Runeforged Trailblazer Armour59187 AR 170 ER 158 Ward-0.04-5252
Runeforged Shaman MantleNo.Shaman Mantle28129 AR 41 ES-0.04-2626
Rf.Runeforged Shaman Mantle28129 AR 41 ES 77 Ward-0.04-2626Verisium x80
Rm.Runemastered Shaman Mantle38141 AR 42 ES 44 Ward-0.04-3535Verisium x440
No.Occultist Mantle54230 AR 65 ES-0.04-4848Verisium x255
Rf.Runeforged Occultist Mantle54184 AR 52 ES 128 Ward-0.04-4848
No.Conjurer Mantle70273 AR 76 ES-0.04+(20 — 30) to Spirit6767Verisium x475
Rf.Runeforged Conjurer Mantle70232 AR 64 ES 107 Ward-0.04+(20 — 30) to Spirit6767
Runemastered Ornate RingmailNo.Ornate Ringmail43225 AR 66 ES-0.04-4545Verisium x3740
Rm.Runemastered Ornate Ringmail55210 AR 60 ES 112 Ward-0.04-5757
No.Ancient Mail70273 AR 76 ES-0.04-6767Verisium x1300
Rm.Runemastered Ancient Mail70218 AR 61 ES 86 Ward-0.04-6767
Runeforged Pelt MantleNo.Pelt Mantle1059 AR 24 ES-0.04-1212Verisium x30
Rf.Runeforged Pelt Mantle1059 AR 24 ES 41 Ward-0.04-1212
No.Wolfskin Mantle65313 AR 87 ES-0.04-6767Verisium x390
Rf.Runeforged Wolfskin Mantle6563 AR 17 ES 417 Ward-0.04-6767
Runemastered Revered VestmentsNo.Revered Vestments65273 AR 76 ES-0.04+1 % to all Maximum Elemental Resistances6767
Rm.Runemastered Revered Vestments (FourBodyStrInt11VerisiumUnique1)70232 AR 64 ES 86 Ward-0.04+1 % to all Maximum Elemental Resistances(30 — 50) % increased effect of Arcane Surge on you6767Verisium x30
Rm.Runemastered Revered Vestments (FourBodyStrInt11VerisiumUnique2)70199 AR 88 ES 86 Ward-0.04+1 % to all Maximum Elemental Resistances(10 — 15) % of Damage taken from Hits bypasses Energy Shield if Energy Shield is below half5785Verisium x30
Rm.Runemastered Revered Vestments (FourBodyStrInt11VerisiumUnique3)70164 AR 45 ES 301 Ward-0.04+1 % to all Maximum Elemental Resistances6767Verisium x30
No.Runemastered Revered Vestments70232 AR 64 ES 86 Ward-0.04+1 % to all Maximum Elemental Resistances(30 — 50) % increased effect of Arcane Surge on you6767Verisium x7150
Rm.Runemastered Revered Vestments (FourBodyStrInt11VerisiumUnique2)70199 AR 88 ES 86 Ward-0.04+1 % to all Maximum Elemental Resistances(10 — 15) % of Damage taken from Hits bypasses Energy Shield if Energy Shield is below half5785
Runeforged Tideseer MantleNo.Tideseer Mantle51218 AR 63 ES-0.04-4545
Rf.Runeforged Tideseer Mantle51218 AR 63 ES 87 Ward-0.04-4545Verisium x230
Rm.Runemastered Tideseer Mantle6555 AR 15 ES 129 Ward-0.04-5757Verisium x1160
No.Seastorm Mantle80273 AR 76 ES-0.04(8 — 14) % of Damage taken Recouped as Life6767Verisium x470
Rf.Runeforged Seastorm Mantle8068 AR 19 ES 344 Ward-0.04(8 — 14) % of Damage taken Recouped as Life6767
Runemastered Grasping MailNo.Runeforged Grasping Mail65232 AR 64 ES 107 Ward-0.04Can roll Ring ModifiersCatalysts can be applied to this item6161Verisium x10 Source rows: x2
Rm.Runemastered Grasping Mail (FourBodyStrDexInt3Verisium7)65117 ES 150 Ward-0.04Can roll Ring ModifiersCatalysts can be applied to this item112
Runeforged Mail VestmentsNo.Mail Vestments1683 AR 30 ES-0.04-1717
Rf.Runeforged Mail Vestments1683 AR 30 ES 53 Ward-0.04-1717Verisium x45
Rm.Runemastered Mail Vestments38118 AR 35 ES 83 Ward-0.04-3535Verisium x250
Runemastered Corvus MantleNo.Corvus Mantle68273 AR 76 ES-0.04+(20 — 30) to Spirit6767Verisium x24
Rm.Runemastered Corvus Mantle70218 AR 61 ES 86 Ward-0.04+(20 — 30) to Spirit6767
Runeforged Cleric VestmentsNo.Cleric Vestments45195 AR 57 ES-0.04-4141
Rf.Runeforged Cleric Vestments45195 AR 57 ES 85 Ward-0.04-4141Verisium x180
Rm.Runemastered Cleric Vestments55187 AR 53 ES 75 Ward-0.04-4949Verisium x470
Runeforged Sacrificial MantleNo.Sacrificial Mantle36160 AR 48 ES-0.04-3333
Rf.Runeforged Sacrificial Mantle36160 AR 48 ES 77 Ward-0.04-3333Verisium x120
Rm.Runemastered Sacrificial Mantle55210 AR 60 ES 37 Ward-0.04-4949Verisium x460
No.Heartcarver Mantle62261 AR 73 ES-0.04-5454Verisium x330
Rf.Runeforged Heartcarver Mantle62222 AR 62 ES 103 Ward-0.04-5454
No.Death Mantle75273 AR 76 ES-0.04+1 % to all Maximum Elemental Resistances6767Verisium x465
Rf.Runeforged Death Mantle75164 AR 45 ES 215 Ward-0.04+1 % to all Maximum Elemental Resistances6767
Runeforged Pilgrim VestmentsNo.Pilgrim Vestments25 AR 16 ES-0.04--
Rf.Runeforged Pilgrim Vestments25 AR 16 ES 29 Ward-0.04--Verisium x20
Rm.Runemastered Pilgrim Vestments38202 AR 60 ES 55 Ward-0.04-3535Verisium x230
Runeforged Ironclad VestmentsNo.Ironclad Vestments33149 AR 46 ES-0.04-3131Verisium x105
Rf.Runeforged Ironclad Vestments33149 AR 46 ES 74 Ward-0.04-3131
No.Plated Vestments59249 AR 70 ES-0.04-5252
Rf.Runeforged Plated Vestments59187 AR 53 ES 158 Ward-0.04-5252Verisium x300
Rm.Runemastered Ironclad Vestments55210 AR 60 ES 37 Ward-0.04-4949Verisium x820
Runemastered Gilded VestmentsNo.Gilded Vestments52222 AR 63 ES-0.04-4646Verisium x5360
Rm.Runemastered Gilded Vestments65218 AR 61 ES 86 Ward-0.04-5757
Runeforged Scout's VestNo.Scout's Vest33240 ER-0.03-54
Rf.Runeforged Scout's Vest33240 ER 69 Ward-0.03-54Verisium x105
Rm.Runemastered Scout's Vest55270 ER 130 Ward-0.03-87Verisium x460
No.Runner Vest59412 ER-0.03-94Verisium x300
Rf.Runeforged Runner Vest59350 ER 119 Ward-0.03-94
Runeforged Pathfinder CoatNo.Pathfinder Coat1196 ER-0.03-21
Rf.Runeforged Pathfinder Coat1196 ER 43 Ward-0.03-21Verisium x30
Rm.Runemastered Pathfinder Coat38219 ER 55 Ward-0.03-61Verisium x240
No.Swiftstalker Coat65451 ER-0.03(20 — 30) % reduced Slowing Potency of Debuffs on You121Verisium x405
Rf.Runeforged Swiftstalker Coat65429 ER 64 Ward-0.03(20 — 30) % reduced Slowing Potency of Debuffs on You121
Runeforged Shrouded VestNo.Shrouded Vest16128 ER-0.03-28
Rf.Runeforged Shrouded Vest16128 ER 53 Ward-0.03-28Verisium x45
Rm.Runemastered Shrouded Vest38164 ER 138 Ward-0.03-61Verisium x450
Runeforged Quilted VestNo.Quilted Vest449 ER-0.03-10
Rf.Runeforged Quilted Vest449 ER 33 Ward-0.03-10Verisium x25
Rm.Runemastered Quilted Vest38178 ER 152 Ward-0.03-61Verisium x230
Runeforged Rhoahide CoatNo.Rhoahide Coat22168 ER-0.03-37
Rf.Runeforged Rhoahide Coat22168 ER 65 Ward-0.03-37Verisium x50
Rm.Runemastered Rhoahide Coat38219 ER 69 Ward-0.03-61Verisium x450
Runeforged Leather VestNo.Leather Vest30 ER-0.03--
Rf.Runeforged Leather Vest30 ER 29 Ward-0.03--Verisium x20
Rm.Runemastered Leather Vest3882 ER 165 Ward-0.03-61Verisium x230
No.Strider Vest52366 ER-0.03-83Verisium x9200
Rm.Runemastered Strider Vest70384 ER 107 Ward-0.03-103
No.Armoured Vest73451 ER-0.03(30 — 40) % increased Elemental Ailment Threshold121Verisium x6760
Rm.Runemastered Armoured Vest80361 ER 129 Ward-0.03(30 — 40) % increased Elemental Ailment Threshold121
Runeforged Smuggler CoatNo.Smuggler Coat51359 ER-0.03-82
Rf.Runeforged Smuggler Coat51359 ER 70 Ward-0.03-82Verisium x230
Rm.Runemastered Smuggler Coat65406 ER 86 Ward-0.03-103Verisium x5000
No.Corsair Coat80451 ER-0.035 % increased Movement Speed121Verisium x470
Rf.Runeforged Corsair Coat80384 ER 107 Ward-0.035 % increased Movement Speed121
Runemastered Exquisite VestNo.Exquisite Vest65451 ER-0.03-121Verisium x1300
Rm.Runemastered Exquisite Vest70338 ER 86 Ward-0.03-121
Runeforged Corsair VestNo.Corsair Vest45320 ER-0.03-72Verisium x180
Rf.Runeforged Corsair Vest45320 ER 76 Ward-0.03-72
Runeforged Studded VestNo.Studded Vest26194 ER-0.03-43
Rf.Runeforged Studded Vest26194 ER 62 Ward-0.03-43Verisium x70
Rm.Runemastered Studded Vest40301 ER 29 Ward-0.03-65Verisium x260
No.Layered Vest54379 ER-0.03-86Verisium x255
Rf.Runeforged Layered Vest54360 ER 73 Ward-0.03-86
No.Slipstrike Vest70519 ER-0.03-121Verisium x475
Rf.Runeforged Slipstrike Vest70144 ER 378 Ward-0.03-121
Runeforged Serpentscale CoatNo.Serpentscale Coat36260 ER-0.03-59
Rf.Runeforged Serpentscale Coat36260 ER 69 Ward-0.03-59Verisium x120
Rm.Runemastered Serpentscale Coat55385 ER 19 Ward-0.03-87Verisium x3730
No.Lizardscale Coat62432 ER-0.03-98Verisium x330
Rf.Runeforged Lizardscale Coat62324 ER 144 Ward-0.03-98
No.Wyrmscale Coat75451 ER-0.03(30 — 40) % increased Elemental Ailment Threshold121Verisium x485
Rf.Runeforged Wyrmscale Coat75248 ER 236 Ward-0.03(30 — 40) % increased Elemental Ailment Threshold121
Runeforged Anchorite GarbNo.Anchorite Garb33132 ER 46 ES-0.03-3131
Rf.Runeforged Anchorite Garb33132 ER 46 ES 74 Ward-0.03-3131Verisium x105
Rm.Runemastered Anchorite Garb55138 ER 43 ES 130 Ward-0.03-4949Verisium x460
No.Hatungo Garb59226 ER 70 ES-0.03-5252Verisium x300
Rf.Runeforged Hatungo Garb59170 ER 53 ES 158 Ward-0.03-5252
Runeforged Scalper's JacketNo.Scalper's Jacket39154 ER 51 ES-0.03-3535
Rf.Runeforged Scalper's Jacket39154 ER 51 ES 82 Ward-0.03-3535Verisium x140
Rm.Runemastered Scalper's Jacket55170 ER 53 ES 75 Ward-0.03-4949Verisium x3770
No.Hawker's Jacket62237 ER 73 ES-0.03-5454Verisium x330
Rf.Runeforged Hawker's Jacket62202 ER 62 ES 103 Ward-0.03-5454
No.Falconer's Jacket75248 ER 76 ES-0.035 % increased Movement Speed6767Verisium x475
Rf.Runeforged Falconer's Jacket75164 ER 50 ES 189 Ward-0.035 % increased Movement Speed6767
Runeforged Wayfarer JacketNo.Wayfarer Jacket28114 ER 41 ES-0.03-2626
Rf.Runeforged Wayfarer Jacket28114 ER 41 ES 77 Ward-0.03-2626Verisium x80
Rm.Runemastered Wayfarer Jacket40134 ER 44 ES 43 Ward-0.03-3636Verisium x260
No.Itinerant Jacket54208 ER 65 ES-0.03-4848Verisium x255
Rf.Runeforged Itinerant Jacket54188 ER 59 ES 92 Ward-0.03-4848
No.Rambler Jacket70248 ER 76 ES-0.03+(7 — 13) % to Chaos Resistance6767Verisium x470
Rf.Runeforged Rambler Jacket70211 ER 64 ES 107 Ward-0.03+(7 — 13) % to Chaos Resistance6767
Runemastered Grasping MailNo.Runeforged Grasping Mail65211 ER 64 ES 107 Ward-0.03Can roll Ring ModifiersCatalysts can be applied to this item6161Verisium x10 Source rows: x2
Rm.Runemastered Grasping Mail (FourBodyStrDexInt3Verisium6)65384 ER 150 Ward-0.03Can roll Ring ModifiersCatalysts can be applied to this item112
Runeforged Waxed JacketNo.Waxed Jacket1153 ER 25 ES-0.03-1313
Rf.Runeforged Waxed Jacket1153 ER 25 ES 43 Ward-0.03-1313Verisium x30
Rm.Runemastered Waxed Jacket38113 ER 38 ES 69 Ward-0.03-3535Verisium x240
No.Sleek Jacket65285 ER 87 ES-0.03-6767Verisium x390
Rf.Runeforged Sleek Jacket6569 ER 21 ES 395 Ward-0.03-6767
Runeforged Ascetic GarbNo.Ascetic Garb51197 ER 63 ES-0.03-4545Verisium x230
Rf.Runeforged Ascetic Garb51197 ER 63 ES 87 Ward-0.03-4545
No.Primal Markings70268 ER 82 ES-0.03-6767Verisium x7500
Rm.Runemastered Primal Markings80223 ER 68 ES 107 Ward-0.03-6767
No.Austere Garb80248 ER 76 ES-0.03(10 — 15) % reduced Elemental Ailment Duration on you6767Verisium x470
Rf.Runeforged Austere Garb80236 ER 72 ES 86 Ward-0.03(10 — 15) % reduced Elemental Ailment Duration on you6767
Runeforged Scoundrel JacketNo.Scoundrel Jacket45176 ER 57 ES-0.03-4141Verisium x180
Rf.Runeforged Scoundrel Jacket45176 ER 57 ES 85 Ward-0.03-4141
Runeforged Marabout GarbNo.Marabout Garb1671 ER 30 ES-0.03-1717
Rf.Runeforged Marabout Garb1671 ER 30 ES 53 Ward-0.03-1717Verisium x45
Rm.Runemastered Marabout Garb3890 ER 30 ES 110 Ward-0.03-3535Verisium x450
Runeforged Hermit GarbNo.Hermit Garb16 ER 16 ES-0.03--
Rf.Runeforged Hermit Garb16 ER 16 ES 29 Ward-0.03--Verisium x20
Rm.Runemastered Hermit Garb38135 ER 45 ES 28 Ward-0.03-3535Verisium x240
No.Assassin Garb73248 ER 76 ES-0.035 % increased Movement Speed6767Verisium x28
Rm.Runemastered Assassin Garb73223 ER 68 ES 43 Ward-0.035 % increased Movement Speed6767
Runeforged Tattered RobeNo.Tattered Robe28 ES-0.03--
Rf.Runeforged Tattered Robe28 ES 29 Ward-0.03--Verisium x20
Rm.Runemastered Tattered Robe389 ES 138 Ward-0.03-61Verisium x1810
No.Enlightened Robe68138 ES-0.03(40 — 50) % increased Mana Regeneration Rate121Verisium x55
Rm.Runemastered Enlightened Robe75124 ES 86 Ward-0.03(40 — 50) % increased Mana Regeneration Rate121
Runemastered Plated RaimentNo.Plated Raiment58126 ES-0.03-92Verisium x1150
Rm.Runemastered Plated Raiment65124 ES 43 Ward-0.03-103
Runeforged Votive RaimentNo.Votive Raiment3383 ES-0.03-54
Rf.Runeforged Votive Raiment3383 ES 69 Ward-0.03-54Verisium x105
Rm.Runemastered Votive Raiment5548 ES 186 Ward-0.03-87Verisium x460
No.Adherent's Raiment59127 ES-0.03-94Verisium x300
Rf.Runeforged Adherent's Raiment59102 ES 138 Ward-0.03-94
Runemastered Havoc RaimentNo.Havoc Raiment65138 ES-0.03-121Verisium x6140
Rm.Runemastered Havoc Raiment7096 ES 129 Ward-0.03-121
Runeforged Mystic RaimentNo.Mystic Raiment49110 ES-0.03-78Verisium x215
Rf.Runeforged Mystic Raiment49110 ES 68 Ward-0.03-78
No.Feathered Raiment80153 ES-0.03(5 — 10) % of Damage is taken from Mana before Life121Verisium x480
Rf.Runeforged Feathered Raiment80124 ES 133 Ward-0.03(5 — 10) % of Damage is taken from Mana before Life121
Runeforged Feathered RobeNo.Feathered Robe535 ES-0.03-11
Rf.Runeforged Feathered Robe535 ES 35 Ward-0.03-11Verisium x25
Rm.Runemastered Feathered Robe3855 ES 99 Ward-0.03-61Verisium x430
Runeforged Elementalist RobeNo.Elementalist Robe45103 ES-0.03-72
Rf.Runeforged Elementalist Robe45103 ES 76 Ward-0.03-72Verisium x180
Rm.Runemastered Elementalist Robe5596 ES 75 Ward-0.03-87Verisium x300
Runeforged Keth RaimentNo.Keth Raiment2874 ES-0.03-47
Rf.Runeforged Keth Raiment2874 ES 66 Ward-0.03-47Verisium x80
Rm.Runemastered Keth Raiment3873 ES 55 Ward-0.03-61Verisium x250
No.River Raiment54119 ES-0.03-86Verisium x255
Rf.Runeforged River Raiment54113 ES 73 Ward-0.03-86
No.Flowing Raiment70153 ES-0.03(40 — 50) % increased Mana Regeneration Rate121Verisium x490
Rf.Runeforged Flowing Raiment7076 ES 236 Ward-0.03(30 — 40) % increased Runic Ward Regeneration Rate121
Runeforged Altar RobeNo.Altar Robe4095 ES-0.03-65
Rf.Runeforged Altar Robe4095 ES 75 Ward-0.03-65Verisium x145
Rm.Runemastered Altar Robe5572 ES 149 Ward-0.03-87Verisium x3830
No.Ceremonial Robe62132 ES-0.03-98Verisium x330
Rf.Runeforged Ceremonial Robe62113 ES 103 Ward-0.03-98
No.Sacramental Robe75153 ES-0.03(20 — 25) % increased Energy Shield Recharge Rate121Verisium x485
Rf.Runeforged Sacramental Robe75138 ES 64 Ward-0.03(20 — 25) % increased Energy Shield Recharge Rate121
Runeforged Silk RobeNo.Silk Robe2264 ES-0.03-37
Rf.Runeforged Silk Robe2264 ES 65 Ward-0.03-37Verisium x50
Rm.Runemastered Silk Robe3827 ES 110 Ward-0.03-61Verisium x1820
Rm.Runemastered Silk Robe3827 ES 110 Ward-0.03-61Verisium x2500
Runeforged Hexer's RobeNo.Hexer's Robe1145 ES-0.03-21
Rf.Runeforged Hexer's Robe1145 ES 43 Ward-0.03-21Verisium x30
Rm.Runemastered Hexer's Robe3864 ES 83 Ward-0.03-61Verisium x240
No.Vile Robe65171 ES-0.03-121Verisium x390
Rf.Runeforged Vile Robe6541 ES 387 Ward-0.03-121
Runeforged Bone RaimentNo.Bone Raiment1654 ES-0.03-28
Rf.Runeforged Bone Raiment1654 ES 53 Ward-0.03-28Verisium x45
Rm.Runemastered Bone Raiment3846 ES 138 Ward-0.03-61Verisium x260
Runemastered Grand RegaliaNo.Grand Regalia65182 AR 165 ER 50 ES-0.04-414141Verisium x580
Rm.Runemastered Grand Regalia65145 AR 132 ER 40 ES 86 Ward-0.04-414141
Runeforged Grasping MailNo.Grasping Mail65182 AR 165 ER 50 ES-0.04Can roll Ring ModifiersCatalysts can be applied to this item414141
Rf.Runeforged Grasping Mail (FourBodyStrDexInt3Verisium2)65211 ER 64 ES 107 Ward-0.03Can roll Ring ModifiersCatalysts can be applied to this item6161Verisium x5
Rf.Runeforged Grasping Mail (FourBodyStrDexInt3Verisium4)65136 AR 124 ER 38 ES 215 Ward-0.04Can roll Ring ModifiersCatalysts can be applied to this item414141Verisium x5
Runemastered Grasping MailNo.Runeforged Grasping Mail65136 AR 124 ER 38 ES 215 Ward-0.04Can roll Ring ModifiersCatalysts can be applied to this item414141Verisium x10 Source rows: x4
Rm.Runemastered Grasping Mail (FourBodyStrDexInt3Verisium8)65136 AR 124 ER 38 ES 322 Ward-0.04Can roll Ring ModifiersCatalysts can be applied to this item414141
No.Runemastered Grasping Mail65136 AR 124 ER 38 ES 322 Ward-0.04Can roll Ring ModifiersCatalysts can be applied to this item414141Verisium x20
RunefatherRunefather's Grasping Mail65550 Ward-Can roll Ring ModifiersCatalysts can be applied to this item575757
Runeforged Grasping MailNo.Grasping Mail65182 AR 165 ER 50 ES-0.04Can roll Ring ModifiersCatalysts can be applied to this item414141
Rf.Runeforged Grasping Mail (FourBodyStrDexInt3Verisium1)65232 AR 211 ER 107 Ward-0.04Can roll Ring ModifiersCatalysts can be applied to this item6161Verisium x5
Rf.Runeforged Grasping Mail (FourBodyStrDexInt3Verisium3)65232 AR 64 ES 107 Ward-0.04Can roll Ring ModifiersCatalysts can be applied to this item6161Verisium x5
Runeforged Sacrificial RegaliaNo.Sacrificial Regalia65273 AR 248 ER 76 ES-0.03+1 to Level of all Corrupted Skill Gems727272
Rf.Runeforged Sacrificial Regalia (FourBodyStrDexInt2Verisium3)65248 ER 76 ES 129 Ward-0.03+1 to Level of all Corrupted Skill Gems+1 % to all Resistances for each Corrupted Item Equipped8080Verisium x20
Rf.Runeforged Sacrificial Regalia (FourBodyStrDexInt2Verisium1)65200 AR 182 ER 56 ES 301 Ward-0.03+1 to Level of all Corrupted Skill Gems727272Verisium x20
Rm.Runemastered Sacrificial Regalia65136 AR 124 ER 38 ES 215 Ward-0.03+1 to Level of all Corrupted Skill Gems727272Verisium x560
Rf.Runeforged Sacrificial Regalia (FourBodyStrDexInt2Verisium2)65273 AR 248 ER 129 Ward-0.03+1 to Level of all Corrupted Skill Gems1 % increased Maximum Life for each Corrupted Item Equipped8080Verisium x20
Rf.Runeforged Sacrificial Regalia (FourBodyStrDexInt2Verisium4)65273 AR 76 ES 129 Ward-0.03+1 to Level of all Corrupted Skill Gems(2 — 4) % increased Chaos Damage for each Corrupted Item Equipped8080Verisium x20
Runeforged GarmentNo.Garment----
Rf.Runeforged Garment100 Ward---Verisium x25000
Rf.Runeforged Garment100 Ward---Verisium x50000
IconStage
Item
DefencesOtherReq.Cost
Runeforged Bronze GreavesNo.Bronze Greaves1674 AR-23
Rf.Runeforged Bronze Greaves1674 AR 26 Ward-23Verisium x30
Rm.Runemastered Bronze Greaves38135 AR 20 Ward5 % increased Movement Speed51Verisium x220
Runeforged Reefsteel GreavesNo.Reefsteel Greaves45174 AR-60Verisium x135
Rf.Runeforged Reefsteel Greaves45174 AR 39 Ward-60
No.Tasalian Greaves80280 AR-108Verisium x430
Rf.Runeforged Tasalian Greaves8085 AR 180 Ward-108
Runeforged Rough GreavesNo.Rough Greaves22 AR--
Rf.Runeforged Rough Greaves22 AR 14 Ward--Verisium x15
Rm.Runemastered Rough Greaves38150 AR 27 Ward10 % increased Movement Speed51Verisium x360
Runeforged Stone GreavesNo.Stone Greaves33133 AR-45
Rf.Runeforged Stone Greaves33133 AR 36 Ward-45Verisium x70
Rm.Runemastered Stone Greaves55157 AR 46 Ward-73Verisium x400
No.Carved Greaves59223 AR-78Verisium x215
Rf.Runeforged Carved Greaves59167 AR 78 Ward-78
No.Vaal Greaves75268 AR-101Verisium x365
Rf.Runeforged Vaal Greaves75244 AR 42 Ward-101
Runeforged Iron GreavesNo.Iron Greaves1157 AR-17
Rf.Runeforged Iron Greaves1157 AR 21 Ward-17Verisium x25
Rm.Runemastered Iron Greaves38120 AR 27 Ward5 % increased Movement Speed51Verisium x370
No.Bulwark Greaves65244 AR-86Verisium x255
Rf.Runeforged Bulwark Greaves65219 AR 42 Ward-86
Runeforged Trimmed GreavesNo.Trimmed Greaves27112 AR-38
Rf.Runeforged Trimmed Greaves27112 AR 31 Ward-38Verisium x50
Rm.Runemastered Trimmed Greaves4079 AR 71 Ward5 % increased Movement Speed54Verisium x5600
No.Elegant Greaves54206 AR-72Verisium x170
Rf.Runeforged Elegant Greaves54185 AR 45 Ward-72
No.Ornate Greaves70256 AR-93Verisium x325
Rf.Runeforged Ornate Greaves70134 AR 116 Ward-93
Runeforged Stacked SabatonsNo.Stacked Sabatons3373 AR 65 ER-2626
Rf.Runeforged Stacked Sabatons3373 AR 65 ER 34 Ward-2626Verisium x70
Rm.Runemastered Stacked Sabatons40173 AR 155 ER 21 Ward10 % increased Movement Speed3030Verisium x390
No.Bastion Sabatons59123 AR 111 ER-4444Verisium x215
Rf.Runeforged Bastion Sabatons59116 AR 106 ER 39 Ward-4444
No.Fortress Sabatons75147 AR 134 ER-5656Verisium x370
Rf.Runeforged Fortress Sabatons75121 AR 110 ER 63 Ward-5656
Runeforged Braced SabatonsNo.Braced Sabatons1641 AR 35 ER-1414
Rf.Runeforged Braced Sabatons1641 AR 35 ER 26 Ward-1414Verisium x30
Rm.Runemastered Braced Sabatons3866 AR 59 ER 34 Ward5 % increased Movement Speed2929Verisium x370
No.Noble Sabatons70141 AR 128 ER-5151Verisium x330
Rf.Runeforged Noble Sabatons7080 AR 73 ER 116 Ward-5151
Runeforged Mail SabatonsNo.Mail Sabatons622 AR 17 ER-77
Rf.Runeforged Mail Sabatons622 AR 17 ER 18 Ward-77Verisium x20
Rm.Runemastered Mail Sabatons3850 AR 44 ER 54 Ward5 % increased Movement Speed2929Verisium x200
No.Veteran Sabatons65134 AR 122 ER-4747Verisium x265
Rf.Runeforged Veteran Sabatons65127 AR 116 ER 42 Ward-4747
Runeforged Covered SabatonsNo.Covered Sabatons4596 AR 86 ER-3434
Rf.Runeforged Covered Sabatons4596 AR 86 ER 39 Ward-3434Verisium x130
Rm.Runemastered Covered Sabatons5569 AR 63 ER 73 Ward-4141Verisium x700
No.Blacksteel Sabatons80154 AR 140 ER-5959Verisium x405
Rf.Runeforged Blacksteel Sabatons8040 AR 37 ER 190 Ward-5959
Runeforged Secured LeggingsNo.Secured Leggings1641 AR 15 ES-1414
Rf.Runeforged Secured Leggings1641 AR 15 ES 26 Ward-1414Verisium x30
Rm.Runemastered Secured Leggings3858 AR 17 ES 41 Ward5 % increased Movement Speed2929Verisium x1680
No.Apostle Leggings70134 AR 37 ES-5151Verisium x315
Rf.Runeforged Apostle Leggings7074 AR 20 ES 116 Ward-5151
Runeforged Pelt LeggingsNo.Pelt Leggings3373 AR 22 ES-2626Verisium x75
Rf.Runeforged Pelt Leggings3373 AR 22 ES 34 Ward-2626
No.Shamanistic Leggings59123 AR 34 ES-4444Verisium x200
Rf.Runeforged Shamanistic Leggings59110 AR 31 ES 49 Ward-4444
No.Warlock Leggings75134 AR 37 ES-5656Verisium x385
Rf.Runeforged Warlock Leggings75134 AR 37 ES 42 Ward-5656
Runeforged Weaver LeggingsNo.Weaver Leggings4596 AR 28 ES-3434Verisium x125
Rf.Runeforged Weaver Leggings4596 AR 28 ES 39 Ward-3434
No.Cryptic Leggings80134 AR 37 ES-5959Verisium x405
Rf.Runeforged Cryptic Leggings8034 AR 9 ES 201 Ward-5959
Runeforged Padded LeggingsNo.Padded Leggings520 AR 10 ES-77Verisium x20
Rf.Runeforged Padded Leggings520 AR 10 ES 17 Ward-77
No.Faithful Leggings65134 AR 37 ES-4747Verisium x280
Rf.Runeforged Faithful Leggings65121 AR 34 ES 42 Ward-4747
No.Ancient Leggings65134 AR 37 ES-5656Verisium x960
Rm.Runemastered Ancient Leggings65107 AR 30 ES 53 Ward-5656
Runeforged Laced BootsNo.Laced Boots1147 ER-17
Rf.Runeforged Laced Boots1147 ER 21 Ward-17Verisium x25
Rm.Runemastered Laced Boots3854 ER 81 Ward5 % increased Movement Speed51Verisium x710
No.Cinched Boots65222 ER-86
Rf.Runeforged Cinched Boots65200 ER 42 Ward-86Verisium x270
Rm.Runemastered Cinched Boots65178 ER 74 Ward-86Verisium x530
Runeforged Steeltoe BootsNo.Steeltoe Boots28102 ER-39Verisium x55
Rf.Runeforged Steeltoe Boots28102 ER 32 Ward-39
No.Studded Boots54186 ER-72Verisium x175
Rf.Runeforged Studded Boots54177 ER 36 Ward-72
No.Cavalry Boots70233 ER-93Verisium x335
Rf.Runeforged Cavalry Boots70122 ER 116 Ward-93
Runeforged Rawhide BootsNo.Rawhide Boots15 ER--Verisium x15
Rf.Runeforged Rawhide Boots15 ER 14 Ward--
Runeforged Lizardscale BootsNo.Lizardscale Boots33118 ER-45
Rf.Runeforged Lizardscale Boots33118 ER 36 Ward-45Verisium x70
Rm.Runemastered Lizardscale Boots4099 ER 42 Ward-54Verisium x220
No.Serpentscale Boots59203 ER-78Verisium x200
Rf.Runeforged Serpentscale Boots59162 ER 68 Ward-78
No.Dragonscale Boots75244 ER-101Verisium x375
Rf.Runeforged Dragonscale Boots75211 ER 53 Ward-101
Runeforged Embossed BootsNo.Embossed Boots1663 ER-23
Rf.Runeforged Embossed Boots1663 ER 26 Ward-23Verisium x30
Rm.Runemastered Embossed Boots3894 ER 41 Ward5 % increased Movement Speed51Verisium x720
Runeforged Flared BootsNo.Flared Boots45157 ER-60Verisium x125
Rf.Runeforged Flared Boots45157 ER 39 Ward-60
No.Drakeskin Boots80255 ER-108Verisium x415
Rf.Runeforged Drakeskin Boots8089 ER 169 Ward-108
Runeforged Frayed ShoesNo.Frayed Shoes515 ER 10 ES-77Verisium x20
Rf.Runeforged Frayed Shoes515 ER 10 ES 17 Ward-77
No.Velour Shoes5299 ER 31 ES-3838Verisium x520
Rm.Runemastered Velour Shoes6585 ER 26 ES 63 Ward-4747
No.Wanderer Shoes65122 ER 37 ES-4747Verisium x255
Rf.Runeforged Wanderer Shoes65110 ER 34 ES 42 Ward-4747
Runeforged Steelpoint ShoesNo.Steelpoint Shoes4586 ER 28 ES-3434Verisium x130
Rf.Runeforged Steelpoint Shoes4586 ER 28 ES 39 Ward-3434
No.Daggerfoot Shoes80140 ER 43 ES-5959Verisium x435
Rf.Runeforged Daggerfoot Shoes8034 ER 10 ES 194 Ward-5959
Runeforged Hunting ShoesNo.Hunting Shoes3365 ER 22 ES-2626
Rf.Runeforged Hunting Shoes3365 ER 22 ES 34 Ward-2626Verisium x70
Rm.Runemastered Hunting Shoes4070 ER 23 ES 28 Ward-3030Verisium x220
No.Treerunner Shoes59111 ER 34 ES-4444Verisium x205
Rf.Runeforged Treerunner Shoes5995 ER 29 ES 58 Ward-4444
No.Quickslip Shoes75134 ER 41 ES-5656Verisium x365
Rf.Runeforged Quickslip Shoes75128 ER 39 ES 32 Ward-5656
Runeforged Threaded ShoesNo.Threaded Shoes1635 ER 15 ES-1414
Rf.Runeforged Threaded Shoes1635 ER 15 ES 26 Ward-1414Verisium x30
Rm.Runemastered Threaded Shoes3855 ER 19 ES 34 Ward5 % increased Movement Speed2929Verisium x220
No.Charmed Shoes70128 ER 39 ES-5151Verisium x325
Rf.Runeforged Charmed Shoes7067 ER 20 ES 116 Ward-5151
Runeforged Straw SandalsNo.Straw Sandals14 ES--
Rf.Runeforged Straw Sandals14 ES 14 Ward--Verisium x15
Rm.Runemastered Straw Sandals3845 ES 34 Ward5 % increased Movement Speed51Verisium x200
Runeforged Silk SlippersNo.Silk Slippers2736 ES-38
Rf.Runeforged Silk Slippers2736 ES 31 Ward-38Verisium x50
Rm.Runemastered Silk Slippers3836 ES 54 Ward-51Verisium x220
No.Elegant Slippers5458 ES-72Verisium x180
Rf.Runeforged Elegant Slippers5450 ES 54 Ward-72
No.Luxurious Slippers7073 ES-93Verisium x325
Rf.Runeforged Luxurious Slippers7037 ES 116 Ward-93
Runeforged Lattice SandalsNo.Lattice Sandals1627 ES-23
Rf.Runeforged Lattice Sandals1627 ES 26 Ward-23Verisium x30
Rm.Runemastered Lattice Sandals3834 ES 34 Ward5 % increased Movement Speed51Verisium x1690
Runeforged Wrapped SandalsNo.Wrapped Sandals1122 ES-17
Rf.Runeforged Wrapped Sandals1122 ES 21 Ward-17Verisium x25
Rm.Runemastered Wrapped Sandals3841 ES 41 Ward5 % increased Movement Speed51Verisium x370
No.Bound Sandals6568 ES-86Verisium x265
Rf.Runeforged Bound Sandals6561 ES 42 Ward-86
Runeforged Flax SandalsNo.Flax Sandals4551 ES-60Verisium x125
Rf.Runeforged Flax Sandals4551 ES 39 Ward-60
No.Sekhema Sandals8083 ES-108Verisium x430
Rf.Runeforged Sekhema Sandals8022 ES 184 Ward-108
Runeforged Feathered SandalsNo.Feathered Sandals3341 ES-45
Rf.Runeforged Feathered Sandals3341 ES 36 Ward-45Verisium x75
Rm.Runemastered Feathered Sandals4033 ES 42 Ward-54Verisium x220
No.Dunerunner Sandals5963 ES-78Verisium x210
Rf.Runeforged Dunerunner Sandals5956 ES 49 Ward-78
No.Sandsworn Sandals7578 ES-101Verisium x390
Rf.Runeforged Sandsworn Sandals7566 ES 49 Ward-101
Runemastered Grand CuissesNo.Grand Cuisses6589 AR 81 ER 25 ES-343434Verisium x540
Rm.Runemastered Grand Cuisses6545 AR 41 ER 12 ES 106 Ward-343434
IconStage
Item
DefencesOtherReq.Cost
Runeforged Moulded MittsNo.Moulded Mitts3389 AR-42
Rf.Runeforged Moulded Mitts3389 AR 22 Ward-42Verisium x55
Rm.Runemastered Moulded Mitts5570 AR 61 Ward-68Verisium x400
No.Feathered Mitts59149 AR-73Verisium x170
Rf.Runeforged Feathered Mitts59134 AR 32 Ward-73
No.Vaal Mitts75179 AR-94Verisium x290
Rf.Runeforged Vaal Mitts75162 AR 28 Ward-94
Runeforged Stocky MittsNo.Stocky Mitts15 AR--
Rf.Runeforged Stocky Mitts15 AR 10 Ward--Verisium x10
Rm.Runemastered Stocky Mitts3850 AR 45 Ward-48Verisium x240
Runeforged Bolstered MittsNo.Bolstered Mitts2775 AR-35
Rf.Runeforged Bolstered Mitts2775 AR 21 Ward-35Verisium x40
Rm.Runemastered Bolstered Mitts3880 AR 27 Ward-48Verisium x150
No.Ancient Mitts54137 AR-67Verisium x140
Rf.Runeforged Ancient Mitts54103 AR 48 Ward-67
No.Ornate Mitts70171 AR-87Verisium x250
Rf.Runeforged Ornate Mitts70106 AR 63 Ward-87
Runeforged Detailed MittsNo.Detailed Mitts45116 AR-56Verisium x105
Rf.Runeforged Detailed Mitts45116 AR 26 Ward-56
No.Massive Mitts80187 AR-101Verisium x330
Rf.Runeforged Massive Mitts8049 AR 127 Ward-101
Runeforged Riveted MittsNo.Riveted Mitts1138 AR-16
Rf.Runeforged Riveted Mitts1138 AR 16 Ward-16Verisium x20
Rm.Runemastered Riveted Mitts3880 AR 23 Ward-48Verisium x250
No.Knightly Mitts65162 AR-80Verisium x215
Rf.Runeforged Knightly Mitts65146 AR 28 Ward-80
Runemastered Titan MittsNo.Titan Mitts52132 AR-64Verisium x400
Rm.Runemastered Titan Mitts65114 AR 49 Ward-80
Runeforged Tempered MittsNo.Tempered Mitts1649 AR-22
Rf.Runeforged Tempered Mitts1649 AR 17 Ward-22Verisium x20
Rm.Runemastered Tempered Mitts3895 AR 23 Ward-48Verisium x150
Runeforged Ringmail GauntletsNo.Ringmail Gauntlets614 AR 11 ER-66
Rf.Runeforged Ringmail Gauntlets614 AR 11 ER 12 Ward-66Verisium x15
Rm.Runemastered Ringmail Gauntlets3844 AR 39 ER 18 Ward-2727Verisium x140
No.Burnished Gauntlets5273 AR 66 ER-3636Verisium x230
Rm.Runemastered Burnished Gauntlets5236 AR 33 ER 58 Ward-3636
No.Steelmail Gauntlets6589 AR 81 ER-4444Verisium x205
Rf.Runeforged Steelmail Gauntlets6580 AR 73 ER 28 Ward-4444
Runeforged Doubled GauntletsNo.Doubled Gauntlets3349 AR 43 ER-2424
Rf.Runeforged Doubled Gauntlets3349 AR 43 ER 24 Ward-2424Verisium x55
Rm.Runemastered Doubled Gauntlets5561 AR 56 ER 24 Ward-3838Verisium x260
No.Zealot Gauntlets5982 AR 74 ER-4141Verisium x160
Rf.Runeforged Zealot Gauntlets5978 AR 71 ER 26 Ward-4141
No.Cultist Gauntlets7598 AR 90 ER-5252Verisium x295
Rf.Runeforged Cultist Gauntlets7585 AR 77 ER 35 Ward-5252
Runeforged Layered GauntletsNo.Layered Gauntlets1627 AR 23 ER-1313
Rf.Runeforged Layered Gauntlets1627 AR 23 ER 17 Ward-1313Verisium x25
Rm.Runemastered Layered Gauntlets3852 AR 47 ER 14 Ward-2727Verisium x140
No.Commander Gauntlets7094 AR 85 ER-4848Verisium x280
Rf.Runeforged Commander Gauntlets7058 AR 53 ER 63 Ward-4848
Runeforged Plate GauntletsNo.Plate Gauntlets4564 AR 58 ER-3232
Rf.Runeforged Plate Gauntlets4564 AR 58 ER 27 Ward-3232Verisium x100
Rm.Runemastered Plate Gauntlets5569 AR 63 ER 12 Ward-3838Verisium x260
No.Blacksteel Gauntlets80103 AR 94 ER-5555Verisium x355
Rf.Runeforged Blacksteel Gauntlets8018 AR 16 ER 141 Ward-5555
Runeforged Rope CuffsNo.Rope Cuffs513 AR 6 ES-66
Rf.Runeforged Rope Cuffs513 AR 6 ES 11 Ward-66Verisium x15
Rm.Runemastered Rope Cuffs3833 AR 10 ES 36 Ward-2727Verisium x130
No.Bound Cuffs6589 AR 25 ES-4444Verisium x215
Rf.Runeforged Bound Cuffs6580 AR 22 ES 28 Ward-4444
Runeforged Kalguuran CuffsNo.Kalguuran Cuffs4564 AR 19 ES-3232
Rf.Runeforged Kalguuran Cuffs4564 AR 19 ES 27 Ward-3232Verisium x105
Rm.Runemastered Verisium Cuffs5573 AR 21 ES 12 Ward-3838Verisium x260
No.Adherent Cuffs8098 AR 27 ES-5555Verisium x350
Rf.Runeforged Adherent Cuffs8022 AR 6 ES 134 Ward-5555
Runeforged Goldcast CuffsNo.Goldcast Cuffs3349 AR 15 ES-2424
Rf.Runeforged Goldcast Cuffs3349 AR 15 ES 24 Ward-2424Verisium x55
Rm.Runemastered Goldcast Cuffs5577 AR 22 ES 37 Ward-3838Verisium x260
No.Ornate Cuffs5982 AR 23 ES-4141Verisium x160
Rf.Runeforged Ornate Cuffs5965 AR 18 ES 45 Ward-4141
No.Gleaming Cuffs7594 AR 26 ES-5252Verisium x295
Rf.Runeforged Gleaming Cuffs7589 AR 25 ES 28 Ward-5252
Runeforged Aged CuffsNo.Aged Cuffs1627 AR 10 ES-1313
Rf.Runeforged Aged Cuffs1627 AR 10 ES 17 Ward-1313Verisium x25
Rm.Runemastered Aged Cuffs3844 AR 13 ES 18 Ward-2727Verisium x150
No.Ancient Cuffs7089 AR 25 ES-4848Verisium x255
Rf.Runeforged Ancient Cuffs7058 AR 16 ES 63 Ward-4848
Runeforged Sectioned BracersNo.Sectioned Bracers2868 ER-36
Rf.Runeforged Sectioned Bracers2868 ER 22 Ward-36Verisium x40
Rm.Runemastered Sectioned Bracers3876 ER 18 Ward-48Verisium x150
No.Refined Bracers54124 ER-67Verisium x145
Rf.Runeforged Refined Bracers54118 ER 24 Ward-67
No.Grand Bracers70155 ER-87Verisium x275
Rf.Runeforged Grand Bracers7096 ER 63 Ward-87
Runeforged Firm BracersNo.Firm Bracers1131 ER-16
Rf.Runeforged Firm Bracers1131 ER 16 Ward-16Verisium x20
Rm.Runemastered Firm Bracers3863 ER 27 Ward-48Verisium x140
No.Stalking Bracers65148 ER-80Verisium x220
Rf.Runeforged Stalking Bracers65133 ER 28 Ward-80
Runeforged Suede BracersNo.Suede Bracers10 ER--
Rf.Runeforged Suede Bracers10 ER 10 Ward--Verisium x10
Rm.Runemastered Suede Bracers3863 ER 20 Ward-48Verisium x420
No.Runeforged Engraved Bracers65133 ER 35 Ward-80Verisium x330
Rf.Runeforged Engraved Bracers65133 ER 35 Ward-80
Runeforged Bound BracersNo.Bound Bracers1642 ER-22Verisium x20
Rf.Runeforged Bound Bracers1642 ER 17 Ward-22
Runeforged Spined BracersNo.Spined Bracers3379 ER-42
Rf.Runeforged Spined Bracers3379 ER 22 Ward-42Verisium x60
Rm.Runemastered Spined Bracers3872 ER 18 Ward-48Verisium x490
No.Spiked Bracers59135 ER-73Verisium x155
Rf.Runeforged Spiked Bracers59108 ER 45 Ward-73
No.Barbed Bracers75163 ER-94Verisium x295
Rf.Runeforged Barbed Bracers75141 ER 35 Ward-94
Runeforged Fine BracersNo.Fine Bracers45105 ER-56
Rf.Runeforged Fine Bracers45105 ER 26 Ward-56Verisium x95
Rm.Runemastered Fine Bracers4552 ER 52 Ward-56Verisium x1740
No.Polished Bracers80170 ER-101Verisium x335
Rf.Runeforged Polished Bracers8052 ER 120 Ward-101
Runeforged Linen WrapsNo.Linen Wraps1623 ER 10 ES-1313
Rf.Runeforged Linen Wraps1623 ER 10 ES 17 Ward-1313Verisium x25
Rm.Runemastered Linen Wraps3837 ER 12 ES 23 Ward-2727Verisium x150
No.Elegant Wraps7085 ER 26 ES-4848Verisium x275
Rf.Runeforged Elegant Wraps7053 ER 16 ES 63 Ward-4848
Runeforged Buckled WrapsNo.Buckled Wraps4558 ER 19 ES-3232Verisium x95
Rf.Runeforged Buckled Wraps4558 ER 19 ES 27 Ward-3232
No.Secured Wraps8094 ER 29 ES-5555Verisium x330
Rf.Runeforged Secured Wraps8018 ER 5 ES 138 Ward-5555
Runeforged Spiral WrapsNo.Spiral Wraps3343 ER 15 ES-2424
Rf.Runeforged Spiral Wraps3343 ER 15 ES 24 Ward-2424Verisium x60
Rm.Runemastered Spiral Wraps5538 ER 12 ES 67 Ward-3838Verisium x500
No.Adorned Wraps5974 ER 23 ES-4141Verisium x160
Rf.Runeforged Adorned Wraps5963 ER 20 ES 39 Ward-4141
No.Vaal Wraps7590 ER 27 ES-5252Verisium x310
Rf.Runeforged Vaal Wraps7581 ER 25 ES 28 Ward-5252
Runeforged Gauze WrapsNo.Gauze Wraps49 ER 6 ES-66
Rf.Runeforged Gauze Wraps49 ER 6 ES 11 Ward-66Verisium x15
Rm.Runemastered Gauze Wraps3890 Ward-2727Verisium x230
No.Furtive Wraps5266 ER 21 ES-3636Verisium x1960
Rm.Runemastered Furtive Wraps5556 ER 17 ES 24 Ward-3838
No.War Wraps6594 ER 29 ES-4444Verisium x210
Rf.Runeforged War Wraps6573 ER 22 ES 28 Ward-4444
No.Utility Wraps6581 ER 25 ES-4444Verisium x2750
Rm.Runemastered Utility Wraps6549 ER 15 ES 56 Ward-4444
Runeforged Sombre GlovesNo.Sombre Gloves1215 ES-17
Rf.Runeforged Sombre Gloves1215 ES 17 Ward-17Verisium x20
Rm.Runemastered Sombre Gloves3924 ES 18 Ward-49Verisium x140
No.Grim Gloves6545 ES-80Verisium x225
Rf.Runeforged Grim Gloves6541 ES 28 Ward-80
Runeforged Pauascale GlovesNo.Pauascale Gloves4534 ES-56
Rf.Runeforged Pauascale Gloves4534 ES 26 Ward-56Verisium x95
Rm.Runemastered Pauascale Gloves5530 ES 31 Ward-68Verisium x260
No.Sirenscale Gloves8054 ES-101Verisium x335
Rf.Runeforged Sirenscale Gloves8013 ES 128 Ward-101
Runeforged Torn GlovesNo.Torn Gloves9 ES--
Rf.Runeforged Torn Gloves9 ES 10 Ward--Verisium x10
Rm.Runemastered Torn Gloves3818 ES 36 Ward-48Verisium x240
Runeforged Jewelled GlovesNo.Jewelled Gloves2623 ES-34
Rf.Runeforged Jewelled Gloves2623 ES 20 Ward-34Verisium x40
Rm.Runemastered Jewelled Gloves3821 ES 27 Ward-48Verisium x140
No.Baroque Gloves5439 ES-67Verisium x135
Rf.Runeforged Baroque Gloves5433 ES 36 Ward-67
No.Opulent Gloves7048 ES-87Verisium x265
Rf.Runeforged Opulent Gloves7029 ES 63 Ward-87
Runeforged Stitched GlovesNo.Stitched Gloves1618 ES-22
Rf.Runeforged Stitched Gloves1618 ES 17 Ward-22Verisium x25
Rm.Runemastered Stitched Gloves3830 ES 23 Ward-48Verisium x150
Runemastered Embroidered GlovesNo.Embroidered Gloves5238 ES-64Verisium x1900
Rm.Runemastered Embroidered Gloves5226 ES 35 Ward-64
Runeforged Intricate GlovesNo.Intricate Gloves3327 ES-42
Rf.Runeforged Intricate Gloves3327 ES 22 Ward-42Verisium x60
Rm.Runemastered Intricate Gloves5547 ES 24 Ward-68Verisium x260
No.Gold Gloves5942 ES-73Verisium x165
Rf.Runeforged Gold Gloves5931 ES 52 Ward-73
No.Vaal Gloves7551 ES-94Verisium x305
Rf.Runeforged Vaal Gloves7547 ES 21 Ward-94
Runemastered Grand ManchettesNo.Grand Manchettes6560 AR 54 ER 17 ES-323232Verisium x640
Rm.Runemastered Grand Manchettes6530 AR 27 ER 8 ES 70 Ward-323232
IconStage
Item
DefencesOtherReq.Cost
Runeforged Wrapped GreathelmNo.Wrapped Greathelm1699 AR-25
Rf.Runeforged Wrapped Greathelm1699 AR 35 Ward-25Verisium x35
Rm.Runemastered Wrapped Greathelm38170 AR 27 Ward-54Verisium x180
Runeforged Rusted GreathelmNo.Rusted Greathelm29 AR--
Rf.Runeforged Rusted Greathelm29 AR 19 Ward--Verisium x15
Rm.Runemastered Rusted Greathelm38360 AR 36 Ward-54Verisium x160
Rm.Runemastered Rusted Greathelm38360 AR 36 Ward-54Verisium x170
Runeforged Elite GreathelmNo.Elite Greathelm33177 AR-48
Rf.Runeforged Elite Greathelm33177 AR 49 Ward-48Verisium x90
Rm.Runemastered Elite Greathelm55209 AR 61 Ward-78Verisium x330
No.Noble Greathelm59297 AR-83Verisium x245
Rf.Runeforged Noble Greathelm59223 AR 104 Ward-83
No.Paragon Greathelm75357 AR-107Verisium x420
Rf.Runeforged Paragon Greathelm75341 AR 42 Ward-107
Runeforged Spired GreathelmNo.Spired Greathelm27149 AR-40
Rf.Runeforged Spired Greathelm27149 AR 49 Ward-40Verisium x65
Rm.Runemastered Spired Greathelm40115 AR 85 Ward-58Verisium x1110
No.Elegant Greathelm54274 AR-77Verisium x220
Rf.Runeforged Elegant Greathelm54247 AR 60 Ward-77
No.Masked Greathelm70341 AR-99Verisium x380
Rf.Runeforged Masked Greathelm70260 AR 85 Ward-99
Runeforged Warrior GreathelmNo.Warrior Greathelm36191 AR-52
Rf.Runeforged Warrior Greathelm36191 AR 50 Ward-52Verisium x100
Rm.Runemastered Warrior Greathelm55111 AR 147 Ward-78Verisium x320
Runeforged Soldier GreathelmNo.Soldier Greathelm1280 AR-19
Rf.Runeforged Soldier Greathelm1280 AR 29 Ward-19Verisium x30
Rm.Runemastered Soldier Greathelm38140 AR 54 Ward-54Verisium x180
No.Warmonger Greathelm65325 AR-91Verisium x315
Rf.Runeforged Warmonger Greathelm65292 AR 56 Ward-91
Runeforged Commander GreathelmNo.Commander Greathelm45233 AR-64Verisium x150
Rf.Runeforged Commander Greathelm45233 AR 56 Ward-64
No.Imperial Greathelm80374 AR-115Verisium x460
Rf.Runeforged Imperial Greathelm80114 AR 240 Ward-115
Runeforged Fierce GreathelmNo.Fierce Greathelm51260 AR-73
Rf.Runeforged Fierce Greathelm51260 AR 57 Ward-73Verisium x195
Rm.Runemastered Fierce Greathelm55334 AR 24 Ward-78Verisium x170
Runeforged Shielded HelmNo.Shielded Helm3397 AR 87 ER-2727
Rf.Runeforged Shielded Helm3397 AR 87 ER 44 Ward-2727Verisium x90
Rm.Runemastered Shielded Helm55107 AR 97 ER 122 Ward-4343Verisium x450
No.Cassis Helm59163 AR 149 ER-4646Verisium x255
Rf.Runeforged Gladiatorial Helm (FourHelmetStrDex5CruelVerisium)59147 AR 134 ER 65 Ward-4646
No.Champion Helm75197 AR 179 ER-5959Verisium x415
Rf.Runeforged Champion Helm75179 AR 163 ER 56 Ward-5959
No.Gladiatorial Helm80206 AR 187 ER-6363Verisium x470
Rf.Runeforged Gladiatorial Helm (FourHelmetStrDex6EndgameVerisium)8054 AR 49 ER 254 Ward-6363
Runemastered Decorated HelmNo.Decorated Helm52146 AR 132 ER-4141Verisium x4890
Rm.Runemastered Decorated Helm65161 AR 146 ER 70 Ward-5050
Runeforged Visored HelmNo.Visored Helm1654 AR 46 ER-1515
Rf.Runeforged Visored Helm1654 AR 46 ER 35 Ward-1515Verisium x35
Rm.Runemastered Visored Helm3877 AR 69 ER 54 Ward-3131Verisium x320
Runeforged Cowled HelmNo.Cowled Helm2680 AR 70 ER-2222
Rf.Runeforged Cowled Helm2680 AR 70 ER 41 Ward-2222Verisium x60
Rm.Runemastered Cowled Helm40104 AR 93 ER 19 Ward-3232Verisium x530
No.Cabalist Helm54151 AR 137 ER-4242Verisium x220
Rf.Runeforged Cabalist Helm54113 AR 102 ER 96 Ward-4242
No.Cryptic Helm70188 AR 171 ER-5454Verisium x365
Rf.Runeforged Cryptic Helm70143 AR 130 ER 85 Ward-5454
Runeforged Guarded HelmNo.Guarded Helm1142 AR 34 ER-1111
Rf.Runeforged Guarded Helm1142 AR 34 ER 32 Ward-1111Verisium x30
Rm.Runemastered Guarded Helm38275 AR 247 ER 36 Ward-3131Verisium x180
No.Warded Helm65179 AR 163 ER-5050Verisium x295
Rf.Runeforged Warded Helm65166 AR 151 ER 48 Ward-5050
Runeforged Brimmed HelmNo.Brimmed Helm526 AR 20 ER-77
Rf.Runeforged Brimmed Helm526 AR 20 ER 26 Ward-77Verisium x25
Rm.Runemastered Brimmed Helm3844 AR 39 ER 109 Ward-3131Verisium x180
Runeforged Closed HelmNo.Closed Helm45128 AR 115 ER-3636Verisium x155
Rf.Runeforged Closed Helm45128 AR 115 ER 52 Ward-3636
Ancient VisorNo.Ancient Visor65179 AR 163 ER-5959Verisium x300
UpgradeAncient Visor65179 AR 163 ER-5959
Runeforged Iron CrownNo.Iron Crown526 AR 13 ES-77
Rf.Runeforged Iron Crown526 AR 13 ES 26 Ward-77Verisium x20
Rm.Runemastered Iron Crown3872 AR 21 ES 72 Ward-3131Verisium x330
Runeforged Cultist CrownNo.Cultist Crown1654 AR 19 ES-1515
Rf.Runeforged Cultist Crown1654 AR 19 ES 35 Ward-1515Verisium x35
Rm.Runemastered Cultist Crown38165 AR 50 ES 49 Ward-3131Verisium x310
Runeforged Heavy CrownNo.Heavy Crown3397 AR 30 ES-2727
Rf.Runeforged Heavy Crown3397 AR 30 ES 44 Ward-2727Verisium x85
Rm.Runemastered Heavy Crown5577 AR 22 ES 122 Ward-4343Verisium x440
No.Inquisitor Crown59163 AR 46 ES-4646Verisium x255
Rf.Runeforged Inquisitor Crown59155 AR 44 ES 52 Ward-4646
No.Divine Crown75197 AR 55 ES-5959Verisium x415
Rf.Runeforged Divine Crown75179 AR 50 ES 56 Ward-5959
Runeforged Horned CrownNo.Horned Crown1039 AR 16 ES-1010
Rf.Runeforged Horned Crown1039 AR 16 ES 30 Ward-1010Verisium x30
Rm.Runemastered Horned Crown3883 AR 25 ES 54 Ward-3131Verisium x180
No.Druidic Crown65179 AR 50 ES-5050Verisium x295
Rf.Runeforged Druidic Crown65161 AR 45 ES 56 Ward-5050
Runemastered Tenebrous CrownNo.Tenebrous Crown65179 AR 50 ES-5959Verisium x300
Rm.Runemastered Tenebrous Crown65143 AR 40 ES 56 Ward-5959
Runeforged Spiritbone CrownNo.Spiritbone Crown45128 AR 37 ES-3636
Rf.Runeforged Spiritbone Crown45128 AR 37 ES 52 Ward-3636Verisium x160
Rm.Runemastered Spiritbone Crown (FourHelmetStrInt6VerisiumUnique1)65116 AR 32 ES 113 WardHas 3 Sockets5050Verisium x25
Rm.Runemastered Spiritbone Crown (FourHelmetStrInt6VerisiumUnique2)65116 AR 32 ES 113 Ward(25 — 50) % increased Runic Ward Regeneration Rate+250 Intelligence Requirement100 % reduced Duration of Curses on you5050Verisium x25
Rm.Runemastered Spiritbone Crown (FourHelmetStrInt6VerisiumUnique3)65116 AR 32 ES 113 WardEvery 5 seconds, gain a Verisium Infusion5050Verisium x25
No.Cryptic Crown80206 AR 57 ES-6363Verisium x465
Rf.Runeforged Cryptic Crown8054 AR 15 ES 254 Ward-6363
Runeforged Martyr CrownNo.Martyr Crown2885 AR 27 ES-2323
Rf.Runeforged Martyr Crown2885 AR 27 ES 43 Ward-2323Verisium x65
Rm.Runemastered Martyr Crown4066 AR 20 ES 81 Ward-3232Verisium x830
No.Hallowed Crown54151 AR 43 ES-4242Verisium x205
Rf.Runeforged Hallowed Crown54121 AR 34 ES 84 Ward-4242
No.Saintly Crown70188 AR 52 ES-5454Verisium x380
Rf.Runeforged Saintly Crown70125 AR 35 ES 113 Ward-5454
Runeforged Corsair CapNo.Corsair Cap45210 ER-64
Rf.Runeforged Corsair Cap45210 ER 56 Ward-64Verisium x150
Rm.Runemastered Corsair Cap55202 ER 37 Ward-78Verisium x3760
No.Freebooter Cap80340 ER-115Verisium x470
Rf.Runeforged Freebooter Cap80104 ER 240 Ward-115
Runeforged Hunter HoodNo.Hunter Hood33158 ER-48
Rf.Runeforged Hunter Hood33158 ER 49 Ward-48Verisium x90
Rm.Runemastered Hunter Hood4073 ER 75 Ward-58Verisium x330
No.Deerstalker Hood59270 ER-83Verisium x260
Rf.Runeforged Deerstalker Hood59216 ER 91 Ward-83
No.Trapper Hood75326 ER-107Verisium x410
Rf.Runeforged Trapper Hood75311 ER 42 Ward-107
Runemastered Velvet CapNo.Velvet Cap52240 ER-74Verisium x3860
Rm.Runemastered Velvet Cap65222 ER 70 Ward-91
Runeforged Felt CapNo.Felt Cap1058 ER-17
Rf.Runeforged Felt Cap1058 ER 27 Ward-17Verisium x30
Rm.Runemastered Felt Cap38134 ER 54 Ward-54Verisium x320
No.Woven Cap65296 ER-91Verisium x290
Rf.Runeforged Woven Cap65281 ER 42 Ward-91
Runeforged Lace HoodNo.Lace Hood1684 ER-25
Rf.Runeforged Lace Hood (FourHelmetDex3Verisium)1684 ER 35 Ward-25Verisium x35
Rf.Runeforged Lace Hood (FourHelmetDex3VerisiumUnique1)3890 ER 72 Ward(30 — 50) % increased Ignite Magnitude54Verisium x590
Runeforged Swathed CapNo.Swathed Cap26127 ER-38Verisium x60
Rf.Runeforged Swathed Cap26127 ER 48 Ward-38
No.Wrapped Cap54248 ER-77Verisium x215
Rf.Runeforged Wrapped Cap54211 ER 72 Ward-77
No.Desert Cap70311 ER-99Verisium x375
Rf.Runeforged Desert Cap70222 ER 99 Ward-99
Runeforged Viper CapNo.Viper Cap38179 ER-54
Rf.Runeforged Viper Cap38179 ER 52 Ward-54Verisium x115
Rm.Runemastered Viper Cap55139 ER 110 Ward-78Verisium x3710
Runeforged Shabby HoodNo.Shabby Hood19 ER--
Rf.Runeforged Shabby Hood19 ER 19 Ward--Verisium x15
Rm.Runemastered Shabby Hood38201 Ward-54Verisium x180
No.Armoured Cap65296 ER-91Verisium x3710
Rm.Runemastered Armoured Cap65178 ER 113 Ward-91
Runemastered Covert HoodNo.Covert Hood56257 ER-79Verisium x600
Rm.Runemastered Covert Hood56129 ER 124 Ward-79
Runeforged Leatherbound HoodNo.Leatherbound Hood50231 ER-71
Rf.Runeforged Leatherbound Hood50231 ER 56 Ward-71Verisium x185
Rm.Runemastered Leatherbound Hood65266 ER 28 Ward-91Verisium x2760
Runeforged Hooded MaskNo.Hooded Mask1646 ER 19 ES-1515
Rf.Runeforged Hooded Mask1646 ER 19 ES 35 Ward-1515Verisium x35
Rm.Runemastered Hooded Mask3869 ER 23 ES 54 Ward-3131Verisium x170
Runeforged Veiled MaskNo.Veiled Mask2875 ER 27 ES-2323
Rf.Runeforged Veiled Mask2875 ER 27 ES 43 Ward-2323Verisium x65
Rm.Runemastered Veiled Mask4078 ER 26 ES 57 Ward-3232Verisium x180
No.Pariah Mask54137 ER 43 ES-4242Verisium x215
Rf.Runeforged Pariah Mask54123 ER 39 ES 60 Ward-4242
No.Faridun Mask70171 ER 52 ES-5454Verisium x380
Rf.Runeforged Faridun Mask70122 ER 37 ES 99 Ward-5454
Runeforged Solid MaskNo.Solid Mask45115 ER 37 ES-3636
Rf.Runeforged Solid Mask45115 ER 37 ES 52 Ward-3636Verisium x160
Rm.Runemastered Solid Mask55125 ER 39 ES 37 Ward-4343Verisium x590
No.Grinning Mask80187 ER 57 ES-6363Verisium x480
Rf.Runeforged Grinning Mask8049 ER 15 ES 254 Ward-6363
Runemastered Death MaskNo.Death Mask65163 ER 50 ES-5050Verisium x3370
Rm.Runemastered Death Mask65130 ER 40 ES 70 Ward-5050
Runeforged Face MaskNo.Face Mask1032 ER 16 ES-1010
Rf.Runeforged Face Mask1032 ER 16 ES 30 Ward-1010Verisium x30
Rm.Runemastered Face Mask38118 ER 40 ES 18 Ward-3131Verisium x170
No.Brigand Mask65163 ER 50 ES-5050Verisium x305
Rf.Runeforged Brigand Mask65155 ER 47 ES 42 Ward-5050
Runeforged Hewn MaskNo.Hewn Mask520 ER 13 ES-77
Rf.Runeforged Hewn Mask520 ER 13 ES 26 Ward-77Verisium x20
Rm.Runemastered Hewn Mask3830 ER 10 ES 54 Ward-3131Verisium x330
Runeforged Tribal MaskNo.Tribal Mask3387 ER 30 ES-2727
Rf.Runeforged Tribal Mask3387 ER 30 ES 44 Ward-2727Verisium x90
Rm.Runemastered Tribal Mask52105 ER 33 ES 47 Ward-4141Verisium x590
No.Avian Mask59149 ER 46 ES-4646Verisium x245
Rf.Runeforged Avian Mask59119 ER 37 ES 91 Ward-4646
No.Soaring Mask75179 ER 55 ES-5959Verisium x425
Rf.Runeforged Soaring Mask75163 ER 50 ES 56 Ward-5959
Runeforged Twig CircletNo.Twig Circlet19 ES--
Rf.Runeforged Twig Circlet19 ES 19 Ward--Verisium x15
Rm.Runemastered Twig Circlet3848 ES 36 Ward-54Verisium x190
Runeforged Beaded CircletNo.Beaded Circlet1635 ES-25
Rf.Runeforged Beaded Circlet1635 ES 35 Ward-25Verisium x35
Rm.Runemastered Beaded Circlet3824 ES 72 Ward-54Verisium x180
Runeforged Jade TiaraNo.Jade Tiara5073 ES-71
Rf.Runeforged Jade Tiara5073 ES 56 Ward-71Verisium x190
Rm.Runemastered Jade Tiara6545 ES 141 Ward-91Verisium x620
No.Ancestral Tiara80109 ES-115Verisium x495
Rf.Runeforged Ancestral Tiara8032 ES 240 Ward-115
Runeforged Gold CircletNo.Gold Circlet4062 ES-58
Rf.Runeforged Gold Circlet4062 ES 55 Ward-58Verisium x125
Rm.Runemastered Gold Circlet5516 ES 196 Ward-78Verisium x3860
Runeforged Wicker TiaraNo.Wicker Tiara1029 ES-17
Rf.Runeforged Wicker Tiara1029 ES 27 Ward-17Verisium x30
Rm.Runemastered Wicker Tiara3845 ES 45 Ward-54Verisium x180
No.Skycrown Tiara6590 ES-91Verisium x300
Rf.Runeforged Skycrown Tiara6581 ES 56 Ward-91
Runeforged Feathered TiaraNo.Feathered Tiara3354 ES-48
Rf.Runeforged Feathered Tiara3354 ES 49 Ward-48Verisium x90
Rm.Runemastered Feathered Tiara5532 ES 98 Ward-78Verisium x330
No.Jungle Tiara5984 ES-83Verisium x250
Rf.Runeforged Jungle Tiara5963 ES 104 Ward-83
No.Kamasan Tiara75103 ES-107Verisium x410
Rf.Runeforged Kamasan Tiara7595 ES 42 Ward-107
Runeforged Chain TiaraNo.Chain Tiara2647 ES-38
Rf.Runeforged Chain Tiara2647 ES 48 Ward-38Verisium x55
Rm.Runemastered Chain Tiara4062 ES-58Verisium x1450
No.Sandsworn Tiara5478 ES-77Verisium x215
Rf.Runeforged Sandsworn Tiara5474 ES 48 Ward-77
No.Sorcerous Tiara7097 ES-99Verisium x375
Rf.Runeforged Sorcerous Tiara7063 ES 113 Ward-99
Runemastered Magus TiaraNo.Magus Tiara6590 ES-91Verisium x1180
Rm.Runemastered Magus Tiara6568 ES 70 Ward-91
Runemastered Twilight TiaraNo.Twilight Tiara5882 ES-82Verisium x1250
Rm.Runemastered Twilight Tiara6572 ES 56 Ward-91
Runeforged Vermeil CircletNo.Vermeil Circlet4568 ES-64
Rf.Runeforged Vermeil Circlet4568 ES 56 Ward-64Verisium x155
Rm.Runemastered Vermeil Circlet5567 ES 37 Ward-78Verisium x840
Runemastered Grand VisageNo.Grand Visage65119 AR 109 ER 33 ES-363636Verisium x310
Rm.Runemastered Grand Visage6577 AR 71 ER 22 ES 99 Ward-363636
IconStage
Item
DefencesBlockMoveOtherReq.Cost
Runeforged Wooden BucklerNo.Wooden Buckler518 ER20%-Grants Skill: Parry10
Rf.Runeforged Wooden Buckler518 ER 11 Ward20%-Grants Skill: Parry10Verisium x25
Rm.Runemastered Wooden Buckler3890 ER 18 Ward20%-Grants Skill: Parry54Verisium x240
Runeforged Ornate BucklerNo.Ornate Buckler52120 ER20%-Grants Skill: Parry74
Rf.Runeforged Ornate Buckler (FourShieldDex11Verisium)52117 Ward20%-Grants Skill: Parry74Verisium x325
Rm.Runemastered Ornate Buckler55114 ER 12 Ward20%-Grants Skill: Parry78Verisium x1000
Runeforged Ridged BucklerNo.Ridged Buckler2255 ER20%-Grants Skill: Parry33
Rf.Runeforged Ridged Buckler2255 ER 21 Ward20%-Grants Skill: Parry33Verisium x45
Rm.Runemastered Ridged Buckler4066 ER 28 Ward20%-Grants Skill: Parry58Verisium x240
Runeforged Edged BucklerNo.Edged Buckler3992 ER20%-Grants Skill: Parry56Verisium x125
Rf.Runeforged Edged Buckler3992 ER 28 Ward20%-Grants Skill: Parry56
No.Bladeguard Buckler61139 ER20%-Grants Skill: Parry86Verisium x285
Rf.Runeforged Bladeguard Buckler61104 ER 47 Ward20%-Grants Skill: Parry86
No.Ancient Buckler75178 ER20%-Grants Skill: Parry107Verisium x415
Rf.Runeforged Ancient Buckler75148 ER 35 Ward20%-Grants Skill: Parry107
Runeforged Pearl BucklerNo.Pearl Buckler50116 ER20%-Grants Skill: Parry71Verisium x195
Rf.Runeforged Pearl Buckler50116 ER 29 Ward20%-Grants Skill: Parry71
Runeforged Leather BucklerNo.Leather Buckler10 ER20%-Grants Skill: Parry-
Rf.Runeforged Leather Buckler10 ER 10 Ward20%-Grants Skill: Parry-Verisium x20
Rm.Runemastered Leather Buckler38108 ER 36 Ward20%-Grants Skill: Parry54Verisium x240
Runeforged Spiked BucklerNo.Spiked Buckler2664 ER20%-Grants Skill: Parry38
Rf.Runeforged Spiked Buckler2664 ER 20 Ward20%-Grants Skill: Parry38Verisium x65
Rm.Runemastered Spiked Buckler4061 ER 33 Ward20%-Grants Skill: Parry58Verisium x430
No.Spikeward Buckler54124 ER20%-Grants Skill: Parry77Verisium x230
Rf.Runeforged Spikeward Buckler5499 ER 42 Ward20%-Grants Skill: Parry77
No.Gutspike Buckler70163 ER20%-Grants Skill: Parry99Verisium x380
Rf.Runeforged Gutspike Buckler7096 ER 85 Ward20%-Grants Skill: Parry99
Runeforged Ringed BucklerNo.Ringed Buckler3379 ER20%-Grants Skill: Parry48Verisium x95
Rf.Runeforged Ringed Buckler3379 ER 24 Ward20%-Grants Skill: Parry48
No.Jingling Buckler59135 ER20%-Grants Skill: Parry83Verisium x275
Rf.Runeforged Jingling Buckler59122 ER 32 Ward20%-Grants Skill: Parry83
Runeforged Iron BucklerNo.Iron Buckler1642 ER20%-Grants Skill: Parry25
Rf.Runeforged Iron Buckler1642 ER 17 Ward20%-Grants Skill: Parry25Verisium x40
Rm.Runemastered Iron Buckler3845 ER 45 Ward20%-Grants Skill: Parry54Verisium x240
Runeforged Laminate BucklerNo.Laminate Buckler45105 ER20%-Grants Skill: Parry64Verisium x160
Rf.Runeforged Laminate Buckler45105 ER 29 Ward20%-Grants Skill: Parry64
No.Desert Buckler80192 ER20%-Grants Skill: Parry115Verisium x490
Rf.Runeforged Desert Buckler8059 ER 134 Ward20%-Grants Skill: Parry115
Runemastered Array BucklerNo.Array Buckler55126 ER20%-Grants Skill: Parry78Verisium x1500
Rm.Runemastered Array Buckler60103 ER 33 Ward20%-Grants Skill: Parry85
Runeforged Plated BucklerNo.Plated Buckler1131 ER20%-Grants Skill: Parry18
Rf.Runeforged Plated Buckler1131 ER 14 Ward20%-Grants Skill: Parry18Verisium x30
Rm.Runemastered Plated Buckler3867 ER 23 Ward20%-Grants Skill: Parry54Verisium x240
Runemastered Crescent TargeNo.Crescent Targe2650 AR 44 ER25%-0.015Grants Skill: Raise Shield2222Verisium x240
Rm.Runemastered Crescent Targe3841 AR 37 ER 23 Ward25%-0.015Grants Skill: Raise Shield3131
Runemastered Hardwood TargeNo.Hardwood Targe10 AR 7 ER25%-0.015Grants Skill: Raise Shield-Verisium x220
Rm.Runemastered Hardwood Targe3844 AR 39 ER 18 Ward25%-0.015Grants Skill: Raise Shield3131
Runemastered Venerable DefenderNo.Venerable Defender62107 AR 97 ER28%-0.015Grants Skill: Raise Shield6464
Rm.Runemastered Venerable Defender (FourShieldStrDexUnique1VerisiumUnique3)65148 ER 42 Ward20%-Grants Skill: Parry107Verisium x1800
Rm.Runemastered Venerable Defender (FourShieldStrDexUnique1VerisiumUnique2)6545 ES 42 Ward25%-Grants Skill: Raise Shield107Verisium x1800
Rm.Runemastered Venerable Defender (FourShieldStrDexUnique1VerisiumUnique1)65162 AR 42 Ward26%-0.03Grants Skill: Raise Shield107Verisium x1800
IconStage
Item
DefencesOtherReq.Cost
Runeforged Plumed FocusNo.Plumed Focus3636 ES-52Verisium x115
Rf.Runeforged Plumed Focus3636 ES 30 Ward-52
No.Hallowed Focus6157 ES-86Verisium x290
Rf.Runeforged Hallowed Focus6140 ES 58 Ward-86
No.Sacred Focus7581 ES-107
Rf.Runeforged Sacred Focus7565 ES 53 Ward-107Verisium x410
Rm.Runemastered Plumed Focus7523 ES 106 Ward-91Verisium x2500
Runeforged Whorl FocusNo.Whorl Focus5147 ES-73Verisium x210
Rf.Runeforged Whorl Focus5147 ES 34 Ward-73
No.Tasalian Focus8091 ES-115Verisium x475
Rf.Runeforged Tasalian Focus8024 ES 181 Ward-115
Runeforged Twig FocusNo.Twig Focus12 ES--
Rf.Runeforged Twig Focus12 ES 12 Ward--Verisium x20
Rm.Runemastered Twig Focus3838 ES 23 Ward-54Verisium x220
Runeforged Woven FocusNo.Woven Focus615 ES-11
Rf.Runeforged Woven Focus615 ES 15 Ward-11Verisium x25
Rm.Runemastered Woven Focus3823 ES 45 Ward-54Verisium x400
Runeforged Runed FocusNo.Runed Focus4542 ES-64Verisium x160
Rf.Runeforged Runed Focus4542 ES 32 Ward-64
Runeforged Tonal FocusNo.Tonal Focus2226 ES-33
Rf.Runeforged Tonal Focus2226 ES 24 Ward-33Verisium x45
Rm.Runemastered Tonal Focus3819 ES 57 Ward-54Verisium x250
Runeforged Antler FocusNo.Antler Focus1018 ES-17
Rf.Runeforged Antler Focus1018 ES 17 Ward-17Verisium x30
Rm.Runemastered Antler Focus3823 ES 34 Ward-54Verisium x790
No.Druidic Focus6562 ES-91Verisium x335
Rf.Runeforged Druidic Focus6551 ES 62 Ward-91
Runeforged Crystal FocusNo.Crystal Focus2629 ES-38
Rf.Runeforged Crystal Focus2629 ES 25 Ward-38Verisium x60
Rm.Runemastered Crystal Focus4023 ES 47 Ward-58Verisium x240
No.Arrayed Focus5449 ES-77Verisium x235
Rf.Runeforged Arrayed Focus5441 ES 45 Ward-77
No.Leyline Focus7071 ES-99Verisium x360
Rf.Runeforged Leyline Focus7039 ES 114 Ward-99
Runeforged Voodoo FocusNo.Voodoo Focus3334 ES-48
Rf.Runeforged Voodoo Focus3334 ES 28 Ward-48Verisium x95
Rm.Runemastered Voodoo Focus5540 ES 31 Ward-78Verisium x420
No.Cultist Focus5952 ES-83Verisium x265
Rf.Runeforged Cultist Focus5950 ES 32 Ward-83
Runeforged Engraved FocusNo.Engraved Focus1622 ES-25
Rf.Runeforged Engraved Focus1622 ES 22 Ward-25Verisium x40
Rm.Runemastered Engraved Focus3838 ES 45 Ward-54Verisium x240
IconStage
Item
DefencesBlockMoveOtherReq.Cost
Runeforged Effigial Tower ShieldNo.Effigial Tower Shield2176 AR26%-0.03Grants Skill: Raise Shield32
Rf.Runeforged Effigial Tower Shield2176 AR 25 Ward26%-0.03Grants Skill: Raise Shield32Verisium x45
Rm.Runemastered Effigial Tower Shield38113 Ward26%-0.03Grants Skill: Raise Shield54Verisium x250
Runeforged Heraldric Tower ShieldNo.Heraldric Tower Shield33111 AR26%-0.03Grants Skill: Raise Shield48
Rf.Runeforged Heraldric Tower Shield33111 AR 30 Ward26%-0.03Grants Skill: Raise Shield48Verisium x95
Rm.Runemastered Heraldric Tower Shield5096 AR 42 Ward26%-0.03Grants Skill: Raise Shield71Verisium x800
No.Noble Tower Shield59186 AR26%-0.03Grants Skill: Raise Shield83Verisium x270
Rf.Runeforged Noble Tower Shield59167 AR 41 Ward26%-0.03Grants Skill: Raise Shield83
Runeforged Rampart Tower ShieldNo.Rampart Tower Shield2896 AR26%-0.03Grants Skill: Raise Shield42
Rf.Runeforged Rampart Tower Shield2896 AR 27 Ward26%-0.03Grants Skill: Raise Shield42Verisium x70
Rm.Runemastered Rampart Tower Shield4098 AR 29 Ward26%-0.03Grants Skill: Raise Shield58Verisium x240
No.Bulwark Tower Shield54171 AR26%-0.03Grants Skill: Raise Shield77Verisium x230
Rf.Runeforged Bulwark Tower Shield54137 AR 53 Ward26%-0.03Grants Skill: Raise Shield77
No.Fortress Tower Shield70223 AR26%-0.03Grants Skill: Raise Shield99Verisium x365
Rf.Runeforged Fortress Tower Shield70132 AR 106 Ward26%-0.03Grants Skill: Raise Shield99
No.Glacial Fortress70223 AR26%-0.03Grants Skill: Raise Shield99Verisium x5500
Rm.Runemastered Glacial Fortress70203 AR 53 Ward26%-0.03Grants Skill: Raise Shield99
Runeforged Stone Tower ShieldNo.Stone Tower Shield36119 AR26%-0.03Grants Skill: Raise Shield52Verisium x110
Rf.Runeforged Stone Tower Shield36119 AR 33 Ward26%-0.03Grants Skill: Raise Shield52
No.Goldworked Tower Shield61192 AR26%-0.03Grants Skill: Raise Shield86Verisium x280
Rf.Runeforged Goldworked Tower Shield61144 AR 58 Ward26%-0.03Grants Skill: Raise Shield86
No.Vaal Tower Shield75244 AR26%-0.03Grants Skill: Raise Shield107
Rf.Runeforged Vaal Tower Shield75213 AR 35 Ward26%-0.03Grants Skill: Raise Shield107Verisium x435
Rm.Runemastered Vaal Tower Shield75203 AR 70 Ward26%-0.03Grants Skill: Raise Shield107Verisium x6500
Runemastered Crucible Tower ShieldNo.Crucible Tower Shield45145 AR26%-0.03Grants Skill: Raise Shield64
Rm.Runemastered Crucible Tower Shield (FourShieldStr9VerisiumUnique3)65148 ER 35 Ward26%-0.03Grants Skill: Parry91Verisium x25
Rf.Runeforged Crucible Tower Shield45145 AR 36 Ward26%-0.03Grants Skill: Raise Shield64Verisium x155
Rm.Runemastered Crucible Tower Shield (FourShieldStr9VerisiumUnique1)65250 Ward26%-0.03Grants Skill: Raise Shield91Verisium x25
Rm.Runemastered Crucible Tower Shield (FourShieldStr9VerisiumUnique2)65100 AR 100 Ward26%-0.03Grants Skill: Raise ShieldRecover (15 — 25) Runic Ward when you Block91Verisium x25
Rm.Runemastered Crucible Tower Shield (FourShieldStr9VerisiumUnique4)65162 AR 35 Ward26%-0.03Grants Skill: Raise Shield(15 — 25) % of Damage is taken from Mana before Life91Verisium x25
Runeforged Ancestor Tower ShieldNo.Ancestor Tower Shield50160 AR26%-0.03Grants Skill: Raise Shield71Verisium x195
Rf.Runeforged Ancestor Tower Shield50148 Ward26%-0.03Grants Skill: Raise Shield71
No.Tawhoan Tower Shield80264 AR26%-0.03Grants Skill: Raise Shield115Verisium x465
Rf.Runeforged Tawhoan Tower Shield8071 AR 176 Ward26%-0.03Grants Skill: Raise Shield115
Runeforged Barricade Tower ShieldNo.Barricade Tower Shield1662 AR26%-0.03Grants Skill: Raise Shield25
Rf.Runeforged Barricade Tower Shield1662 AR 22 Ward26%-0.03Grants Skill: Raise Shield25Verisium x40
Rm.Runemastered Barricade Tower Shield3894 AR 28 Ward26%-0.03Grants Skill: Raise Shield54Verisium x240
Runeforged Painted Tower ShieldNo.Painted Tower Shield633 AR26%-0.03Grants Skill: Raise Shield11
Rf.Runeforged Painted Tower Shield633 AR 15 Ward26%-0.03Grants Skill: Raise Shield11Verisium x25
Rm.Runemastered Painted Tower Shield3863 AR 57 Ward26%-0.03Grants Skill: Raise Shield54Verisium x230
Runeforged Braced Tower ShieldNo.Braced Tower Shield1250 AR26%-0.03Grants Skill: Raise Shield19
Rf.Runeforged Braced Tower Shield1250 AR 18 Ward26%-0.03Grants Skill: Raise Shield19Verisium x30
Rm.Runemastered Braced Tower Shield3888 AR 34 Ward26%-0.03Grants Skill: Raise Shield54Verisium x240
No.Royal Tower Shield65203 AR26%-0.03Grants Skill: Raise Shield91Verisium x330
Rf.Runeforged Royal Tower Shield65183 AR 44 Ward26%-0.03Grants Skill: Raise Shield91
Runeforged Splintered Tower ShieldNo.Splintered Tower Shield18 AR26%-0.03Grants Skill: Raise Shield-
Rf.Runeforged Splintered Tower Shield18 AR 12 Ward26%-0.03Grants Skill: Raise Shield-Verisium x15
Rm.Runemastered Splintered Tower Shield38100 AR 23 Ward26%-0.03Grants Skill: Raise Shield54Verisium x220
No.Blacksteel Tower Shield65203 AR26%-0.03Grants Skill: Raise Shield91Verisium x5000
Rm.Runemastered Blacksteel Tower Shield65102 AR 88 Ward26%-0.03Grants Skill: Raise Shield91
Runeforged Sectarian Crest ShieldNo.Sectarian Crest Shield3361 AR 19 ES25%-0.015Grants Skill: Raise Shield2727Verisium x95
Rf.Runeforged Sectarian Crest Shield3361 AR 19 ES 33 Ward25%-0.015Grants Skill: Raise Shield2727
No.Quartered Crest Shield59102 AR 29 ES25%-0.015Grants Skill: Raise Shield4646Verisium x275
Rf.Runeforged Quartered Crest Shield5992 AR 26 ES 41 Ward25%-0.015Grants Skill: Raise Shield4646
Runeforged Blazon Crest ShieldNo.Blazon Crest Shield10 AR 6 ES25%-0.015Grants Skill: Raise Shield-
Rf.Runeforged Blazon Crest Shield10 AR 6 ES 12 Ward25%-0.015Grants Skill: Raise Shield-Verisium x20
Rm.Runemastered Blazon Crest Shield4043 AR 13 ES 47 Ward25%-0.015Grants Skill: Raise Shield3232Verisium x380
Runeforged Sigil Crest ShieldNo.Sigil Crest Shield720 AR 9 ES25%-0.015Grants Skill: Raise Shield88
Rf.Runeforged Sigil Crest Shield720 AR 9 ES 16 Ward25%-0.015Grants Skill: Raise Shield88Verisium x25
Rm.Runemastered Sigil Crest Shield4065 AR 19 ES 12 Ward25%-0.015Grants Skill: Raise Shield3232Verisium x230
No.Intricate Crest Shield65112 AR 31 ES25%-0.015Grants Skill: Raise Shield5050
Rf.Runeforged Intricate Crest Shield65101 AR 28 ES 44 Ward25%-0.015Grants Skill: Raise Shield5050Verisium x335
Rm.Runemastered Intricate Crest Shield6578 AR 22 ES 62 Ward25%-0.015Grants Skill: Raise Shield5050Verisium x3500
Runeforged Jingling Crest ShieldNo.Jingling Crest Shield2853 AR 17 ES25%-0.015Grants Skill: Raise Shield2323
Rf.Runeforged Jingling Crest Shield2853 AR 17 ES 31 Ward25%-0.015Grants Skill: Raise Shield2323Verisium x70
Rm.Runemastered Jingling Crest Shield3841 AR 12 ES 45 Ward25%-0.015Grants Skill: Raise Shield3131Verisium x250
No.Dekharan Crest Shield5494 AR 27 ES25%-0.015Grants Skill: Raise Shield4242Verisium x230
Rf.Runeforged Dekharan Crest Shield5475 AR 21 ES 53 Ward25%-0.015Grants Skill: Raise Shield4242
No.Sekheman Crest Shield70123 AR 34 ES25%-0.015Grants Skill: Raise Shield5454Verisium x355
Rf.Runeforged Sekheman Crest Shield7073 AR 20 ES 106 Ward25%-0.015Grants Skill: Raise Shield5454
Runeforged Emblem Crest ShieldNo.Emblem Crest Shield1634 AR 12 ES25%-0.015Grants Skill: Raise Shield1515
Rf.Runeforged Emblem Crest Shield1634 AR 12 ES 22 Ward25%-0.015Grants Skill: Raise Shield1515Verisium x40
Rm.Runemastered Emblem Crest Shield3848 AR 14 ES 34 Ward25%-0.015Grants Skill: Raise Shield3131Verisium x420
Runeforged Wayward Crest ShieldNo.Wayward Crest Shield4580 AR 23 ES25%-0.015Grants Skill: Raise Shield3636Verisium x155
Rf.Runeforged Wayward Crest Shield4580 AR 23 ES 38 Ward25%-0.015Grants Skill: Raise Shield3636
No.Blacksteel Crest Shield80145 AR 40 ES25%-0.015Grants Skill: Raise Shield6363Verisium x475
Rf.Runeforged Blacksteel Crest Shield8028 AR 8 ES 194 Ward25%-0.015Grants Skill: Raise Shield6363
Runeforged Seer Crest ShieldNo.Seer Crest Shield5088 AR 25 ES25%-0.015Grants Skill: Raise Shield3939Verisium x190
Rf.Runeforged Seer Crest Shield5088 AR 25 ES 40 Ward25%-0.015Grants Skill: Raise Shield3939
Runeforged Omen Crest ShieldNo.Omen Crest Shield3666 AR 20 ES25%-0.015Grants Skill: Raise Shield3030
Rf.Runeforged Omen Crest Shield3666 AR 20 ES 34 Ward25%-0.015Grants Skill: Raise Shield3030Verisium x105
Rm.Runemastered Omen Crest Shield4842 AR 12 ES 82 Ward25%-0.015Grants Skill: Raise Shield3838Verisium x220
No.Glowering Crest Shield62107 AR 30 ES25%-0.015Grants Skill: Raise Shield4848Verisium x285
Rf.Runeforged Glowering Crest Shield6280 AR 22 ES 59 Ward25%-0.015Grants Skill: Raise Shield4848
No.Vaal Crest Shield75134 AR 37 ES25%-0.015Grants Skill: Raise Shield5959Verisium x420
Rf.Runeforged Vaal Crest Shield75123 AR 34 ES 26 Ward25%-0.015Grants Skill: Raise Shield5959
Runeforged Studded TargeNo.Studded Targe1634 AR 29 ER25%-0.015Grants Skill: Raise Shield1515Verisium x40
Rf.Runeforged Studded Targe1634 AR 29 ER 22 Ward25%-0.015Grants Skill: Raise Shield1515
Runeforged Crescent TargeNo.Crescent Targe2650 AR 44 ER25%-0.015Grants Skill: Raise Shield2222Verisium x60
Rf.Runeforged Crescent Targe2650 AR 44 ER 30 Ward25%-0.015Grants Skill: Raise Shield2222
No.Polished Targe5494 AR 85 ER25%-0.015Grants Skill: Raise Shield4242Verisium x225
Rf.Runeforged Polished Targe5475 AR 68 ER 53 Ward25%-0.015Grants Skill: Raise Shield4242
No.Baroque Targe70123 AR 112 ER25%-0.015Grants Skill: Raise Shield5454Verisium x360
Rf.Runeforged Baroque Targe7073 AR 66 ER 106 Ward25%-0.015Grants Skill: Raise Shield5454
Runeforged Hardwood TargeNo.Hardwood Targe10 AR 7 ER25%-0.015Grants Skill: Raise Shield-Verisium x20
Rf.Runeforged Hardwood Targe10 AR 7 ER 12 Ward25%-0.015Grants Skill: Raise Shield-
Runeforged Chiseled TargeNo.Chiseled Targe3361 AR 54 ER25%-0.015Grants Skill: Raise Shield2727Verisium x95
Rf.Runeforged Chiseled Targe3361 AR 54 ER 33 Ward25%-0.015Grants Skill: Raise Shield2727
No.Stone Targe59102 AR 93 ER25%-0.015Grants Skill: Raise Shield4646Verisium x265
Rf.Runeforged Stone Targe5992 AR 84 ER 41 Ward25%-0.015Grants Skill: Raise Shield4646
Runeforged Carved TargeNo.Carved Targe5189 AR 81 ER25%-0.015Grants Skill: Raise Shield4040Verisium x200
Rf.Runeforged Carved Targe5189 AR 81 ER 40 Ward25%-0.015Grants Skill: Raise Shield4040
Runeforged Stratified TargeNo.Stratified Targe4682 AR 74 ER25%-0.015Grants Skill: Raise Shield3737Verisium x170
Rf.Runeforged Stratified Targe4682 AR 74 ER 38 Ward25%-0.015Grants Skill: Raise Shield3737
Runeforged Feathered TargeNo.Feathered Targe3767 AR 60 ER25%-0.015Grants Skill: Raise Shield3030Verisium x120
Rf.Runeforged Feathered Targe3767 AR 60 ER 34 Ward25%-0.015Grants Skill: Raise Shield3030
No.Avian Targe62107 AR 97 ER25%-0.015Grants Skill: Raise Shield4848Verisium x305
Rf.Runeforged Avian Targe6280 AR 73 ER 59 Ward25%-0.015Grants Skill: Raise Shield4848
No.Soaring Targe75134 AR 122 ER25%-0.015Grants Skill: Raise Shield5959Verisium x425
Rf.Runeforged Soaring Targe75106 AR 97 ER 53 Ward25%-0.015Grants Skill: Raise Shield5959
Runeforged Pelage TargeNo.Pelage Targe821 AR 17 ER25%-0.015Grants Skill: Raise Shield99Verisium x30
Rf.Runeforged Pelage Targe821 AR 17 ER 17 Ward25%-0.015Grants Skill: Raise Shield99
No.Mammoth Targe65112 AR 102 ER25%-0.015Grants Skill: Raise Shield5050Verisium x330
Rf.Runeforged Mammoth Targe65101 AR 92 ER 44 Ward25%-0.015Grants Skill: Raise Shield5050
Runeforged Golden TargeNo.Golden Targe80145 AR 132 ER25%-0.015Grants Skill: Raise Shield6363Verisium x480
Rf.Runeforged Golden Targe8034 AR 31 ER 185 Ward25%-0.015Grants Skill: Raise Shield6363
IconStage
Item
OtherCost
Runemastered Veridical ChainNo.Veridical Chain52+(30 — 40) to maximum Runic Ward
Rm.Runemastered Veridical Chain (FourAmuletUnique1VerisiumUnique1)65+(30 — 40) to maximum Runic Ward+(2 — 3) % to Maximum Cold ResistanceVerisium x40
Rm.Runemastered Veridical Chain (FourAmuletUnique1VerisiumUnique2)65+(30 — 40) to maximum Runic Ward+(1 — 2) to Level of all Cold SkillsVerisium x40
Rm.Runemastered Veridical Chain (FourAmuletUnique1VerisiumUnique3)65(15 — 20) % increased maximum Runic WardVerisium x40
IconStage
Item
OtherCost
Runemastered Heavy BeltNo.Heavy Belt50Has (1 — 3) Charm Slot(20 — 30) % increased Stun Threshold
Rm.Runemastered Heavy Belt (FourBelt9VerisiumUnique1)65Has (1 — 3) Charm Slot(20 — 30) % increased Stun Threshold(15 — 25) % Life Recovery from Flasks also applies to Runic WardVerisium x25
Rm.Runemastered Heavy Belt (FourBelt9VerisiumUnique2)65Has (1 — 3) Charm Slot(20 — 30) % increased Stun Threshold(20 — 40) % increased Runic Ward Regeneration RateVerisium x25
Rm.Runemastered Heavy Belt (FourBelt9VerisiumUnique3)65Has (1 — 3) Charm Slot(20 — 30) % increased Stun ThresholdRunic Ward recovery can can Overflow maximum Runic WardVerisium x25
Rm.Runemastered Heavy Belt (FourBelt9VerisiumUnique4)65Has (1 — 3) Charm Slot(20 — 30) % increased Stun ThresholdFlasks gain (0.5 — 1) charges per SecondVerisium x25
SlotIconItemCost
Body ArmourRuneforged Sacrificial RegaliaRuneforged Sacrificial Regalia Armour : 200Evasion Rating : 182Energy Shield : 56Base Movement Speed: -0.03Runic Ward : 301Requires: Level 65 , 72 Str , 72 Dex , 72 IntImplicit: +1 to Level of all Corrupted Skill GemsVenerable Starlit Ore The Unleashed
Body ArmourRuneforged Sacrificial RegaliaRuneforged Sacrificial Regalia Armour : 200Evasion Rating : 182Energy Shield : 56Base Movement Speed: -0.03Runic Ward : 301Requires: Level 65 , 72 Str , 72 Dex , 72 IntImplicit: +1 to Level of all Corrupted Skill GemsRevered Starlit Ore Eventide Petals
Body ArmourRuneforged Sacrificial RegaliaRuneforged Sacrificial Regalia Armour : 200Evasion Rating : 182Energy Shield : 56Base Movement Speed: -0.03Runic Ward : 301Requires: Level 65 , 72 Str , 72 Dex , 72 IntImplicit: +1 to Level of all Corrupted Skill GemsVeridical Starlit Ore Duality
Body ArmourRuneforged Sacrificial RegaliaRuneforged Sacrificial Regalia Armour : 200Evasion Rating : 182Energy Shield : 56Base Movement Speed: -0.03Runic Ward : 301Requires: Level 65 , 72 Str , 72 Dex , 72 IntImplicit: +1 to Level of all Corrupted Skill GemsWarding Starlit Ore Serle's Grit
Body ArmourRuneforged Sacrificial RegaliaRuneforged Sacrificial Regalia Armour : 200Evasion Rating : 182Energy Shield : 56Base Movement Speed: -0.03Runic Ward : 301Requires: Level 65 , 72 Str , 72 Dex , 72 IntImplicit: +1 to Level of all Corrupted Skill GemsStarlit Ore The Triskelion Reforged

Runeforging Bases

#

The Aberration

Expedition pinnacle boss

Location

Ruins of Kingsmarch

Access

Current local quest data routes The Aberration through the Grand Expedition finale: recover the Shattered Triskelion, take The Triskelion Reforged, dispel the Ruins of Kingsmarch barrier, then defeat The Aberration. Aldur's Saga is a related Grand Expedition routing item, but the forced final-boss key is not confirmed from local data.

Access itemPriceLinks
Shattered Triskelion—
The Triskelion Reforged—
Aldur's Saga—

Rewards

RewardPriceLinks
Eyes of the RunefatherVenerable Defender
Eyes of the Runefather Lv. 62+
Eyes of the Runefather

Base: Venerable Defender

Req: 64 Str | 64 Dex

Lvl Block chanceARERMov.SpdWardES Recipe
62 28%567514--- —
65 26%753--0.0342- Verisium×1800Exceptional Verisium×1Uhtred's Crest of the Chalice×1
65 25%---4245 Verisium×1800Exceptional Verisium×1Uhtred's Crest of the Chalice×1
65 20%-148-42- Verisium×1800Exceptional Verisium×1Uhtred's Crest of the Chalice×1 !

Raise Shield

AttackAoEMeleePhysicalChannelling

Raise your Shield to Block all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a Shield Bash, damaging and Stunning enemies. While your Shield is raised you cannot be Light Stunned by hits you Block , but Blocking too much damage may Heavy Stun you. You cannot Evade while your Shield is raised, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.

  • Shield Bash causes 600 % more Heavy Stun buildup
  • Shield Bash always Light Stuns Shield Bash Dazes if holding a Tower Shield
  • Shield Bash can't be Evaded
  • Shield Bash deals 3 to 4 Phys.Dmg per 5 Armour on Shield
Implicit
  • Grants Skill: Raise ShieldGrants Skill: Raise Shield
Explicit
  • (300-400) % inc. ArmourArmour

    Armour reduces Damage taken from HitsHits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy HitsHits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    (300-400) % increased ArmourArmour

    Armour reduces Damage taken from HitsHits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy HitsHits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
  • +(40-50) % to Cold ResCold 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.
    +(40-50) % to Cold ResistanceCold 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.
  • Off-hand HitsHits

    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.
    inflict Runefather's ChallengeRunefather's Challenge

    Runefather's Challenge is a Debuff which raises the PowerPower of affected targets by 5.
    Off-hand HitsHits

    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.
    inflict Runefather's ChallengeRunefather's Challenge

    Runefather's Challenge is a Debuff which raises the PowerPower of affected targets by 5.
  • Inflicts Runefather's ChallengeRunefather's Challenge

    Runefather's Challenge is a Debuff which raises the PowerPower of affected targets by 5.
    on enemies 6 m in front of you when raised, no more than once every 2 seconds
    Inflicts Runefather's ChallengeRunefather's Challenge

    Runefather's Challenge is a Debuff which raises the PowerPower of affected targets by 5.
    on enemies 6 metres in front of you when raised, no more than once every 2 seconds
  • Gain 1 Runefather's BoastRunefather's Boast

    You can have up to 10,000 Runefather's Boast Buffs .
    Each Runefather's Boast grants +1 to ArmourArmour , +1 to EvasionEvasion Rating , and +1 to Stun Threshold .
    Runefather's Boast does not have a duration, but is lost when you die or change area.
    per PowerPower

    Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's Rarity :
    Normal: 1
    Magic: 2
    Rare: 5
    Unique monsters always have 20 Power.
    of targets affected by Runefather's ChallengeRunefather's Challenge

    Runefather's Challenge is a Debuff which raises the PowerPower of affected targets by 5.
    you kill
    Gain 1 Runefather's BoastRunefather's Boast

    You can have up to 10,000 Runefather's Boast Buffs .
    Each Runefather's Boast grants +1 to ArmourArmour , +1 to EvasionEvasion Rating , and +1 to Stun Threshold .
    Runefather's Boast does not have a duration, but is lost when you die or change area.
    per PowerPower

    Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's Rarity :
    Normal: 1
    Magic: 2
    Rare: 5
    Unique monsters always have 20 Power.
    of targets affected by Runefather's ChallengeRunefather's Challenge

    Runefather's Challenge is a Debuff which raises the PowerPower of affected targets by 5.
    you kill

"From aeons past, Dannig felt the Runefather's gaze, challenging him. There is no honour in ease. True greatness is torn from the jaws of defeat."

—
The UnleashedRevered Vestments
The Unleashed Lv. 65+
The Unleashed

Base: Revered Vestments

Req: 67 Str | 67 Int

Lvl ARESWard Recipe
65 732204- —
70 6226486 Exceptional Verisium×30Olroth's Crest of the Sun×1 !
70 5338886 Exceptional Verisium×30Olroth's Crest of the Sun×1 !
70 44045301 Exceptional Verisium×30Olroth's Crest of the Sun×1
Implicit
  • +1 % to all Maximum Ele.ResMaximum Elemental Resistances

    The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.
    +1 % to all Maximum Elemental ResistancesMaximum Elemental Resistances

    The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.
Explicit
  • (150-250) % inc. ArmourArmour

    Armour reduces Damage taken from HitsHits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and ES
    (150-250) % increased ArmourArmour

    Armour reduces Damage taken from HitsHits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +(10-20) to Str and Int+(10-20) to StrengthStrength

    Strength is an Attribute required to equip most equipment that grants ArmourArmour , 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.
    and IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy ShieldEnergy 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.
  • (15-25) % of Dmg taken from HitsHits

    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.
    bypasses ES if ES is below half
    (15-25) % of Damage taken from HitsHits

    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.
    bypasses Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    if Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    is below half
  • Gain 1 Runic BindingRunic Binding

    Each Runic Binding grants 10% reduced Spell Damage and 2% reduced Skill cost Efficiency . You can have up to 10 Runic Bindings. Runic Bindings last for 10 seconds.
    Runic Bindings cannot be gained while Shapeshifted .
    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.
    with Spells, no more than once every 0.5 seconds | Lose all Runic BindingsRunic Binding

    Each Runic Binding grants 10% reduced Spell Damage and 2% reduced Skill cost Efficiency . You can have up to 10 Runic Bindings. Runic Bindings last for 10 seconds.
    Runic Bindings cannot be gained while Shapeshifted .
    when you ShapeshiftShapeshift
    Fallback hint: no keyword description was found for this term.
    to gain that much Unbound PotentialUnbound Potential

    Each Unbound Potential grants 20% increased Damage, 10% increased ArmourArmour , and 10% increased Energy ShieldEnergy Shield . You can have up to 10 Unbound Potential, and will lose one every 5 seconds.
    Lose all Unbound Potential when you ShapeshiftShapeshift into a Human.
    Gain 1 Runic BindingRunic Binding

    Each Runic Binding grants 10% reduced Spell Damage and 2% reduced Skill cost Efficiency . You can have up to 10 Runic Bindings. Runic Bindings last for 10 seconds.
    Runic Bindings cannot be gained while Shapeshifted .
    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.
    with Spells, no more than once every 0.5 seconds | Lose all Runic BindingsRunic Binding

    Each Runic Binding grants 10% reduced Spell Damage and 2% reduced Skill cost Efficiency . You can have up to 10 Runic Bindings. Runic Bindings last for 10 seconds.
    Runic Bindings cannot be gained while Shapeshifted .
    when you ShapeshiftShapeshift
    Fallback hint: no keyword description was found for this term.
    to gain that much Unbound PotentialUnbound Potential

    Each Unbound Potential grants 20% increased Damage, 10% increased ArmourArmour , and 10% increased Energy ShieldEnergy Shield . You can have up to 10 Unbound Potential, and will lose one every 5 seconds.
    Lose all Unbound Potential when you ShapeshiftShapeshift into a Human.

"His latent potential unleashed itself, a beast bursting from its shackles. Each strike of Farrow's hammer rang out a song for the First Ones."

—
Twisted EmpyreanAberrant Sledge
Twisted Empyrean Lv. 70+
Twisted Empyrean

Base: Aberrant Sledge

Req: 163 Str

Lvl PhysColdCritAPS DPS Recipe
70 147-305190-3999.09%1.20 625 —
70 299-624190-3999%1 756 Exceptional Verisium×40Olroth's Crest of the Sun×1
70 147-305190-3999%1.2 625 Exceptional Verisium×40Olroth's Crest of the Sun×1 !
70 147-305190-3999%1.2 625 Exceptional Verisium×40Olroth's Crest of the Sun×1 !
70 58.61-121.97308.4-645.49%1.2 681 Exceptional Verisium×40Olroth's Crest of the Sun×1

Starborn Onslaught

Lv 16
AttackAoEMeleeSlamPhysicalColdDur.

Build up Glory by Freezing or Chilling enemies. When you have max 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.

Impact

  • Converts 70 % of Physical damage to Cold damage
  • Creates 3 fissures
  • +1.2 seconds to Total Attack Time
  • Requires 20 Glory to use
  • Fissures branch 2 times
  • Impact radius is 2.5 m
  • +8 seconds to Fissure duration
  • Calls down 20 Stars
  • Limit 8 Fissures
  • Calls down (0 - 4) StarsCalls down 4 Stars

Star Fall

  • Atk Dmg(110 - 319)%319%
  • Converts 70 % of Physical damage to Cold damage
  • Impact radius is 2.5 m
Implicit
  • Grants Skill: Level 16 Starborn OnslaughtGrants Skill: Level 16 Starborn Onslaught
Explicit
  • (80-100) % inc. Phys.Dmg(80-100) % increased PhysicalPhysical

    10% increased Physical Damage
    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) 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 .
    Damage
  • +(300-400) to max Mana+(300-400) to maximum Mana
  • +(4-6) % to Crit%+(4-6) % 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.
    AttacksAttacks 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
  • (10-20) % of Dmg is taken from Mana before Life(10-20) % of Damage is taken from Mana before Life
  • AttacksAttacks

    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 PhysicalPhysical damage — they can deal any damage type.
    with this Weapon have Added 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 equal to (6-8) % to (10-12) % of max Mana
    AttacksAttacks

    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 PhysicalPhysical damage — they can deal any damage type.
    with this Weapon have Added 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 .
    Damage equal to (6-8) % to (10-12) % of maximum Mana
  • ConvertConvert

    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, FireFire damage converted to Lightning now scales with Lightning damage modifiers and causes Shock , but no longer scales with FireFire 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 AttacksAttacks are often Slams or slow Strikes that deal PhysicalPhysical or FireFire damage.
    Skills to 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
    ConvertConvert

    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, FireFire damage converted to Lightning now scales with Lightning damage modifiers and causes Shock , but no longer scales with FireFire 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 .
    Damage with MaceMace

    Maces are Melee weapons that can be One-Handed or Two-Handed . Maces require Strength to equip.
    Mace AttacksAttacks are often Slams or slow Strikes that deal PhysicalPhysical or FireFire damage.
    Skills to 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 .
    Damage
  • mace fire skills are blue [1]mace fire skills are blue [1]

"Infinite mutations over endless eons borne upon it in a singular moment."

—
Eyes of the Runefather Lv. 62+
Eyes of the Runefather

Base: Venerable Defender

Req: 64 Str | 64 Dex

Lvl Block chanceARERMov.SpdWardES Recipe
62 28%567514--- —
65 26%753--0.0342- Verisium×1800Exceptional Verisium×1Uhtred's Crest of the Chalice×1
65 25%---4245 Verisium×1800Exceptional Verisium×1Uhtred's Crest of the Chalice×1
65 20%-148-42- Verisium×1800Exceptional Verisium×1Uhtred's Crest of the Chalice×1 !

Raise Shield

AttackAoEMeleePhysicalChannelling

Raise your Shield to Block all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a Shield Bash, damaging and Stunning enemies. While your Shield is raised you cannot be Light Stunned by hits you Block , but Blocking too much damage may Heavy Stun you. You cannot Evade while your Shield is raised, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.

  • Shield Bash causes 600 % more Heavy Stun buildup
  • Shield Bash always Light Stuns Shield Bash Dazes if holding a Tower Shield
  • Shield Bash can't be Evaded
  • Shield Bash deals 3 to 4 Phys.Dmg per 5 Armour on Shield
Implicit
  • Grants Skill: Raise ShieldGrants Skill: Raise Shield
Explicit
  • (300-400) % inc. ArmourArmour

    Armour reduces Damage taken from HitsHits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy HitsHits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    (300-400) % increased ArmourArmour

    Armour reduces Damage taken from HitsHits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy HitsHits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
  • +(40-50) % to Cold ResCold 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.
    +(40-50) % to Cold ResistanceCold 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.
  • Off-hand HitsHits

    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.
    inflict Runefather's ChallengeRunefather's Challenge

    Runefather's Challenge is a Debuff which raises the PowerPower of affected targets by 5.
    Off-hand HitsHits

    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.
    inflict Runefather's ChallengeRunefather's Challenge

    Runefather's Challenge is a Debuff which raises the PowerPower of affected targets by 5.
  • Inflicts Runefather's ChallengeRunefather's Challenge

    Runefather's Challenge is a Debuff which raises the PowerPower of affected targets by 5.
    on enemies 6 m in front of you when raised, no more than once every 2 seconds
    Inflicts Runefather's ChallengeRunefather's Challenge

    Runefather's Challenge is a Debuff which raises the PowerPower of affected targets by 5.
    on enemies 6 metres in front of you when raised, no more than once every 2 seconds
  • Gain 1 Runefather's BoastRunefather's Boast

    You can have up to 10,000 Runefather's Boast Buffs .
    Each Runefather's Boast grants +1 to ArmourArmour , +1 to EvasionEvasion Rating , and +1 to Stun Threshold .
    Runefather's Boast does not have a duration, but is lost when you die or change area.
    per PowerPower

    Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's Rarity :
    Normal: 1
    Magic: 2
    Rare: 5
    Unique monsters always have 20 Power.
    of targets affected by Runefather's ChallengeRunefather's Challenge

    Runefather's Challenge is a Debuff which raises the PowerPower of affected targets by 5.
    you kill
    Gain 1 Runefather's BoastRunefather's Boast

    You can have up to 10,000 Runefather's Boast Buffs .
    Each Runefather's Boast grants +1 to ArmourArmour , +1 to EvasionEvasion Rating , and +1 to Stun Threshold .
    Runefather's Boast does not have a duration, but is lost when you die or change area.
    per PowerPower

    Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's Rarity :
    Normal: 1
    Magic: 2
    Rare: 5
    Unique monsters always have 20 Power.
    of targets affected by Runefather's ChallengeRunefather's Challenge

    Runefather's Challenge is a Debuff which raises the PowerPower of affected targets by 5.
    you kill

"From aeons past, Dannig felt the Runefather's gaze, challenging him. There is no honour in ease. True greatness is torn from the jaws of defeat."

The Unleashed Lv. 65+
The Unleashed

Base: Revered Vestments

Req: 67 Str | 67 Int

Lvl ARESWard Recipe
65 732204- —
70 6226486 Exceptional Verisium×30Olroth's Crest of the Sun×1 !
70 5338886 Exceptional Verisium×30Olroth's Crest of the Sun×1 !
70 44045301 Exceptional Verisium×30Olroth's Crest of the Sun×1
Implicit
  • +1 % to all Maximum Ele.ResMaximum Elemental Resistances

    The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.
    +1 % to all Maximum Elemental ResistancesMaximum Elemental Resistances

    The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.
Explicit
  • (150-250) % inc. ArmourArmour

    Armour reduces Damage taken from HitsHits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and ES
    (150-250) % increased ArmourArmour

    Armour reduces Damage taken from HitsHits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +(10-20) to Str and Int+(10-20) to StrengthStrength

    Strength is an Attribute required to equip most equipment that grants ArmourArmour , 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.
    and IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy ShieldEnergy 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.
  • (15-25) % of Dmg taken from HitsHits

    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.
    bypasses ES if ES is below half
    (15-25) % of Damage taken from HitsHits

    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.
    bypasses Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    if Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    is below half
  • Gain 1 Runic BindingRunic Binding

    Each Runic Binding grants 10% reduced Spell Damage and 2% reduced Skill cost Efficiency . You can have up to 10 Runic Bindings. Runic Bindings last for 10 seconds.
    Runic Bindings cannot be gained while Shapeshifted .
    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.
    with Spells, no more than once every 0.5 seconds | Lose all Runic BindingsRunic Binding

    Each Runic Binding grants 10% reduced Spell Damage and 2% reduced Skill cost Efficiency . You can have up to 10 Runic Bindings. Runic Bindings last for 10 seconds.
    Runic Bindings cannot be gained while Shapeshifted .
    when you ShapeshiftShapeshift
    Fallback hint: no keyword description was found for this term.
    to gain that much Unbound PotentialUnbound Potential

    Each Unbound Potential grants 20% increased Damage, 10% increased ArmourArmour , and 10% increased Energy ShieldEnergy Shield . You can have up to 10 Unbound Potential, and will lose one every 5 seconds.
    Lose all Unbound Potential when you ShapeshiftShapeshift into a Human.
    Gain 1 Runic BindingRunic Binding

    Each Runic Binding grants 10% reduced Spell Damage and 2% reduced Skill cost Efficiency . You can have up to 10 Runic Bindings. Runic Bindings last for 10 seconds.
    Runic Bindings cannot be gained while Shapeshifted .
    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.
    with Spells, no more than once every 0.5 seconds | Lose all Runic BindingsRunic Binding

    Each Runic Binding grants 10% reduced Spell Damage and 2% reduced Skill cost Efficiency . You can have up to 10 Runic Bindings. Runic Bindings last for 10 seconds.
    Runic Bindings cannot be gained while Shapeshifted .
    when you ShapeshiftShapeshift
    Fallback hint: no keyword description was found for this term.
    to gain that much Unbound PotentialUnbound Potential

    Each Unbound Potential grants 20% increased Damage, 10% increased ArmourArmour , and 10% increased Energy ShieldEnergy Shield . You can have up to 10 Unbound Potential, and will lose one every 5 seconds.
    Lose all Unbound Potential when you ShapeshiftShapeshift into a Human.

"His latent potential unleashed itself, a beast bursting from its shackles. Each strike of Farrow's hammer rang out a song for the First Ones."

Twisted Empyrean Lv. 70+
Twisted Empyrean

Base: Aberrant Sledge

Req: 163 Str

Lvl PhysColdCritAPS DPS Recipe
70 147-305190-3999.09%1.20 625 —
70 299-624190-3999%1 756 Exceptional Verisium×40Olroth's Crest of the Sun×1
70 147-305190-3999%1.2 625 Exceptional Verisium×40Olroth's Crest of the Sun×1 !
70 147-305190-3999%1.2 625 Exceptional Verisium×40Olroth's Crest of the Sun×1 !
70 58.61-121.97308.4-645.49%1.2 681 Exceptional Verisium×40Olroth's Crest of the Sun×1

Starborn Onslaught

Lv 16
AttackAoEMeleeSlamPhysicalColdDur.

Build up Glory by Freezing or Chilling enemies. When you have max 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.

Impact

  • Converts 70 % of Physical damage to Cold damage
  • Creates 3 fissures
  • +1.2 seconds to Total Attack Time
  • Requires 20 Glory to use
  • Fissures branch 2 times
  • Impact radius is 2.5 m
  • +8 seconds to Fissure duration
  • Calls down 20 Stars
  • Limit 8 Fissures
  • Calls down (0 - 4) StarsCalls down 4 Stars

Star Fall

  • Atk Dmg(110 - 319)%319%
  • Converts 70 % of Physical damage to Cold damage
  • Impact radius is 2.5 m
Implicit
  • Grants Skill: Level 16 Starborn OnslaughtGrants Skill: Level 16 Starborn Onslaught
Explicit
  • (80-100) % inc. Phys.Dmg(80-100) % increased PhysicalPhysical

    10% increased Physical Damage
    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) 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 .
    Damage
  • +(300-400) to max Mana+(300-400) to maximum Mana
  • +(4-6) % to Crit%+(4-6) % 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.
    AttacksAttacks 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
  • (10-20) % of Dmg is taken from Mana before Life(10-20) % of Damage is taken from Mana before Life
  • AttacksAttacks

    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 PhysicalPhysical damage — they can deal any damage type.
    with this Weapon have Added 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 equal to (6-8) % to (10-12) % of max Mana
    AttacksAttacks

    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 PhysicalPhysical damage — they can deal any damage type.
    with this Weapon have Added 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 .
    Damage equal to (6-8) % to (10-12) % of maximum Mana
  • ConvertConvert

    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, FireFire damage converted to Lightning now scales with Lightning damage modifiers and causes Shock , but no longer scales with FireFire 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 AttacksAttacks are often Slams or slow Strikes that deal PhysicalPhysical or FireFire damage.
    Skills to 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
    ConvertConvert

    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, FireFire damage converted to Lightning now scales with Lightning damage modifiers and causes Shock , but no longer scales with FireFire 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 .
    Damage with MaceMace

    Maces are Melee weapons that can be One-Handed or Two-Handed . Maces require Strength to equip.
    Mace AttacksAttacks are often Slams or slow Strikes that deal PhysicalPhysical or FireFire damage.
    Skills to 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 .
    Damage
  • mace fire skills are blue [1]mace fire skills are blue [1]

"Infinite mutations over endless eons borne upon it in a singular moment."

Boss Encounter

#

Aldur's Legacy

Aldur's Legacy
—
Effect / Mods

All Equipment: When socketed into a Unique Kalguuran or Ezomyte item, destroys the item to create a Rune imbued with that item's power

Aldur's Legacy is the transform item listed by POE2DB for creating the unique-sourced legacy runes below.

Aldur's Legacy - Unique Rune Effects

CategoryIconLegacy RuneSource UniqueEffect / Mods
BowLegacy of Ironbound—Legacy of IronboundIronboundIronboundHits with this weapon have 1 to 3 Added Physical Damage per 1% Block Chance
3% increased Block chance per 100 total Item Armour on Equipped Armour Items
Legacy of Quill Rain—Legacy of Quill RainQuill RainQuill Rain50% increased Attack Speed 20% less Attack Damage
70% increased Arrow Speed
1H MaceLegacy of Brynhand's Mark—Legacy of Brynhand's MarkBrynhand's MarkBrynhand's MarkCauses Double Stun Buildup
Adds 14 to 20 Physical Damage
Legacy of Mjölner—Legacy of MjölnerMjölnerMjölner+200 Intelligence Requirement +3 to Level of all Lightning Skills
+1 to Level of all Lightning Skills
Legacy of Olrovasara—Legacy of OlrovasaraOlrovasaraOlrovasaraOn Hitting an enemy gains maximum added Lightning damage equal to the enemy's Power for 20 seconds up to a total of 120
15% increased Attack Speed
Legacy of Serle's Grit—Legacy of Serle's GritSerle's GritSerle's GritMaximum Quality is 40%
Skills which Empower an Attack have 20% chance to not count that Attack
Legacy of Trenchtimbre—Legacy of TrenchtimbreTrenchtimbreTrenchtimbreIncreases and Reductions to Minion Attack Speed also affect you
+1 to Level of all Minion Skills
2H MaceLegacy of Brain Rattler—Legacy of Brain RattlerBrain RattlerBrain RattlerAll damage with this Weapon causes Electrocution buildup
Damage Penetrates 10% Lightning Resistance
Legacy of Hoghunt—Legacy of HoghuntHoghuntHoghunt+5% to Critical Hit Chance Maim on Critical Hit
25% increased Attack Damage against Maimed Enemies
Legacy of Hrimnor's Hymn—Legacy of Hrimnor's HymnHrimnor's HymnHrimnor's Hymn25% chance for Slam Skills you use yourself to cause an additional Aftershock
15% chance for Slam Skills you use yourself to cause an additional Aftershock
Legacy of Twisted Empyrean—Legacy of Twisted EmpyreanTwisted EmpyreanTwisted EmpyreanAttacks with this Weapon have Added Cold Damage equal to 6% to 10% of maximum Mana
15% of Damage is taken from Mana before Life
QuarterstaffLegacy of Duality—Legacy of DualityDualityDualityGain 250 Guard for 0.5 seconds per Combo expended when using Skills
Gain Finality for 0.2 seconds per Combo expended when using Skills
Legacy of The Blood Thorn—Legacy of The Blood ThornThe Blood ThornThe Blood ThornAdds 4 to 8 Physical Damage Causes Bleeding on Hit
10% increased Magnitude of Bleeding you inflict
Legacy of The Sentry—Legacy of The SentryThe SentryThe SentryAdds 23 to 34 Fire damage to Attacks 100% increased Flammability Magnitude
+2% to Maximum Fire Resistance
SpearLegacy of Tyranny's Grip—Legacy of Tyranny's GripTyranny's GripTyranny's GripStrikes deal Splash Damage
Knocks Enemies Back on Hit
StaffLegacy of Dusk Vigil—Legacy of Dusk VigilDusk VigilDusk VigilGain 30% of Physical Damage as Extra Fire Damage
Triggered Spells deal 20% increased Spell Damage
WandLegacy of Adonia's Ego—Legacy of Adonia's EgoAdonia's EgoAdonia's Ego+1 to Maximum Power Charges
+65 to maximum Mana
Legacy of Cursecarver—Legacy of CursecarverCursecarverCursecarver+3 to Level of all Curse Skills
35% increased Mana Regeneration Rate
Legacy of Lifesprig—Legacy of LifesprigLifesprigLifesprig+2 to Level of all Spell Skills
Leeches 1% of maximum Life when you Cast a Spell
Legacy of Runeseeker's Call—Legacy of Runeseeker's CallRuneseeker's CallRuneseeker's Call75% increased effect of Socketed Runes
+100 to maximum Mana
Body ArmourLegacy of Ashrend—Legacy of AshrendAshrendAshrendCannot be Ignited -10 Physical Damage taken from Attack Hits
+35% to Fire Resistance
Legacy of Blackbraid—Legacy of BlackbraidBlackbraidBlackbraid+50% of Armour also applies to Elemental Damage
+15% to all Elemental Resistances
Legacy of Bramblejack—Legacy of BramblejackBramblejackBramblejack250% of Melee Physical Damage taken reflected to Attacker
Regenerate 3% of maximum Life per second while Surrounded
Legacy of Briskwrap—Legacy of BriskwrapBriskwrapBriskwrapGain Deflection Rating equal to 30% of Evasion Rating
35% increased Flask Mana Recovery rate
Legacy of Bristleboar—Legacy of BristleboarBristleboarBristleboarGain 5 Rage when Hit by an Enemy Gain 10 Rage when Critically Hit by an Enemy
+3 to Maximum Rage
Legacy of Edyrns Tusks—Legacy of Edyrns TusksEdyrn's TusksEdyrn's Tusks50% chance to inflict Bleeding on Hit 50% reduced Slowing Potency of Debuffs on You
35% increased Thorns damage
Legacy of Foxshade—Legacy of FoxshadeFoxshadeFoxshade10% increased Movement Speed when on Full Life 100% increased Evasion Rating when on Full Life
20% increased Evasion Rating
Legacy of Kingsguard—Legacy of KingsguardKingsguardKingsguardRecover 5% of maximum Life for each Endurance Charge consumed
+30 to maximum Life
Legacy of The Unleashed—Legacy of The UnleashedThe UnleashedThe Unleashed25% of Damage taken from Hits bypasses Energy Shield if Energy Shield is below half
20% increased Armour while Shapeshifted
BootsLegacy of Briarpatch—Legacy of BriarpatchBriarpatchBriarpatch+15% to Thorns Critical Hit Chance
15% increased Thorns Critical Damage Bonus
Legacy of Bushwhack—Legacy of BushwhackBushwhackBushwhackPhysical Damage is Pinning
+20 to Dexterity
Legacy of Legionstride—Legacy of LegionstrideLegionstrideLegionstride+10% to Block chance
10% reduced Damage taken from Projectile Hits
Legacy of Obern's Bastion—Legacy of Obern's BastionObern's BastionObern's Bastion200% increased Stun Recovery
40% reduced Chill Duration on you, 40% reduced Freeze Duration on you
Legacy of The Knight-errant—Legacy of The Knight-errantThe Knight-errantThe Knight-errantIron Reflexes
25% increased Elemental Ailment Threshold
Legacy of Trampletoe—Legacy of TrampletoeTrampletoeTrampletoeDeal 10% of Overkill damage to enemies within 2 metres of the enemy killed
15% increased Global Physical Damage
Legacy of Wanderlust—Legacy of WanderlustWanderlustWanderlustYour speed is unaffected by Slows
5% increased Movement Speed
GlovesLegacy of Candlemaker—Legacy of CandlemakerCandlemakerCandlemaker40% increased Fire Damage Flammability Magnitude is doubled
20% increased Ignite Duration on Enemies
Legacy of Deathblow—Legacy of DeathblowDeathblowDeathblowCulling Strike
Gain 30 Life per enemy killed
Legacy of Facebreaker—Legacy of FacebreakerFacebreakerFacebreaker+1 to Armour per Strength
1% increased Damage per 15 Strength
Legacy of Northpaw—Legacy of NorthpawNorthpawNorthpawBase Critical Hit Chance for Attacks with Weapons is 7%
15% increased Critical Damage Bonus
HelmetLegacy of Crown of Thorns—Legacy of Crown of ThornsCrown of ThornsCrown of ThornsPain Attunement
17 to 26 Physical Thorns damage
Legacy of Deidbell—Legacy of DeidbellDeidbellDeidbellWarcries Explode Corpses dealing 10% of their Life as Physical Damage
Warcry Skills have 20% increased Area of Effect
Legacy of Elevore—Legacy of ElevoreElevoreElevoreCharms gain 1 charge per Second +1 Charm Slot
Charms gain 0.5 charges per Second
Legacy of Erian's Cobble—Legacy of Erian's CobbleErian's CobbleErian's Cobble+30 to Accuracy Rating +10 to maximum Life +10 to maximum Mana 10% increased Rarity of Items found 10% increased Critical Hit Chance +5 to all Attributes +5% to all Elemental Resistances 3 Life Regeneration per second
+20 to Armour, +20 to Evasion Rating, +20 to maximum Energy Shield
Legacy of Ezomyte Peak—Legacy of Ezomyte PeakEzomyte PeakEzomyte Peak15% increased Area of Effect Unwavering Stance
50% reduced Slowing Potency of Debuffs on You
Legacy of Greymake—Legacy of GreymakeGreymakeGreymake+50 to all Attributes
+1 Maximum Life per Level
Legacy of Horns of Bynden—Legacy of Horns of ByndenHorns of ByndenHorns of ByndenEvery Rage also grants 1% increased Armour Gain 1 Rage on Melee Hit
+3 to Maximum Rage
Legacy of Keeper of the Arc—Legacy of Keeper of the ArcKeeper of the ArcKeeper of the ArcAlternating every 5 seconds: Take 20% less Damage from Hits Take 20% less Damage over time
25% increased Mana Regeneration Rate
Legacy of Starkonja's Head—Legacy of Starkonja's HeadStarkonja's HeadStarkonja's Head100% increased Global Evasion Rating when on Low Life 5% of Damage from Hits is taken from your Damageable Companion's Life before you
5% of Damage from Hits is taken from your Damageable Companion's Life before you
Legacy of The Smiling Knight—Legacy of The Smiling KnightThe Smiling KnightThe Smiling KnightAggravate Bleeding on targets you Critically Hit with Attacks
20% increased Critical Hit Chance
Legacy of The Vile Knight—Legacy of The Vile KnightThe Vile KnightThe Vile KnightDeal 4% increased Damage with Hits to Rare or Unique Enemies for each second they've ever been in your Presence up to a maximum of 200%
20% increased Presence Area of Effect
Legacy of Wings of Caelyn—Legacy of Wings of CaelynWings of CaelynWings of CaelynGain 1 Rage on Melee Hit Every Rage also grants 1% increased Stun Threshold
Every five Rage also grants you 1% increased Movement Speed
ShieldLegacy of A Worthy Foe—Legacy of A Worthy FoeA Worthy FoeOff-hand Hits inflict Runefather's Challenge
+45% to Cold Resistance
Legacy of Alkem Eira—Legacy of Alkem EiraAlkem EiraAlkem Eira30% of damage Blocked is Recouped as Mana
20% of damage Blocked is Recouped as Mana
Legacy of Chernobog's Pillar—Legacy of Chernobog's PillarChernobog's PillarChernobog's PillarGain 1% of damage as Fire damage per 2% Chance to Block
+30% to Chaos Resistance
Legacy of Dionadair—Legacy of DionadairDionadairDionadairDouble Stun Threshold while Shield is Raised
15% increased Stun Threshold
Legacy of Oaksworn—Legacy of OakswornOakswornOaksworn50% increased Life Regeneration rate
50 Life Regeneration per second
Legacy of Svalinn—Legacy of SvalinnSvalinnSvalinnChance to Block Damage is Lucky You take 20% of damage from Blocked Hits
+50 to maximum Runic Ward
Legacy of Wulfsbane—Legacy of WulfsbaneWulfsbaneWulfsbaneIntimidate Enemies on Block for 8 seconds
+25 to Strength
BucklerLegacy of Dunkelhalt—Legacy of DunkelhaltDunkelhaltDunkelhalt50% increased Parried Debuff Magnitude
50% increased Parry Damage
Legacy of Rondel de Ezo—Legacy of Rondel de EzoRondel de EzoRondel de EzoCurse Enemies with Enfeeble on Block
100% increased Block chance against Projectiles
TalismanLegacy of Amor Mandragora—Legacy of Amor MandragoraAmor MandragoraAmor MandragoraGain 1 Druidic Prowess for every 20 total Rage spent
Enemies in your Presence are Hindered
Legacy of Spiteful Floret—Legacy of Spiteful FloretSpiteful FloretSpiteful FloretEvery 5 Rage also grants 5% of Damage taken Recouped as Life
Attacks have 20% chance to cause Bleeding

Aldur's Legacy - Unique Rune Effects

Use Aldur's Legacy on the listed unique item to create its matching Legacy rune effect. These rows are sourced from the current POE2 economy Legacy Runes artifact.

Overview

Aldur's Legacy

#

Skills and items

1H Weapons

Brutus' Lead Sprinkler Lv. 45+
Brutus' Lead Sprinkler

Base: Morning Star

Req: 80 Str

Lvl PhysCritAPSFire DPS Recipe
45 67-1006.50%1.57- 131 —
65 -6.5%1.5790-134 176 Exceptional Verisium×3Uhtred's Crest of the Chalice×1

Molten Shower

Lv 11
AttackAoEProjTriggerFire

Fires molten Proj from the enemy hit, which will explode when they land nearby, dealing Attack damage in an area.

  • Converts 80 % of Physical damage to Fire damage
  • Fires 4 Proj
  • Explosion radius is 1 metre
  • This Attack is Triggered by Brutus' Lead Sprinkler
  • (0 - 20) % inc. CDRR20 % inc. CDRR
Implicit
  • Grants Skill: Level 11 Molten Shower
Explicit
  • Hits with this Weapon have 5 % chance to Trigger Molten Shower per 25 Str
  • (80-120) % inc. Phys.Dmg
  • (5-10) % inc. Atk Speed
  • +(15-25) to Str
  • 5 to 10 Added Attack Fire.Dmg per 25 Str
  • local display grants level X molten shower [1]

""A sprinkle of liquid encouragement is often required to garnish the perfect confession." - Brutus, Warden of Axiom"

Serle's Grit Lv. 47+
Serle's Grit

Base: Kalguuran Forgehammer

Lvl PhysCritAPS DPS Recipe
47 60-1065.00%1.45 120 —
65 86-1505%1.75 207 Verisium×1500Uhtred's Crest of the Chalice×1
65 125-2145%1.45 246 Verisium×1500Uhtred's Crest of the Chalice×1
65 86-15010%1.45 171 Verisium×1500Uhtred's Crest of the Chalice×1
65 86-1505%1.45 171 Verisium×1500Uhtred's Crest of the Chalice×1 !

Runic Tempering

Lv 12
Channelling

Channel to imbue your armour with Runic Plates. When you are Hit while you have these plates, some of the damage you would take will be prevented, and this skill will cause backlash, dealing your Thorns damage in an area around your attacker.

  • Backlash radius is 1.9 m
  • Can backlash once every 0.4 seconds
  • You take 10 % less Dmg from Hits while you have Runic Plates
  • A Runic Plate is lost for every 5 backlashes
  • Maximum 4 Runic Plates
Implicit
  • Grants Skill: Level 12 Runic Tempering
  • Has 3 Sockets
Explicit
  • Maximum Quality is 40 %
  • Adds (23-30) to (35-55) Phys.Dmg
  • +(20-30) to Str
  • Skills which Empower an Attack have (10-20) % chance to not count that Attack
  • (40-50) to (80-100) added Physical Thorns damage per Runic Plate

"A common soldier from a common family kept hammering into the night after each grueling march, his eyes afire with starlight and determination. Few suspected that he would one day become the greatest among them."

Sylvan's Effigy Lv. 62+
Sylvan's Effigy

Base: Stoic Sceptre

Req: 12 Int

Lvl Spirit
62 160

Discipline

BuffPersistentAura

Emit an Aura that grants you and Allies in your Presence additional Total ES .

  • Aura grants +(185 - 328) to Total Maximum ESAura grants +328 to Total Maximum ES
  • Aura grants (0 - 20) % inc. ES Recharge RateAura grants 20 % inc. ES Recharge Rate

Azmerian Wolf

Lv 14
MinionCompanionPersistentPhysical

Summons an ancient Reviving Azmerian Wolf that can howl, calling to spirits convening an Eternal Hunt on Command . It Maims when attacking foes, and can lunge to bite and inflict Bleeding , or howl to inspire nearby allies.

Minion Info

  • Minions have (0 - 20) % more Maximum LifeMinions have 20 % more Maximum Life

Command

  • Cost(8 - 85) Mana85 Mana
Implicit
  • Grants Skill: Discipline
  • Grants Skill: Level 14 Azmerian Wolf
Explicit
  • (50-75) % inc. Spirit
  • Allies in your Presence Regenerate (50-100) Life per second
  • +(6-12) to all Attributes
  • Companions deal (50-100) % inc. damage to your Marked targets
  • You can have any number of Companions of different types
  • discipline art variation [1]

"Darkness howls through ancient bones, a wistful cry on hollow winds. The moon listens. The pack gathers."

Runeseeker's Call Lv. 65+
Runeseeker's Call

Base: Runic Fork

Req: 114 Int

VersionRecipe
Runemastered Runic ForkExceptional Verisium×50Olroth's Crest of the Sun×1

The Stars Answer

Lv 15
SpellBuffAoETriggerPhysicalColdDur.

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.

The Stars Answer

  • Cannot be cast if you have less than 10000 Mana Cannot be cast if already active
  • Targeting radius is 8 m
  • 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 %
  • 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

  • Cost0 Mana
  • CastInstant
  • Crit%8.00%
  • Deals (114 - 240) to (170 - 361) Phys.DmgDeals 240 to 361 Phys.Dmg
  • Deals (114 - 240) to (170 - 361) Cold.DmgDeals 240 to 361 Cold.Dmg
  • Impact radius is 0.8 m
  • (0 - 20) % inc. AoE20 % inc. AoE

Large Star

  • Crit%12.00%
  • Impact radius is 0.8 m
  • Chilled Ground duration is 5 seconds
  • Deals (170 - 361) to (256 - 541) Phys.DmgDeals 361 to 541 Phys.Dmg
  • Deals (170 - 361) to (256 - 541) Cold.DmgDeals 361 to 541 Cold.Dmg
Implicit
  • Grants Skill: Level 15 The Stars Answer
Explicit
  • Only Runes can be Socketed in this item
  • 200 % inc. effect of Socketed Runes
  • Has 5 Augment Sockets (Hidden)

"Smithed from ancient metal wrought from the very stars. It is a means to call upon them, for one capable of wielding it."

Liminal Coil Lv. 65+
Liminal Coil

Base: Twisted Wand

Req: 114 Int

Coiling Bolts

SpellProjChaosRepeatable

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

Physical

  • Deals (144 - 279) to (216 - 418) Phys.DmgDeals 279 to 418 Phys.Dmg
  • Modifiers to number of Proj instead apply to the number of targets Proj Splits towards
  • Proj Split towards 2 targets
  • Can Chain from any number of Cursed targets
  • 50 % inc. Chaining range
  • Proj Split towards +(0 - 2) targetsProj Split towards +2 targets

Chaos

  • Modifiers to number of Proj instead apply to the number of targets Proj Splits towards
  • Proj Split towards 2 targets
  • Can Chain from any number of Cursed targets
  • 50 % inc. Chaining range
  • Deals (126 - 244) to (234 - 453) Chaos.DmgDeals 244 to 453 Chaos.Dmg
Implicit
  • Grants Skill: Coiling Bolts
Explicit
  • (71-113) % inc. Spell Dmg
  • (7-13) % inc. Cast Speed
  • Magnitudes of Curses you inflict are zero
  • Curses you inflict ignore Curse limit
  • Spell Hits Gain (23-31) % of Dmg as Extra Chaos.Dmg per Curse on target
  • Spell Hits Gain (23-31) % of Dmg as Extra Phys.Dmg per Curse on target

"In that moment, Viridi's bones became branches, weaving over the Darkness. She coiled around the nothing, trapping it within her everything."

Sadist's Mercy Lv. 67+
Sadist's Mercy

Base: Flanged Mace

Req: 134 Str

Lvl PhysCritAPS DPS
67 154-22912.34%1.88 360

Harbinger of Madness

Lv 16
BuffPersistentAoEPhysical

Draws out the latent fears of enemies you kill and Rare or Unique enemies you Hit , turning them into unstable apparitions which charge towards enemies and then explode.

  • Deals (181 - 319) to (272 - 478) Phys.DmgDeals 319 to 478 Phys.Dmg
  • Explosion radius is 2 m
  • Unstable Apparitions spawned from slain enemies deal 8 % of that enemy's Life as added unscalable Physical damage
  • Unstable Apparitions deal 5 % more damage per Power of the enemy they're drawn from
  • Draws out an Unstable Apparition from Rare or Unique enemies you Hit
  • Draws out an Unstable Apparition from enemies you kill with Melee Hits , no more than once every 0.05 seconds
Implicit
  • Grants Skill: Level 16 Harbinger of Madness
Explicit
  • (240-300) % inc. Phys.Dmg
  • +(5-8) % to Crit%
  • (14-22) % inc. Atk Speed
  • Hits with this Weapon inflict (2-5) Gruelling Madness
  • Enemies in your Presence have additional Power equal to their Gruelling Madness

""You mortals are insidious. You repress your evil, or deny it exists. Liars! When I open your heads, that violence floods out." - The Raven Trickster"

2H Weapons

Ironbound Lv. 11+
Ironbound

Base: Warden Bow

Req: 23 Dex

Lvl PhysCritAPS DPS Recipe
11 12-205.00%1.27 20.3 —
40 38-635%1.26 63.6 Verisium×245Vorana's Crest of the Scythe×1 !
Implicit
  • (25-35) % chance to Chain an additional time
Explicit
  • +(100-150) to Armour
  • (5-10) % inc. Atk Speed
  • +12 % to Block chance
  • (3-5) % inc. Block chance per 100 total Item Armour on Equipped Armour Items
  • Hits with this weapon have (1-2) to (4-5) Added Phys.Dmg per 1% Block%
  • Arrows Return if they have Pierced a target which had Fully Broken Armour

"Each crest was a Thane's word, bolted to Ivor's bow. They would join the Count's side, or die by his hands."

The Raven's Flock Lv. 65+
The Raven's Flock

Base: Perching Staff

Req: 114 Int

Spiraling Conspiracy

MinionPersistentAoEPhysicalChaosDur.

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.

Minion Info

  • A Raven joins the Flock every (1.05 - 2) seconds while a Rare or Unique enemy is in your PresenceA Raven joins the Flock every 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
  • Raven Flock's Skills have (0 - 20) % inc. AoERaven Flock's Skills have 20 % inc. AoE

Command

  • Cost0 Mana
Implicit
  • Grants Skill: Spiraling Conspiracy
Explicit
  • (8-16) % inc. Cast Speed
  • +(20-30) to Int
  • Minions deal (80-120) % inc. Dmg
  • Minions have (10-20) % chance to inflict Gruelling Madness on Hit
  • (30-50) % inc. Spirit Reservation Efficiency of Skills

""Where the boy went, ravens gathered, feasting on misery. His vile influence spread, swift as the carnage they wrought.""

Redemption Lv. 65+
Redemption

Base: Trarthan Cannon

Req: 114 Str | 63 Dex

Lvl PhysCritAPS DPS
65 277-6405.00%1.40 642
Implicit
  • Cannot load or fire Ammunition
Explicit
  • (300-400) % inc. Phys.Dmg
  • Hits with this Weapon have no Critical Dmg Bonus
  • (20-40) % reduced CDRR
  • Gain 1 Explosive Rhythm every (2-3) times you use a Grenade Skill | Remove all Explosive Rhythm on reaching 10 to gain Explosive Fervour for 10 Seconds

""The time has passed for diplomacy! If they will not respect House Azadi, then let them die gloriously... and loudly. We are the masters of the Death Trades!" - Ratha Azadi"

Duality Lv. 65+
Duality

Base: Warding Quarterstaff

Req: 127 Dex | 50 Int

Lvl PhysCritAPS DPS Recipe
65 187-31210.00%1.60 399 —
65 187-31232%1.82 454 Exceptional Verisium×20Olroth's Crest of the Sun×1 !
65 187-31237%1.6 399 Exceptional Verisium×20Olroth's Crest of the Sun×1 !
65 312-51732%1.6 663 Exceptional Verisium×20Olroth's Crest of the Sun×1 !
Implicit
  • +(30-50) to max Ward
Explicit
  • (200-300) % inc. Phys.Dmg
  • +(20-30) % to Critical Dmg Bonus
  • (12-22) % inc. Atk Speed
  • Gain Finality for 0.5 seconds per Combo expended when using Skills
  • Gain (500-1000) Guard for 0.5 seconds per Combo expended when using Skills

"Dannig saw Seren in his mind's eye, a public ornament of extravagance. Until she bore Cadigan a son and vanished. Decadence covering brutality, like all Kalguuran customs."

Periphery Lv. 67+
Periphery

Base: Heartwood Shortbow

Req: 134 Dex

Lvl PhysElemental DamageCritAPS DPS
67 41-7652-895.00%1.38 178

Azmerian Swarms

Lv 16
BuffMinionPersistentPhysicalLightningColdFireDur.

While active, summons short-lived Azmerian Swarms when you kill enemies affected by Elemental Ailments or hit Rare or Unique enemies affected by Elemental Ailments . The swarms are untargetable Minions that pursue nearby enemies to Attack them and infict Faerie Fire on Hit .

  • Summon an Azmerian Swarm when you kill a target affected by an Elemental Ailment
  • 10 % chance to summon an Azmerian Swarm when you Hit a Rare or Unique target affected by an Elemental Ailment
  • Maximum 8 Azmerian Swarms
  • Swarms have 100 % chance to inflict 1 Faerie Fire on Hit
  • Swarms Convert 100 % of Phys.Dmg to a random Element
  • Swarm duration is 10 seconds
  • Swarms have 1% inc. Atk Speed per 5 of your Dex
  • Swarms deal (26 - 30) % more Dmg with Hits for each type of Elemental Ailment on targetSwarms deal 30 % more Dmg with Hits for each type of Elemental Ailment on target
  • Maximum +(0 - 2) Azmerian SwarmsMaximum +2 Azmerian Swarms
Implicit
  • Grants Skill: Level 16 Azmerian Swarms
Explicit
  • Adds (48-59) to (75-97) Fire.Dmg
  • Adds (35-53) to (65-80) Cold.Dmg
  • Adds (1-8) to (123-152) Light.Dmg
  • (8-14) % inc. Atk Speed
  • Ele.Dmg from Hits Contributes to Flammability , Ignite , and Chill Magnitudes , Freeze Buildup, and Shock Chance

"As the Maji approached the edge of Nothingness, she strung fragments of the Wildwood's carcass together. When she nocked her arrow, she pulled upon the elements of life itself."

Twisted Empyrean Lv. 70+
Twisted Empyrean

Base: Aberrant Sledge

Req: 163 Str

Lvl PhysColdCritAPS DPS Recipe
70 147-305190-3999.09%1.20 625 —
70 299-624190-3999%1 756 Exceptional Verisium×40Olroth's Crest of the Sun×1
70 147-305190-3999%1.2 625 Exceptional Verisium×40Olroth's Crest of the Sun×1 !
70 147-305190-3999%1.2 625 Exceptional Verisium×40Olroth's Crest of the Sun×1 !
70 58.61-121.97308.4-645.49%1.2 681 Exceptional Verisium×40Olroth's Crest of the Sun×1

Starborn Onslaught

Lv 16
AttackAoEMeleeSlamPhysicalColdDur.

Build up Glory by Freezing or Chilling enemies. When you have max 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.

Impact

  • Converts 70 % of Physical damage to Cold damage
  • Creates 3 fissures
  • +1.2 seconds to Total Attack Time
  • Requires 20 Glory to use
  • Fissures branch 2 times
  • Impact radius is 2.5 m
  • +8 seconds to Fissure duration
  • Calls down 20 Stars
  • Limit 8 Fissures
  • Calls down (0 - 4) StarsCalls down 4 Stars

Star Fall

  • Atk Dmg(110 - 319)%319%
  • Converts 70 % of Physical damage to Cold damage
  • Impact radius is 2.5 m
Implicit
  • Grants Skill: Level 16 Starborn Onslaught
Explicit
  • (80-100) % inc. Phys.Dmg
  • Adds (150-200) to (350-400) Cold.Dmg
  • +(300-400) to max Mana
  • +(4-6) % to Crit%
  • (10-20) % of Dmg is taken from Mana before Life
  • Attacks with this Weapon have Added Cold.Dmg equal to (6-8) % to (10-12) % of max Mana
  • Convert 100 % of Fire.Dmg with Mace Skills to Cold.Dmg
  • mace fire skills are blue [1]

"Infinite mutations over endless eons borne upon it in a singular moment."

The Ordained Lv. 79+
The Ordained

Base: Grand Spear

Req: 68 Str | 109 Dex

Lvl PhysLtngCritAPS DPS
79 155-2331-29311.02%1.40 477

Spear Throw

AttackAoEProjRepeatable

Hurl your Spear with force. Consumes a Frenzy Charge if you have one to cause the Spear to explode at the end of its flight.

Spear Throw

Explosion

  • Atk Dmg(232 - 724)%724%
  • Explosion radius is 2 m

Righteous Descent

Lv 18
AttackAoEMeleeSlamPhysicalLightningTravel

Leap into the air carried by divine wings, damaging enemies with your spear where you land. If there is a Fragment of Divinity near you or the targeted location, this attack will Consume it when you leap to become Empowered , dealing more damage and granting life and mana recovery. This skill does not use up its Cooldown when empowered.

Impact

  • Converts 40 % of Physical damage to Lightning damage
  • +2 seconds to Total Attack Time
  • Impact radius is 2.5 m
  • Will Consume a Fragment of Divinity within 3 m of you or targeted location when you leap to become Empowered
  • Impact radius is (0 - 0.2) mImpact radius is 0.2 m

Empowered

  • Atk Dmg(400 - 1449)%1449%
  • Converts 40 % of Physical damage to Lightning damage
  • Impact radius is 2.5 m
  • Does not consume a Cooldown Use
  • Recover 10 % of max Life over 2 seconds
  • Recover 10 % of max Mana over 2 seconds
Implicit
  • Grants Skill: Spear Throw
  • Grants Skill: Level 18 Righteous Descent
  • 25 % inc. Melee Strike Range with this weapon
Explicit
  • (150-250) % inc. Phys.Dmg
  • Adds 1 to (200-300) Light.Dmg
  • +(5-8) % to Crit%
  • Life Leech recovers based on your Lightning damage as well as Physical damage
  • Create a Fragment of Divinity in your Presence every 4 seconds

"May the Lightless drown in the violence of His devotion."

Off-Hands

Eyes of the Runefather Lv. 62+
Eyes of the Runefather

Base: Venerable Defender

Req: 64 Str | 64 Dex

Lvl Block chanceARERMov.SpdWardES Recipe
62 28%567514--- —
65 26%753--0.0342- Verisium×1800Exceptional Verisium×1Uhtred's Crest of the Chalice×1
65 25%---4245 Verisium×1800Exceptional Verisium×1Uhtred's Crest of the Chalice×1
65 20%-148-42- Verisium×1800Exceptional Verisium×1Uhtred's Crest of the Chalice×1 !

Raise Shield

AttackAoEMeleePhysicalChannelling

Raise your Shield to Block all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a Shield Bash, damaging and Stunning enemies. While your Shield is raised you cannot be Light Stunned by hits you Block , but Blocking too much damage may Heavy Stun you. You cannot Evade while your Shield is raised, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.

  • Shield Bash causes 600 % more Heavy Stun buildup
  • Shield Bash always Light Stuns Shield Bash Dazes if holding a Tower Shield
  • Shield Bash can't be Evaded
  • Shield Bash deals 3 to 4 Phys.Dmg per 5 Armour on Shield
Implicit
  • Grants Skill: Raise Shield
Explicit
  • (300-400) % inc. Armour and Evasion
  • +(40-50) % to Cold Res
  • Inflicts RFa's Challenge on enemies 6 m in front of you when raised, no more than once every 2 seconds
  • Gain 1 RFa's Boast per Power of targets affected by RFa's Challenge you kill
  • Off-hand Hits inflict RFa's Challenge

"From aeons past, Dannig felt the Runefather's gaze, challenging him. There is no honour in ease. True greatness is torn from the jaws of defeat."

Body Armour

Reverie Lv. 28+
Reverie

Base: Shaman Mantle

Req: 26 Str | 26 Int

Lvl ARESWard Recipe
28 320102- —
38 2924244 Verisium×440Vorana's Crest of the Scythe×1

Rite of Restoration

Lv 8
SpellAoEDur.Staged

Place a Sigil on the ground, providing a powerful Buff to you and Allies standing in it which grants Life Regeneration and amplifies Armour , Evasion and ES . The Buff becomes more powerful the more mana you spend while standing in the Sigil.

  • Minimum 1 second between gaining Stages
  • Sigil radius is 4.5 m
  • Gains a Stage when you Spend a total of 35 % of your Maximum Mana while in Area
  • Maximum 4 Stages
  • Buff grants (11 - 14) % more Armour , Evasion and ES per StageBuff grants 14 % more Armour , Evasion and ES per Stage
  • Buff grants (8.7 - 21.7) Life Regenerated per second per StageBuff grants 21.7 Life Regenerated per second per Stage
  • Sigil radius is (0 - 0.8) mSigil radius is 0.8 m
Implicit
  • Grants Skill: Level 8 Rite of Restoration
Explicit
  • (100-150) % inc. Armour and ES
  • -10 % to Fire Res
  • +(17-23) % to Chaos Res
  • Cannot use Life Flasks | Non-Unique Life Flasks apply their Effects constantly | Recovery from Life Flasks cannot be Instant | Recovery from your Life Flasks cannot be applied to anything other than you
  • (40-60) % less Life Flask Recovery

""Do not despair! Give yourself to the woods! Become empty, and the Goddess will find you. From within her roots... you shall be restored." - Cirel of Caer Tarth"

Loreweave Lv. 43+
Loreweave

Base: Ornate Ringmail

Req: 45 Str | 45 Int

Lvl ARESWard Recipe
43 22566- —
55 21060112 Verisium×3740Uhtred's Crest of the Chalice×1
Explicit
  • Adds (1-4) to (8-12) Phys.Dmg to Attacks
  • +(200-300) to Accu
  • +(20-30) to max Mana
  • (6-15) % inc. Rarity of Items found
  • +(2-5) % to Quality of all Skills
  • (7-10) % inc. Cast Speed
  • Your Maximum Resistances are (75-80) %
  • Random 3 Unique Ring Modifiers

"The collector need not even speak. Each ring regaled them with tales of his conquest."

The Sunken Vessel Lv. 45+
The Sunken Vessel

Base: Knight Armour

Req: 41 Str | 41 Dex

Lvl ARERWard Recipe
45 433391- —
55 38815993 Verisium×600Vorana's Crest of the Scythe×1
Explicit
  • (120-180) % inc. Armour and Evasion
  • +(80-120) to max Life
  • 30 % reduced Life Recovery rate
  • 33 % chance to avoid Proj
  • Phys.Dmg of Enemies Hitting you is Unlucky
  • Convert All Armour to ER

""What are you lot looking at? We're under fire! Get to your stations!" - Captain Sventura, the Unlucky"

The Auspex Lv. 65+
The Auspex

Base: Exquisite Vest

Variant: Grants Skill: Level 15 Mist Raven PoE2DB source row

Req: 242 Dex

Lvl ERWard Recipe
65 1398- —
70 104886 Verisium×1300Vorana's Crest of the Scythe×1

Mist Raven

Lv 15
MinionCompanionPersistentPhysicalChaos

Summons a mysterious undamageable Mist Raven that can be Commanded to dive at target location, crashing through an otherworldly mirror and damaging enemies in an area. The raven grants you a Frenzy Charge for each enemy it Culls .

Minion Info

  • Culling Strike
  • This Minion uses your Culling Strike threshold
  • (0 - 20) % chance when you gain a Frenzy Charge to gain an additional Frenzy Charge20 % chance when you gain a Frenzy Charge to gain an additional Frenzy Charge

Command

  • Cost8 Mana
Implicit
  • Grants Skill: Level 15 Mist Raven
Explicit
  • (210-240) % inc. ER
  • +(70-120) to max Life
  • 100 % inc. Attribute req.
  • Chance to Deflect is Lucky while on Low Life
  • Enemies in your Presence gain 1 Gruelling Madness each second

""The boy is a bad omen," he cried. "Ravens gather before him!" That night, a new raven appeared, and shadowed the Auspex for the rest of his days."

The Auspex Lv. 65+
The Auspex

Base: Exquisite Vest

Variant: Grants Skill: Level 15 Mist Raven PoE2DB source row

Req: 242 Dex

Lvl ERWard Recipe
65 1398- —
70 104886 Verisium×1300Vorana's Crest of the Scythe×1

Mist Raven

Lv 15
MinionCompanionPersistentPhysicalChaos

Summons a mysterious undamageable Mist Raven that can be Commanded to dive at target location, crashing through an otherworldly mirror and damaging enemies in an area. The raven grants you a Frenzy Charge for each enemy it Culls .

Minion Info

  • Culling Strike
  • This Minion uses your Culling Strike threshold
  • (0 - 20) % chance when you gain a Frenzy Charge to gain an additional Frenzy Charge20 % chance when you gain a Frenzy Charge to gain an additional Frenzy Charge

Command

  • Cost8 Mana
Implicit
  • Grants Skill: Level 15 Mist Raven
Explicit
  • (210-240) % inc. ER
  • +(70-120) to max Life
  • 100 % inc. Attribute req.
  • Chance to Deflect is Lucky while on Low Life
  • Enemies in your Presence gain 1 Gruelling Madness each second
  • Raven-Touched

""The boy is a bad omen," he cried. "Ravens gather before him!" That night, a new raven appeared, and shadowed the Auspex for the rest of his days."

Geofri's Sanctuary Lv. 65+
Geofri's Sanctuary

Base: Revered Vestments

Req: 67 Str | 67 Int

Lvl ARESWard Recipe
65 740-- —
70 6296486 Verisium×7150Uhtred's Crest of the Chalice×1 !
70 5398886 Verisium×7150Uhtred's Crest of the Chalice×1 !
70 44445301 Verisium×7150Uhtred's Crest of the Chalice×1
Implicit
  • +1 % to all Maximum Ele.Res
Explicit
  • (150-200) % inc. Armour
  • +(10-20) % to all Ele.Res
  • Your max ES is equal to (200-300) % of your Str
  • Maximum ES cannot be Converted
  • Regenerate 2 Life per second for every 10 Int
  • Zealot's Oath

"Faith does not make us invulnerable. It makes us immortal."

The Unleashed Lv. 65+
The Unleashed

Base: Revered Vestments

Req: 67 Str | 67 Int

Lvl ARESWard Recipe
65 732204- —
70 6226486 Exceptional Verisium×30Olroth's Crest of the Sun×1 !
70 5338886 Exceptional Verisium×30Olroth's Crest of the Sun×1 !
70 44045301 Exceptional Verisium×30Olroth's Crest of the Sun×1
Implicit
  • +1 % to all Maximum Ele.Res
Explicit
  • (150-250) % inc. Armour and ES
  • +(10-20) to Str and Int
  • (15-25) % of Dmg taken from Hits bypasses ES if ES is below half
  • Gain 1 Runic Binding on Hit with Spells, no more than once every 0.5 seconds | Lose all Runic Bindings when you Shapeshift to gain that much Unbound Potential

"His latent potential unleashed itself, a beast bursting from its shackles. Each strike of Farrow's hammer rang out a song for the First Ones."

Decree of Loyalty Lv. 70+
Decree of Loyalty

Base: Ancient Mail

Req: 67 Str | 67 Int

Lvl ARESWard Recipe
70 1057294- —
70 8446186 Verisium×1300Vorana's Crest of the Scythe×1
Explicit
  • (200-300) % inc. Armour and ES
  • +(15-25) to Str and Int
  • +(1-5) % to Maximum Chaos Res
  • Convert 1 % of max Life to twice as much Armour per 1% Chaos Res above 0%
  • Defend with (150-200) % of Armour while you have ES
  • DoT cannot bypass your ES

""Hold firm. Let no word but the Mothers' turn your head. Through your unfaltering fealty, you achieve perfection.""

Forgotten Warden Lv. 70+
Forgotten Warden

Base: Primal Markings

Req: 67 Dex | 67 Int

Lvl ERESWard Recipe
70 1032316- —
80 85968107 Verisium×7500Exceptional Verisium×3Uhtred's Crest of the Chalice×1

Spirit Vessel

Lv 16
MinionCompanionPersistentMeta

Summons a Shapeshifting Spirit Vessel Companion that uses copies of socketed Bear , Werewolf , and Wyvern Skills.

Spirit Vessel

  • Spirit Vessel deals 20 % more Dmg per different socketed Skill
  • Minions have (0 - 20) % more Maximum LifeMinions have 20 % more Maximum Life

Support

Implicit
  • Grants Skill: Level 16 Spirit Vessel
Explicit
  • +(70-100) to Deflection Rating per 50 missing ES
  • (200-300) % inc. Evasion and ES
  • +(20-30) to Dex
  • Companions have (30-50) % inc. max Life
  • (10-15) % of Dmg from Deflected Hits is taken from Dmgable Companion 's Life before you
  • enable ancient order task [1]

"A gift from the Draíocht, lost in Darkness. The bronze hums. The cloth sighs. Living pieces of her, yearning to exist."

Helmets

Decree of Acuity Lv. 65+
Decree of Acuity

Base: Ancient Visor

Req: 59 Str | 59 Dex

Lvl ARER Recipe
65 537489 —
65 537163 Unavailable
Explicit
  • (150-250) % inc. Armour and Evasion
  • +(25-35) to Dex
  • Gain (15-30) % of ER as extra Armour
  • You are Blind
  • The Effect of Blind on you is reversed

""Focus. Hone your mind. Your lessers rely on the tangible. Shed your senses, and raze them from this physical realm.""

Vestige of Darkness Lv. 65+
Vestige of Darkness

Base: Tenebrous Crown

Req: 59 Str | 59 Int

Lvl ARESWard Recipe
65 489137- —
65 3904056 Verisium×300Medved's Crest of the Circle×1
Explicit
  • (150-200) % inc. Armour and ES
  • +(20-30) to Str and Int
  • Physical damage from Hits Contributes to Chill Magnitude and Freeze Buildup
  • Enemies in your Presence are Blinded
  • The Bodach haunts your Presence
  • the wendigo manifestation delay randomisation ms [500]
  • the wendigo manifests +% faster per enemy power in your presence [5]

""Your covetous hands bring the Unlight ever closer to consuming your realm.""

The Hollow Mask Lv. 84+
The Hollow Mask

Base: Hewn Mask

Lvl ERESWard Recipe
5 1812- —
38 301054 Verisium×330Vorana's Crest of the Scythe×1

Wildwood's Gifts

Lv 19
BuffPersistentRemnant

You are chosen by Azmerian spirits who provide guidance, allowing you to see nearby Ancient Blooms .

  • Ancient Blooms fade after 25 seconds if not picked up
  • Ancient Blooms within 5m of you are revealed
  • An Ancient Bloom manifests within 8.5m of you every (1.21 - 1.4) secondsAn Ancient Bloom manifests within 8.5m of you every 1.4 seconds
  • Ancient Blooms have (10 - 100) % inc. effectAncient Blooms have 100 % inc. effect
  • Ancient Blooms have (0 - 15) % inc. effectAncient Blooms have 15 % inc. effect
Implicit
  • Grants Skill: Level 2 Wildwood's Gifts
Explicit
  • Grants Skill: Level 19 Wildwood's Gifts
  • +(60-80) to max Life
  • 15% additional Phys.Dmg Reduction
  • -10% to all Ele.Res
  • +13% to Chaos Res
  • Remnants you create affect Allies in your Presence as well as you when collected
  • (80-100)% inc. Reservation Efficiency of Remnant Skills

"The Roots burrow deeper, unveiling the wood's bounty..."

Gloves

Facebreaker Lv. 1+
Facebreaker

Base: Stocky Mitts

Lvl ARPhysWard Recipe
1 158-12- —
38 508-1245 Verisium×240Vorana's Crest of the Scythe×1
Explicit
  • Has 8 to 12 Physical damage, +3 to +4 per Boss's Face Broken
  • (30-50) % inc. Stun Buildup
  • 1% more Unarmed Dmg per 5 Str
  • +0.3 m to Melee Strike Range while Unarmed
  • +1 to Armour per Str
  • Can Attack as though using a One Handed Mace while both of your hand slots are empty | Unarmed Attacks that would use an Equipped One Hand Mace 's damage use this Item's damage
  • local display facebreaker damage imitation weapon [1]

""You think us savages?" mused the Red Wolf, as he pulled teeth from the Eternal's skull. "I will show your kind the way of tooth and claw.""

Horror's Flight Lv. 65+
Horror's Flight

Base: Engraved Bracers

Variant: Grants Skill: Level 15 Crushing Fear PoE2DB source row

Req: 80 Dex

Lvl ER
65 497

Crushing Fear

Lv 15
AttackAoEMeleeStrikePhysicalChaos

Dash to an enemy and Strike them, Culling enemies if their life is low enough. When this skill kills an enemy you draw out their final fears, crushing them to create a shockwave. Enemies around you that can be Culled will be highlighted.

Strike

  • Converts 50 % of Physical damage to Chaos damage
  • Culling Strike
  • Can't be Evaded
  • (0 - 10) % more AoE10 % more AoE

Shockwave

  • Atk Dmg(400 - 1449)%1449%
  • Converts 50 % of Physical damage to Chaos damage
  • Culling Strike
  • Can't be Evaded
  • 5 % more AoE per Power of killed target
  • 10 % more Dmg per Power of killed target
Implicit
  • Grants Skill: Level 15 Crushing Fear
Explicit
  • (200-300) % inc. ER
  • (7-17) % inc. Atk Speed
  • +(13-23) to Dex
  • Adds (19-23) to (31-37) Chaos.Dmg to Attacks
  • Gain 1 Fear Incarnate when you Cull a target

"If fear doesn't kill you, I will."

Horror's Flight Lv. 65+
Horror's Flight

Base: Engraved Bracers

Variant: Grants Skill: Level 15 Crushing Fear PoE2DB source row

Req: 80 Dex

Lvl ER
65 497

Crushing Fear

Lv 15
AttackAoEMeleeStrikePhysicalChaos

Dash to an enemy and Strike them, Culling enemies if their life is low enough. When this skill kills an enemy you draw out their final fears, crushing them to create a shockwave. Enemies around you that can be Culled will be highlighted.

Strike

  • Converts 50 % of Physical damage to Chaos damage
  • Culling Strike
  • Can't be Evaded
  • (0 - 10) % more AoE10 % more AoE

Shockwave

  • Atk Dmg(400 - 1449)%1449%
  • Converts 50 % of Physical damage to Chaos damage
  • Culling Strike
  • Can't be Evaded
  • 5 % more AoE per Power of killed target
  • 10 % more Dmg per Power of killed target
Implicit
  • Grants Skill: Level 15 Crushing Fear
Explicit
  • (200-300) % inc. ER
  • (7-17) % inc. Atk Speed
  • +(13-23) to Dex
  • Adds (19-23) to (31-37) Chaos.Dmg to Attacks
  • Gain 1 Fear Incarnate when you Cull a target
  • Raven-Touched

"If fear doesn't kill you, I will."

The Master's Reach Lv. 65+
The Master's Reach

Base: Tethering Bands

Req: 55 Str | 55 Int

Implicit
  • Grants Skill: Level 15 Untether
Explicit
  • (200-300) % inc. Armour and ES
  • +(75-125) to max Life
  • +(15-25) to Int
  • Reveal Weaknesses against Rare and Unique enemies
  • Eat a Soul when you Hit an enemy with an Open Weakness
  • (80-100) % of damage taken from enemies with an Open Weakness Recouped as Life
  • unique reveal weakness art variation [1]

"The Master's tether wraps itself around the soul. Should he be denied, he will unmercifully set it free."

Boots

Decree of Flight Lv. 65+
Decree of Flight

Base: Ancient Leggings

Req: 56 Str | 56 Int

Lvl ARESWard Recipe
65 398110- —
65 3183053 Verisium×960Vorana's Crest of the Scythe×1
Explicit
  • 30 % inc. Move.Spd
  • (150-200) % inc. Armour and ES
  • (20-30) % faster Dodge Roll
  • Gain Guard equal to (10-20) % of missing ES for 4 seconds when you Dodge Roll
  • Maximum amount of Guard is based on max ES instead
  • Divine Flight
  • base is floating [1]

""Soar. Be swift. Let none trespass here, from above or below, lest your purpose be forfeit.""

Rings

Veilpiercer Lv. 20+
Veilpiercer

Base: Amethyst Ring

Implicit
  • +(7-13) % to Chaos Res
Explicit
  • +(60-100) to max Mana
  • +(15-25) to Int
  • Curses you inflict can affect Hexproof Enemies
  • Curses you inflict spread to enemies within 3 m when Cursed enemy dies
  • Gain 1 Dark Whisper every second there is a Cursed Enemy in your Presence
  • (20-40) % inc. Dmg with Hits against targets in your Presence

"The tribe revelled wildly, unaware that each fruit they ate further bound their continuity to the fog's. In time, the merest touch could break their reality."

The Taming Lv. 42+
The Taming

Base: Prismatic Ring

Implicit
  • +(7-10) % to all Ele.Res
Explicit
  • +(10-20) % to all Ele.Res
  • (10-20) % inc. Dmg for each type of Elemental Ailment on Enemy
  • Wind Skills which can be boosted by Elemental Ground Surfaces can be boosted by multiple Elemental Ground Surfaces
  • Wind Skills which can be boosted by Elemental Ground Surfaces count | as being boosted by Ignited , Shocked , and Chilled Ground

""Moon after moon did Berek make fools Of the great and Untamed Three Until malice for a Brother Slew the hatred of the Other And Berek did hunt Alone and free." - Berek and the Untamed"

Berek's Grip Lv. 42+
Berek's Grip

Base: Two-Stone Ring

Implicit
  • +(12-16) % to Cold and Light. Ress
Explicit
  • +(10-20) to Dex and Int
  • +(10-20) % to Cold and Light. Ress
  • Hits against you have (35-50) % reduced Crit% while you are Chilled
  • Wind Skills which can be boosted by Elemental Ground Surfaces count | as being boosted by Shocked Ground

""Berek hid from Storm's lightning wrath In the embrace of oblivious Frost Repelled by ice, blinded by blizzards Storm raged in vain While Berek slept." - Berek and the Untamed"

Berek's Pass Lv. 42+
Berek's Pass

Base: Two-Stone Ring

Implicit
  • +(12-16) % to Fire and Cold Ress
Explicit
  • +(10-20) to Str and Int
  • +(10-20) % to Fire and Cold Ress
  • Regenerate (1-2) % of max Life per second while Ignited
  • Wind Skills which can be boosted by Elemental Ground Surfaces count | as being boosted by Chilled Ground

""From Frost's ice-bound pass Berek taunted and jeered Until furious Flame scaled the mountain Berek escaped through the thaw And Frost's tortured moans." - Berek and the Untamed"

Berek's Respite Lv. 42+
Berek's Respite

Base: Two-Stone Ring

Implicit
  • +(12-16) % to Fire and Light. Ress
Explicit
  • +(10-20) to Str and Dex
  • +(10-20) % to Fire and Light. Ress
  • (15-25) % inc. Critical Dmg Bonus while Shocked
  • Wind Skills which can be boosted by Elemental Ground Surfaces count | as being boosted by Ignited Ground

""With Flame licking at his heels Berek berated the clouds Until vengeful Storm spewed forth his rains And Berek held on tight As Fire screamed and steamed And fled." - Berek and the Untamed"

Belts

Cat O' Nine Tails Lv. 55+
Cat O' Nine Tails

Base: Utility Belt

Implicit
  • Has (1-3) Charm Slots
  • 20 % of Flask Recovery applied Instantly
Explicit
  • +(120-200) to max Life
  • Regenerate 5 % of max Life per second if you have been Hit Recently
  • (25-50) % inc. Life Recovery rate
  • Life Recovery other than Flasks cannot Recover Life to above Low Life
  • Gain Physical Thorns damage equal to 8 % - 12 % of max Life

"A Templar thinks he's righteous for flogging himself once for every ten lashings he gives."

Mageblood Lv. 55+
Mageblood

Base: Utility Belt

Implicit
  • Has (1-3) Charm Slots
  • 20 % of Flask Recovery applied Instantly
Explicit
  • All Mage's Legacies have (25-50) % inc. effect per duplicate Mage's Legacy you have
4 Mage’s Legacies · 14 possible rolls

Only one instance of each Mage’s Legacy applies its bonus. Duplicate rolls increase its effect through the modifier above.

Legacy of Amethyst
+45% to Chaos Res.
Legacy of Basalt
150% inc. Armour.
Legacy of Bismuth
+45% to all Ele.Res.
Legacy of Diamond
75% inc. Crit%.
Legacy of Gold
45% inc. Rarity of Items found.
Legacy of Granite
+2000 to Armour.
Legacy of Jade
+2000 to ER.
Legacy of Quicksilver
30% inc. Move.Spd.
Legacy of Ruby
+60% to Fire Res and +5% to Maximum Fire Res.
Legacy of Sapphire
+60% to Cold Res and +5% to Maximum Cold Res.
Legacy of Silver
30% inc. Skill Speed.
Legacy of Stibnite
150% inc. ER.
Legacy of Sulphur
60% inc. Dmg, and makes the area within 2.5 m of you Consecrated Ground while you're stationary.
Legacy of Topaz
+60% to Light. Res and +5% to Maximum Light. Res.

"Rivers of power coursed through their veins. Now, that power is yours, for good or ill."

Amulets

Immaculate Adherence Lv. 30+
Immaculate Adherence

Base: Solar Amulet

Implicit
  • +(10-15) to Spirit
Explicit
  • 100 % of Dmg is taken from Mana before Life
  • Cannot have ES
  • Convert 100% of max ES to max Divinity
  • (0-100) % inc. max Divinity
  • 20 % reduced max Divinity per Corrupted Item Equipped
  • Skills Cost Divinity instead of Mana or Life

"To stray is to condemn this world to sin."

Eventide Petals Lv. 55+
Eventide Petals

Base: Veridical Chain

VersionRecipe
Runemastered Veridical ChainExceptional Verisium×40Olroth's Crest of the Sun×1

Midnight Zenith

Lv 13
BuffPersistentAoEColdDur.

While active, Critical Hits with other skills that kill targets, or hit powerful targets cause you to gain Arctic Petals. Once you have enough Arctic Petals they will be Consumed to create Ice Crystals near the most recent target.

Buff

  • This Skill cannot cause Meta Skills to generate Energy
  • You cannot gain Arctic Petals from this Skill's Critical Hits
  • +1 Arctic Petal per Power of targets Killed with Critical Hits
  • +(3 - 4) Arctic Petals on Critically Hitting Rare or Unique targets+4 Arctic Petals on Critically Hitting Rare or Unique targets
  • Consumes 10 Arctic Petals to create 5 Ice Crystals when able
  • midnight star max ice crystals [0,2]

Crystal

  • Explosion radius is 2.2 m
  • Ice Crystal duration is 10 seconds
  • Limit 10 Ice Crystals
  • Deals (19 - 47) to (29 - 70) Cold.DmgDeals 47 to 70 Cold.Dmg
  • Ice Crystals have (14 - 4768) max LifeIce Crystals have 4768 max Life
Implicit
  • Grants Skill: Level 13 Midnight Zenith
  • +(30-40) to max Ward
Explicit
  • (30-50) % inc. Crit%
  • +(25-35) to Int
  • (30-50) % inc. Light Radius
  • Ice Crystals have (-3-3) % reduced max Life per 5% Cold Res you have

"Dannig sculpted the Verisium to evoke the night-blooming lotus of Middengard's stygian peaks, which grow only where ash meets the snow and stars."

Talismans

Spiteful Floret Lv. 5+
Spiteful Floret

Base: Nettle Talisman

Req: 9 Str | 8 Int

Lvl PhysCritAPS DPS Recipe
5 21-3411.00%1.34 36.9 —
38 87-14711%1.34 157 Verisium×210Medved's Crest of the Circle×1
55 116-19511%1.34 208 Verisium×1960Exceptional Verisium×9Uhtred's Crest of the Chalice×1

Sanguine Revelry

Lv 2
BuffPersistentRemnant

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.

  • Remnants last for 8 seconds
  • Spawn a Remnant on Hitting a Bleeding enemy, no more than once every 2 seconds
  • Spawn a Remnant on killing a Bleeding enemy
  • Each Remnant grants (5 - 9) RageEach Remnant grants 9 Rage
  • Each Remnant causes you to recover (1 - 1.5) % of max Life per 5 Current RageEach Remnant causes you to recover 1.5 % of max Life per 5 Current Rage
  • Each Remnant grants (0 - 2) RageEach Remnant grants 2 Rage
Implicit
  • Grants Skill: Level 2 Sanguine Revelry
Explicit
  • (60-90) % inc. Phys.Dmg
  • (6-10) % inc. Atk Speed
  • +(7-14) to Str
  • (20-30) % chance to cause Bleeding on Hit
  • Every 5 Rage also grants 5 % of Dmg taken Recouped as Life

"If you see the blushing tree of the northern woods, remember: "Blossoms of red, the tree's been fed. Blossoms of white, prepare for a fight.""

Surge of the Tide Lv. 52+
Surge of the Tide

Base: Lumbering Talisman

Req: 60 Str | 43 Int

Lvl PhysCritAPS DPS
52 283-4265.00%0.96 340
Explicit
  • (250-300) % inc. Phys.Dmg
  • (30-50) % inc. Armour
  • (10-15) % reduced Atk Speed
  • +(20-30) to Str
  • Every second Slam Skill you use while Shapeshifted is Ancestrally Boosted | Every second Strike Skill you use while Shapeshifted is Ancestrally Boosted

""A traditional hatungo does not carry an axe, it is true. But as Narumoa showed us, there are many ways to crush one's enemy...""

Jewels

Split Personality Lv. 20+
Split Personality

Base: Ruby

Variant: Mercenary Source-listed modifiers corroborated by RePoE

Limited to: 1

Explicit
  • Can Allocate Passive Skills from the Mercenary's starting point

""Try on another life. See how it fits. You'll find that your one life is utterly inadequate." - He of Many Names and Many Faces"

Basic—
Split Personality Lv. 20+
Split Personality

Base: Ruby

Variant: Ranger Source-listed modifiers corroborated by RePoE

Limited to: 1

Explicit
  • Can Allocate Passive Skills from the Ranger's starting point

""Try on another life. See how it fits. You'll find that your one life is utterly inadequate." - He of Many Names and Many Faces"

Basic—
Split Personality Lv. 20+
Split Personality

Base: Ruby

Variant: Shadow Source-listed modifiers corroborated by RePoE

Limited to: 1

Explicit
  • Can Allocate Passive Skills from the Shadow's starting point

""Try on another life. See how it fits. You'll find that your one life is utterly inadequate." - He of Many Names and Many Faces"

Basic—
Split Personality Lv. 20+
Split Personality

Base: Ruby

Variant: Sorceress Source-listed modifiers corroborated by RePoE

Limited to: 1

Explicit
  • Can Allocate Passive Skills from the Sorceress's starting point

""Try on another life. See how it fits. You'll find that your one life is utterly inadequate." - He of Many Names and Many Faces"

Basic—
Split Personality Lv. 20+
Split Personality

Base: Ruby

Variant: Templar Source-listed modifiers corroborated by RePoE

Limited to: 1

Explicit
  • Can Allocate Passive Skills from the Templar's starting point

""Try on another life. See how it fits. You'll find that your one life is utterly inadequate." - He of Many Names and Many Faces"

Basic—
Split Personality Lv. 20+
Split Personality

Base: Ruby

Variant: Warrior Source-listed modifiers corroborated by RePoE

Limited to: 1

Explicit
  • Can Allocate Passive Skills from the Warrior's starting point

""Try on another life. See how it fits. You'll find that your one life is utterly inadequate." - He of Many Names and Many Faces"

Basic—
Voices Lv. 20+
Voices

Base: Sapphire

Variant: 2 sockets PoE2DB source row

Limited to: 1

Explicit
  • Allocates 2 Sinister Jewel sockets

"Only a madman would ignore a god's instructions."

Voices Lv. 20+
Voices

Base: Sapphire

Variant: 3 sockets PoE2DB source row

Limited to: 1

Explicit
  • Allocates 3 Sinister Jewel sockets

"Only a madman would ignore a god's instructions."

Voices Lv. 20+
Voices

Base: Sapphire

Variant: 4 sockets PoE2DB source row

Limited to: 1

Explicit
  • Allocates 4 Sinister Jewel sockets

"Only a madman would ignore a god's instructions."

Flasks

Uhtred's Chalice Lv. 50+
Uhtred's Chalice

Base: Transcendent Mana Flask

Lvl Recovers {0} Mana over {1} SecondsConsumes {0} of {1} Charges on useCurrently has {0} Charges
50 932100
Explicit
  • (200-300) % inc. Amount Recovered
  • 70 % reduced Recovery rate
  • (50-60) % reduced Charges
  • Mana Recovery from Flasks can Overflow max Mana during Effect
  • Lose 5 % Life per second while you have no Ward during Effect

"Uhtred drank. Verisium burned through his veins. He gazed at death's face. With all his strength, he turned instead to the stars, and witnessed Truth."

Opportunity Lv. 60+
Opportunity

Base: Ultimate Life Flask

Lvl Recovers {0} Life over {1} SecondsConsumes {0} of {1} Charges on useCurrently has {0} Charges
60 198730
Explicit
  • Effect is not removed when Unreserved Life is Filled
  • Cannot be Used manually
  • Used when you release a skill with Perfect Timing
  • Skills have (80-120) % longer Perfect Timing window during effect
  • (100-150) % inc. Amount Recovered
  • (25-50) % reduced Recovery rate
  • (50-75) % reduced Charges per use

""Calculations complete, and He is assembled. Our immaculate tactics are set in motion.""

Tablets

Mastered Domain Lv. 65+
Mastered Domain

Base: Irradiated Tablet

Implicit
  • Adds Irradiated to a Map | 1 uses remaining
Explicit
  • Map also counts as a Water Map

"For a brief shining time, the Precursors could resculpt the world as they saw fit."

Overview

POE2 0.5: New and Reworked Uniques

  • Return of the Ancients now has a POE2 roster for the Runes of Aldur unique batch. The cards below are hydrated from the refreshed POE2 unique pipeline, including the announcement-art entries that do not use the normal item-art path yet.
  • Unique Verisium Runeforging is still tracked separately from direct unique reworks: it is a craft form layered on top of the unique name, upgrading or converting the base stats instead of replacing the unique identity.
  • Keep this section near the top while the 0.5 data is settling. If more POE2 Runes uniques are added or temporary announcement art is replaced with final item art, rerun the POE2 unique pipeline and this card list can be refreshed from the same source.

Uniques (46)

#

Equipment reference

0.5 New Item Bases

BaseAttr.Base statsImplicitsLinks
Distorted Amulet Distorted Amulet
-1 Suffix Modifier allowed-1 Suffix Modifier allowed
Corona Amulet Corona AmuletLv. 40
This item gains bonuses from Socketed Items as though it was a HelmetThis item gains bonuses from Socketed Items as though it was a Helmet
Lament Amulet Lament AmuletLv. 42
-1 Prefix Modifier allowed-1 Prefix Modifier allowed
Grants one of 37 skills · Requires level 42
Alchemist's BoonLevel 11

Alchemist's Boon

Lv 11
BuffPersistentAura
Arctic ArmourLevel 11

Arctic Armour

Lv 11
BuffSpellPersistentSustainedColdStaged
AttritionLevel 11

Attrition

Lv 11
BuffPersistent
BarkskinLevel 11

Barkskin

Lv 11
BuffPersistentDur.
Barrier InvocationLevel 11

Barrier Invocation

Lv 11
BuffPersistentTriggerInvocationMeta
BerserkLevel 11

Berserk

Lv 11
BuffPersistent
BriarpatchLevel 11

Briarpatch

Lv 11
BuffSpellPersistentAoESustainedPhysicalDur.Plant
Cast on Minion DeathLevel 11

Cast on Minion Death

Lv 11
BuffMinionPersistentTriggerMeta
Charge RegulationLevel 11

Charge Regulation

Lv 11
BuffPersistent
Combat FrenzyLevel 11

Combat Frenzy

Lv 11
BuffPersistent
ConvalescenceLevel 11

Convalescence

Lv 11
SpellBuffPersistentDur.
Defiance BannerLevel 11

Defiance Banner

Lv 11
BannerBuffPersistentAoEAuraDur.Conditional
Dread BannerLevel 11

Dread Banner

Lv 11
BannerBuffPersistentAoEAuraDur.Conditional
Ghost DanceLevel 11

Ghost Dance

Lv 11
BuffPersistent
Herald of AshLevel 11

Herald of Ash

Lv 11
BuffPersistentAoEFireDur.Herald
Herald of BloodLevel 11

Herald of Blood

Lv 11
BuffAttackPersistentAoEPhysicalHeraldPayoff
Herald of IceLevel 11

Herald of Ice

Lv 11
BuffAttackPersistentAoEColdHeraldPayoff
Herald of PlagueLevel 11

Herald of Plague

Lv 11
BuffPersistentChaosHerald
Herald of ThunderLevel 11

Herald of Thunder

Lv 11
BuffAttackPersistentAoELightningHeraldPayoff
Iron WardLevel 11

Iron Ward

Lv 11
BuffPersistentAoEPhysicalNova
Lingering IllusionLevel 11

Lingering Illusion

Lv 11
BuffPersistentDur.Remnant
Magma BarrierLevel 11

Magma Barrier

Lv 11
BuffAttackPersistentAoEMeleeTriggerFire
Mana RemnantsLevel 11

Mana Remnants

Lv 11
BuffPersistentRemnant
Overwhelming PresenceLevel 11

Overwhelming Presence

Lv 11
BuffPersistentAura
Plague BearerLevel 11

Plague Bearer

Lv 11
BuffPersistentAoEPhysicalChaosNova
Raging SpiritsLevel 11

Raging Spirits

Lv 11
BuffMinionPersistentFireDur.
Ravenous SwarmLevel 11

Ravenous Swarm

Lv 11
BuffMinionPersistentPhysicalChaosDur.
Reaper's InvocationLevel 11

Reaper's Invocation

Lv 11
BuffPersistentTriggerInvocationMeta
Savage FuryLevel 11

Savage Fury

Lv 11
BuffPersistentDur.
Scavenged PlatingLevel 11

Scavenged Plating

Lv 11
BuffPersistentPhysicalDur.
Shard ScavengerLevel 11

Shard Scavenger

Lv 11
BuffPersistentPhysicalLightningColdFireDur.
Siphon ElementsLevel 11

Siphon Elements

Lv 11
BuffPersistentLightningColdFireRemnant
Time of NeedLevel 11

Time of Need

Lv 11
BuffPersistent
Trail of CaltropsLevel 11

Trail of Caltrops

Lv 11
AttackBuffPersistentAoEProjTriggerPhysicalDur.Hazard
War BannerLevel 11

War Banner

Lv 11
BannerBuffPersistentAoEAuraDur.Conditional
Wind DancerLevel 11

Wind Dancer

Lv 11
BuffAttackPersistentAoEMeleeTriggerStaged
Withering PresenceLevel 11

Withering Presence

Lv 11
BuffPersistentAuraChaosDur.
Portent Amulet Portent AmuletLv. 42
-1 Suffix Modifier allowed-1 Suffix Modifier allowed
Grants one of 7 skills · Requires level 42
BlinkLevel 11

Blink

Lv 11
BuffSpellPersistentTravel
Elemental ConfluxLevel 11

Elemental Conflux

Lv 11
BuffPersistentLightningColdFireDur.
Elemental InvocationLevel 11

Elemental Invocation

Lv 11
BuffPersistentTriggerLightningColdFireInvocationMeta
Feral InvocationLevel 11

Feral Invocation

Lv 11
BuffPersistentInvocationMeta
Mirage ArcherLevel 11

Mirage Archer

Lv 11
BuffPersistentTriggerDur.Meta
SacrificeLevel 11

Sacrifice

Lv 11
BuffMinionPersistent
Wolf PackLevel 11

Wolf Pack

Lv 11
MinionCompanionPersistentPhysical
Absent Amulet Absent AmuletLv. 50
-1 Prefix Modifier allowed -1 Suffix Modifier allowed-1 Prefix Modifier allowed -1 Suffix Modifier allowed
Grants one of 7 skills · Requires level 50
ArchmageLevel 12

Archmage

Lv 12
BuffPersistentLightning
Cast on CriticalLevel 12

Cast on Critical

Lv 12
BuffPersistentTriggerMeta
Cast on DodgeLevel 12

Cast on Dodge

Lv 12
BuffPersistentTriggerMeta
Cast on Elemental AilmentLevel 12

Cast on Elemental Ailment

Lv 12
BuffPersistentTriggerLightningColdFireMeta
Eternal RageLevel 12

Eternal Rage

Lv 12
BuffPersistent
Rhoa MountLevel 12

Rhoa Mount

Lv 12
MinionBuffCompanionPersistent
TrinityLevel 12

Trinity

Lv 12
BuffPersistentLightningColdFire
Grasping Mail Grasping MailLv. 65 41 Str41 Dex41 Int 182 ArmourArmour165 EREvasion Rating50 ESEnergy Shield-0.04 Base Move.SpdBase Movement Speed
Can roll Ring ModifiersCan roll Ring Modifiers
Catalysts can be applied to this itemCatalysts can be applied to this item
Trarthan Cannon Trarthan CannonLv. 65 114 Str63 Dex 58-134 Phys.DmgPhysical Damage5% Crit%Critical Hit Chance1.4 Atk/sAttacks per Second
Cannot load or fire AmmunitionCannot load or fire Ammunition
Two-Stone Ring Two-Stone RingLv. 35
+(12 — 16) % to Fire and Cold Ress+(12 — 16) % to Fire and Cold Resistances
Grasping Ring Grasping RingLv. 40
This item gains bonuses from Socketed Items as though it was GlovesThis item gains bonuses from Socketed Items as though it was Gloves
Kinetic Ring Kinetic RingLv. 40
Adds (6 — 9) to (11 — 15) Phys.Dmg to AttacksAdds (6 — 9) to (11 — 15) Physical Damage to Attacks
Mnemonic Ring Mnemonic RingLv. 40
(4 — 6) % inc. max Mana(4 — 6) % increased maximum Mana
Vitalic Ring Vitalic RingLv. 40
(4 — 6) % inc. max Life(4 — 6) % increased maximum Life
Oneiric Ring Oneiric RingLv. 47
(11 — 23) % inc. Chaos.Dmg(11 — 23) % increased Chaos Damage
Biostatic Ring Biostatic RingLv. 52
+1 % to all max Resistances+1 % to all maximum Resistances

Item Bases

#
CategoryIconRune (Limit 1)Effect / Mods Link
WeaponBetrayal of Aldur—★Betrayal of AldurTransforms all Fire Cold and Lightning modifiers on the item into equivalent Chaos modifiers
25% increased Chaos Damage
Breath of Aldur—★Breath of AldurWhen socketed transforms all Fire and Lightning modifiers to equivalent Cold modifiers
25% increased Cold Damage
Ire of Aldur—★Ire of AldurTransforms all Fire and Cold modifiers on the item into equivalent Lightning modifiers
25% increased Lightning Damage
Passion of Aldur—★Passion of AldurTransforms all Cold and Lightning modifiers on the item into equivalent Fire modifiers
25% increased Fire Damage

Overview

0.5 New Kalguuran Runes

Kalguuran Aldur rune rows are grouped by eligible equipment slot.

Kalguuran Runes

#
IconItemLimitEffect / Mods Link
Perfect Charging Rune—★Perfect Charging RuneArmour: 20% increased Runic Ward Regeneration Rate
Armour: Regenerate 25 Runic Ward per second
Perfect Robust Rune—★Perfect Robust RuneAll Equipment: +15 to Strength
Martial Weapon: Adds 6 to 10 Physical Damage to Attacks, Adds 6 to 10 Fire damage to Attacks Wand or Staff: +100 to Armour Armour: +20 to maximum Life, +20 to maximum Mana
Perfect Adept Rune—★Perfect Adept RuneAll Equipment: +15 to Dexterity
Martial Weapon: Adds 6 to 10 Physical Damage to Attacks, Adds 1 to 16 Lightning damage to Attacks Wand or Staff: +80 to Evasion Rating Armour: +20 to maximum Life, +20 to maximum Mana
Perfect Ward Rune—★Perfect Ward RuneArmour: +30 to maximum Runic Ward
Armour: 15% increased Global Armour, Evasion and Energy Shield
Perfect Resolve Rune—★Perfect Resolve RuneAll Equipment: +15 to Intelligence
Martial Weapon: Adds 6 to 10 Physical Damage to Attacks, Adds 5 to 8 Cold damage to Attacks Wand or Staff: +50 to maximum Energy Shield Armour: +20 to maximum Life, +20 to maximum Mana
Perfect Vision Rune—★Perfect Vision RuneMartial Weapon: +150 to Accuracy Rating Wand or Staff: 28% increased Critical Hit Chance for Spells Armour: 20% increased Life and Mana Recovery from Flasks
Martial Weapon: Attacks have +1% to Critical Hit Chance Wand or Staff: 25% increased Critical Damage Bonus Armour: +20 to maximum Life, +20 to maximum Mana
Perfect Body Rune—★Perfect Body RuneMartial Weapon: Leeches 6% of Physical Damage as Life Wand or Staff: +60 to maximum Energy Shield Armour: +75 to maximum Life
Martial Weapon: 5% increased maximum Life Wand or Staff: 5% increased maximum Life Armour: +20 to maximum Life, +20 to maximum Mana
Perfect Mind Rune—★Perfect Mind RuneMartial Weapon: Leeches 5% of Physical Damage as Mana Wand or Staff: +90 to maximum Mana Armour: +50 to maximum Mana
Martial Weapon: 5% increased maximum Mana Wand or Staff: 5% increased maximum Mana Armour: +20 to maximum Life, +20 to maximum Mana
Perfect Inspiration Rune—★Perfect Inspiration RuneMartial Weapon: Gain 40 Mana per enemy killed Wand or Staff: 35% increased Mana Regeneration Rate Armour: 21% increased Mana Regeneration Rate
Martial Weapon: 12% of Skill Mana Costs Converted to Life Costs Wand or Staff: 16% increased Mana Cost Efficiency Armour: +20 to maximum Life, +20 to maximum Mana
Perfect Rebirth Rune—★Perfect Rebirth RuneMartial Weapon: Gain 45 Life per enemy killed Wand or Staff: 12% increased Energy Shield Recharge Rate Armour: Regenerate 0.5% of maximum Life per second
Martial Weapon: Regenerate 0.4% of maximum Life per second Wand or Staff: 8% of Damage taken Recouped as Life Armour: +20 to maximum Life, +20 to maximum Mana
Perfect Stone Rune—★Perfect Stone RuneMartial Weapon: Causes 50% increased Stun Buildup Wand or Staff: Gain additional Stun Threshold equal to 16% of maximum Energy Shield Armour: +125 to Stun Threshold
Martial Weapon: 40% increased Damage against Immobilised Enemies Wand or Staff: 30% increased Immobilisation buildup Armour: +20 to maximum Life, +20 to maximum Mana
Perfect Storm Rune—★Perfect Storm RuneMartial Weapon: Adds 1 to 40 Lightning Damage Wand or Staff: Gain 12% of Damage as Extra Lightning Damage Armour: +22% to Lightning Resistance
Martial Weapon: 30% increased Magnitude of Shock you inflict Wand or Staff: 30% increased Magnitude of Shock you inflict Armour: +20 to maximum Life, +20 to maximum Mana
Perfect Desert Rune—★Perfect Desert RuneMartial Weapon: Adds 17 to 20 Fire Damage Wand or Staff: Gain 12% of Damage as Extra Fire Damage Armour: +22% to Fire Resistance
Martial Weapon: 30% increased Ignite Magnitude Wand or Staff: 30% increased Ignite Magnitude Armour: +20 to maximum Life, +20 to maximum Mana
Perfect Glacial Rune—★Perfect Glacial RuneMartial Weapon: Adds 16 to 20 Cold Damage Wand or Staff: Gain 12% of Damage as Extra Cold Damage Armour: +22% to Cold Resistance
Martial Weapon: 30% increased Freeze Buildup Wand or Staff: 30% increased Freeze Buildup Armour: +20 to maximum Life, +20 to maximum Mana
Perfect Iron Rune—★Perfect Iron RuneMartial Weapon: 20% increased Physical Damage Wand or Staff: 35% increased Spell Damage Armour: 20% increased Armour, Evasion and Energy Shield
Martial Weapon: 20% increased effect of Fully Broken Armour Wand or Staff: Break Armour on Critical Hit with Spells equal to 12% of Physical Damage dealt Armour: +20 to maximum Life, +20 to maximum Mana
Charging Rune—★Charging RuneArmour: 12% increased Runic Ward Regeneration Rate
Armour: Regenerate 15 Runic Ward per second
Greater Ward Rune—★Greater Ward RuneArmour: +25 to maximum Runic Ward
Armour: 15% increased Global Armour, Evasion and Energy Shield
Greater Charging Rune—★Greater Charging RuneArmour: 16% increased Runic Ward Regeneration Rate
Armour: Regenerate 20 Runic Ward per second
Ward Rune—★Ward RuneArmour: +20 to maximum Runic Ward
Armour: 15% increased Global Armour, Evasion and Energy Shield
Lesser Ward Rune—★Lesser Ward RuneArmour: +15 to maximum Runic Ward
Armour: 15% increased Global Armour, Evasion and Energy Shield
Lesser Charging Rune—★Lesser Charging RuneArmour: 8% increased Runic Ward Regeneration Rate
Armour: Regenerate 10 Runic Ward per second

Overview

0.5 New Runes

All new 0.5 Runes in one patch table. Slot-specific Rune browsing stays in Items > Augments > Runes.

Runes

#
IconItemLimitEffect / Mods Link
Aldur's Legacy—★Aldur's LegacyAll Equipment: When socketed into a Unique Kalguuran or Ezomyte item, destroys the item to create a Rune imbued with that item's power
Astrid's Creativity—★Astrid's Creativity1All Equipment: Can have 1 additional Crafted Modifier
Serle's Triumph—★Serle's Triumph1All Equipment: +1 Suffix Modifier allowed, local maximum mods allowed + [1]
Cadigan's Epiphany—★Cadigan's Epiphany1Gloves: Destroys all Augment Sockets on the item to create a Jewel Socket
Kolr's Hunt—★Kolr's Hunt1Gloves: Can roll Marksman modifiers
Gloves: 20% increased Projectile Damage
Masterwork Rune—★Masterwork RuneAll Equipment: Upgrades a socketed Rune
Uhtred's Sidereus—★Uhtred's Sidereus1Boots: Can roll Chronomancy modifiers
Boots: 10% increased Cooldown Recovery Rate
Warding Rune of Reinforcement—★Warding Rune of ReinforcementArmour: 20% increased Runic Ward
Armour: Gain 2% of maximum Life as Extra maximum Runic Ward
Medved's Tending—★Medved's Tending1Body Armours: Can roll Soul modifiers
Body Armours: 3% increased maximum Life, 3% increased maximum Mana
Warding Rune of Heart—★Warding Rune of Heart1Body Armours: Gain 5% of maximum Life as Extra maximum Runic Ward
Body Armours: 1% more Runic Ward Regeneration rate per 2% of maximum Runic Ward lost from Hits Recently, up to 100% more
Vorana's Carnage—★Vorana's Carnage1Helmets: Can roll Berserking modifiers
Helmets: Gain 2 Rage on Melee Hit
Rune of Foundations—★Rune of Foundations1Body Armours: +30 to Armour, +30 to Evasion Rating, +10 to maximum Energy Shield
Body Armours: +20 to maximum Life, +20 to maximum Mana
Katla's Gloom—★Katla's Gloom1Gloves: Can roll Decay modifiers
Gloves: 25% reduced Effect of Non-Damaging Ailments on you
Ancient Rune of Detonation—★Ancient Rune of Detonation1Crossbows: Grenades have 10% chance to activate a second time
Crossbows: 40% increased Crossbow Reload Speed
Thrud's Might—★Thrud's Might1Weapon: Can roll Destruction modifiers
Weapon: +5% to all Elemental Resistances
Rune of the Blossom—★Rune of the Blossom1Body Armours: +50 to Spirit -1 to Spirit per 2 Levels
Body Armours: 5% increased Spirit Reservation Efficiency of Skills
Rune of Accumulation—★Rune of Accumulation1Gloves: Gain 3 Life per Enemy Hit with Attacks Gain 1 Mana per Enemy Hit with Attacks Crossbow, Bow or Spear: On Hitting an enemy, gains maximum added Cold damage equal to the enemy's Power for 20 seconds, up to a total of 32
Gloves: +30 to maximum Life, +30 to maximum Mana Crossbow, Bow or Spear: 30% increased Freeze Buildup
Rune of Renown—★Rune of Renown1Gloves: 50% increased Glory generation Caster Weapon: Archon recovery period expires 30% faster
Gloves: Banner Skills have 20% increased Aura Magnitudes Caster Weapon: 30% increased Archon Buff duration
Rune of Acrobatics—★Rune of Acrobatics1Weapon: Flasks gain 0.2 charges per Second Boots: +0.3 metres to Dodge Roll distance
Weapon: Charms gain 0.25 charges per Second Boots: 30% increased Armour if you haven't Dodge Rolled Recently
Warding Rune of Salvaging—★Warding Rune of Salvaging1Sceptres: Recover 3% of maximum Runic Ward when one of your Reviving Minions is Killed
Sceptres: Recover 3% of maximum Life when one of your Minions is Revived
Rune of Reach—★Rune of Reach1Helmets: Remnants you create have 15% increased effect Wand or Staff: Remnants you create have 25% reduced effect, Remnants can be collected from 50% further away
Helmets: Recover 3% of Maximum Mana when you collect a Remnant Wand or Staff: 20% increased Exposure Effect
Warding Rune of Equinox—★Warding Rune of Equinox1Caster Weapon: 40% less Mana Regeneration Rate, Mana Recovery from Regeneration is also applied to Runic Ward
Caster Weapon: 20% increased Runic Ward Regeneration Rate if you've dealt a Critical Hit Recently
Warding Rune of Annihilation—★Warding Rune of Annihilation1Martial Weapon: Attacks spend 5% of your maximum Runic Ward if possible to gain that much added Physical damage
Martial Weapon: 10% reduced Runic Ward Cost Efficiency
Warding Rune of Disintegration—★Warding Rune of DisintegrationMartial Weapon: Attacks Break Armour equal to 15% of maximum Runic Ward
Martial Weapon: Break 10% increased Armour
Rune of Culmination—★Rune of Culmination1Gloves: 50% chance to build an additional Combo on Hit One Hand Mace or Quarterstaff: Rolls only the minimum or maximum Damage value for Physical Damage
Gloves: 5% increased Attack Speed One Hand Mace or Quarterstaff: bleed duration +% [20]
Warding Rune of Stability—★Warding Rune of StabilityShields and Bucklers: +4 to Stun Threshold per 10 maximum Runic Ward
Shields and Bucklers: 15% increased Stun buildup while Shapeshifted
Ancient Rune of Shattering—★Ancient Rune of Shattering1One Hand Maces: 40% increased effect of Fully Broken Armour
One Hand Maces: Break 50% increased Armour
Rune of Vitality—★Rune of Vitality1Weapon: +80 to maximum Life Shields and Bucklers: Recover 15 Life when you Block
Weapon: 15% increased amount of Life Leeched Shields and Bucklers: 5% increased maximum Life
Warding Rune of Glancing—★Warding Rune of GlancingBody Armours: +3 to Deflection Rating per 10 maximum Runic Ward
Body Armours: Prevent +1% of Damage from Deflected Hits
Ancient Rune of the Titan—★Ancient Rune of the Titan1Two Hand Maces: 10% chance for Slam Skills you use yourself to cause an additional Aftershock
Two Hand Maces: 15% increased Area of Effect for Attacks
Rune of the Prism—★Rune of the Prism1Body Armours: -10% to all Maximum Elemental Resistances, +20% to all Elemental Resistances
Body Armours: damage removed from mana before life% [20]
Ancient Rune of Splinters—★Ancient Rune of Splinters1Bows: +50% Surpassing chance to fire an additional Arrow
Bows: 30% increased Projectile Speed
Rune of the Hunt—★Rune of the Hunt1Boots: 8% increased Movement Speed while Sprinting Sceptres: Companions deal 30% increased Damage
Boots: 50% increased Stun Recovery Sceptres: 8% increased Mana Recovery rate while your Companion is in your Presence
Warding Rune of Armature—★Warding Rune of Armature1Martial Weapon: Gain maximum Runic Ward equal to 15% of this Weapon's maximum damage
Martial Weapon: 5% increased Attack Speed while missing Runic Ward
Warding Rune of Hollowing—★Warding Rune of Hollowing1Caster Weapon: Gain 15% of maximum Life as Extra maximum Runic Ward, 15% less maximum Life
Caster Weapon: +1% to all Maximum Elemental Resistances while on full Runic Ward
Rune of Consistency—★Rune of Consistency1Helmets: 200% increased Critical Hit Chance, You have no Critical Damage Bonus Caster Weapon: 50% increased Spell Damage while your Companion is in your Presence
Helmets: Hits against you have 25% reduced Critical Damage Bonus Caster Weapon: 8% increased Mana Recovery rate while your Companion is in your Presence
Ancient Rune of Decay—★Ancient Rune of Decay1Wands: 25% increased Withered Magnitude
Wands: 15% chance that when Volatility on you explodes, you regain an equivalent amount of Volatility
Ancient Rune of Witchcraft—★Ancient Rune of Witchcraft1Foci: 40% increased Area of Effect of Curses
Foci: 15% faster Curse Activation
Ancient Rune of the Horde—★Ancient Rune of the Horde1Sceptres: Minions have 8% increased Attack and Cast Speed
Sceptres: Minions have 10% increased Movement Speed
Warding Rune of Bodyguards—★Warding Rune of Bodyguards1Sceptres: Minions in your Presence have Onslaught while you are on Low Runic Ward
Sceptres: Damage of Enemies Hitting you is Unlucky if your Runic Ward has been damaged Recently
Ancient Rune of Discovery—★Ancient Rune of Discovery1Staves: 30% chance to create an additional Remnant
Staves: +1 to maximum number of Elemental Infusions
Warding Rune of Protection—★Warding Rune of Protection1Armour: Every 4 seconds gain Guard equal to 20% of maximum Runic Ward for 2 seconds
Armour: 8% increased Guard gained
Ancient Rune of Animosity—★Ancient Rune of Animosity1Talismans: Gain 2 Druidic Prowess when you Heavy Stun a Rare or Unique Enemy
Talismans: 40% increased Stun Buildup
Ancient Rune of Dueling—★Ancient Rune of Dueling1Bucklers: 30% increased Parried Debuff Magnitude
Bucklers: 15% increased Block chance
Ancient Rune of Retaliation—★Ancient Rune of Retaliation1Shields: 8% increased Attack Speed if you have Blocked Recently
Shields: +3% to maximum Block chance
Rune of Confrontation—★Rune of Confrontation1Quarterstaff or Spear: Gain 4 Rage on Melee Hit, -10 to Maximum Rage
Quarterstaff or Spear: rage effect +% [10]
Warding Rune of Desperation—★Warding Rune of DesperationWand or Staff: Spell damage Penetrates 25% of enemy Elemental Resistances while on Low Runic Ward
Wand or Staff: 12% increased Elemental Damage
Warding Rune of Obsession—★Warding Rune of Obsession1Wands: All damage taken bypasses Runic Ward, Runic Ward Regeneration Rate is doubled
Wands: 12% increased maximum Runic Ward
Ancient Rune of Prowess—★Ancient Rune of Prowess1Spears: 30% chance when you gain a Charge to gain an additional Charge
Spears: 30% increased Endurance, Frenzy and Power Charge Duration
Warding Rune of Nourishment—★Warding Rune of Nourishment1Armour: 15% Life Recovery from Flasks also applies to Runic Ward
Armour: 15% increased Life Recovery from Flasks
Warding Rune of Symbiosis—★Warding Rune of Symbiosis1Boots: 1% increased Energy Shield Recharge Rate per 30 maximum Runic Ward
Boots: Regenerate 1% of maximum Energy Shield per second
Ancient Rune of Control—★Ancient Rune of Control1Quarterstaves: 50% increased Immobilisation buildup
Quarterstaves: 30% increased Damage against Immobilised Enemies
Warding Rune of Courage—★Warding Rune of CourageHelmets: 25% increased Armour and Evasion Rating while on Low Runic Ward
Helmets: 20% increased Armour and Evasion Rating when on Low Life
Rune of Vital Flame—★Rune of Vital Flame1One Hand Mace, Two Hand Mace or Talisman: Adds 13 to 16 Fire Damage, 15% of Skill Mana Costs Converted to Life Costs
One Hand Mace, Two Hand Mace or Talisman: 30% increased Ignite Magnitude

Runeforged Cores

#
IconItemLimitEffect / Mods Link
Idol of Eramir—★Idol of Eramir1Body Armours: Skills have 10% chance to not remove Charges but still count as consuming them Sceptres: Allies in your Presence share Charges with you
Body Armours: 15% chance for Charms you use to not consume Charges Sceptres: 25% increased Endurance, Frenzy and Power Charge Duration
Idol of the Pharisee—★Idol of the Pharisee1Martial Weapon, Wand or Staff: 30% reduced maximum Mana Gain 2% of Damage as Extra Physical Damage per ten percent missing Mana Sceptres: 30% reduced Mana Cost Efficiency of Command Skills Minions deal 60% increased Damage with Command Skills
Martial Weapon, Wand or Staff: 30% reduced Mana Cost Efficiency, 12% increased Skill Speed while on Low Mana Sceptres: 25% reduced Reservation Efficiency of Minion Skills, Temporary Minion Skills have +2 to Limit of Minions summoned
Idol of Kraityn—★Idol of Kraityn1Gloves: 15% chance when you gain a Frenzy Charge to gain an additional Frenzy Charge Sceptres: When you generate a Frenzy Charge Allies in your Presence generate that Charge instead
Gloves: +1 to Maximum Frenzy Charges Sceptres: 40% increased Evasion Rating if you've consumed a Frenzy Charge Recently
Idol of the Martyr—★Idol of the Martyr1Martial Weapon, Wand or Staff: 25% reduced Spirit Meta Skills gain 40% increased Energy Sceptres: 40% reduced Presence Area of Effect Aura Skills have 25% increased Magnitudes
Martial Weapon, Wand or Staff: Invocated skills have 25% increased Maximum Energy, Meta Skills have 25% reduced Reservation Efficiency Sceptres: Allies in your Presence Regenerate 3% of your Maximum Life per second, 25% reduced Life Regeneration rate
Idol of Greust—★Idol of Greust1Shields: +25% of Armour also applies to Elemental Damage Bucklers: Gain Deflection Rating equal to 20% of Evasion Rating Sceptres: Companions deal 10% more Damage for each different type of dead Companion you have
Shields: 12% increased Damage for each type of Elemental Ailment on Enemy Bucklers: 12% increased Damage for each type of Elemental Ailment on Enemy Sceptres: Recover 3% of maximum Life when one of your Minions is Revived
Idol of the Sycophant—★Idol of the Sycophant1Martial Weapon, Wand or Staff: -20% to all Elemental Resistances Gain 20% of Damage as Extra Damage of a random Element Sceptres: Companions in your Presence have -20% to all Elemental Resistances Companions in your Presence Gain 20% of Damage as Extra Damage of a random Element
Martial Weapon, Wand or Staff: -20% to Chaos Resistance, Gain 20% of Damage as Extra Chaos Damage Sceptres: Allies in your Presence Gain 20% of Damage as Extra Chaos Damage, Companions in your Presence have -20% to Chaos Resistance
Idol of Oak—★Idol of Oak1Boots: 15% chance when you gain an Endurance Charge to gain an additional Endurance Charge Sceptres: When you generate an Endurance Charge Allies in your Presence generate that Charge instead
Boots: +1 to Maximum Endurance Charges Sceptres: 40% increased Armour if you've consumed an Endurance Charge Recently
Idol of Yeena—★Idol of Yeena1Boots: 30% increased Skill Effect Duration with Plant Skills Sceptres: Plants have a 25% chance to immediately Overgrow when they enter your Presence for the first time
Boots: Plants have a 25% chance to immediately Overgrow when they enter your Presence for the first time Sceptres: 30% increased Skill Effect Duration with Plant Skills
Idol of Alira—★Idol of Alira1Helmets: 15% chance when you gain a Power Charge to gain an additional Power Charge Sceptres: When you generate a Power Charge Allies in your Presence generate that Charge instead
Helmets: +1 to Maximum Power Charges Sceptres: 40% increased maximum Energy Shield if you've consumed a Power Charge Recently
Idol of Silk—★Idol of Silk1Shields: 15% increased Block chance while your Companion is in your Presence Bucklers: companions gain onslaught when you parry [1] Sceptres: Companions in your Presence gain 1 Rage on hit
Shields: +3% to maximum Block chance Bucklers: 30% increased Parry Range Sceptres: Companions have 30% increased Area of Effect
Hawk Idol—★Hawk Idol1Body Armours: 10% increased Deflection Rating Sceptres: Companions have 12% increased Attack Speed
Body Armours: +12% to Cold Resistance Sceptres: 8% increased Attack Speed while your Companion is in your Presence
Panther Idol—★Panther Idol1Body Armours: +10% of Armour also applies to Chaos Damage Sceptres: Minions have +20% to Chaos Resistance
Body Armours: +8% to Chaos Resistance Sceptres: Minions have 20% additional Physical Damage Reduction
Stoat Idol—★Stoat Idol1Body Armours: 5% of Damage taken bypasses Energy Shield Sceptres: Companions have 25% increased maximum Life
Body Armours: +12% to Lightning Resistance Sceptres: 25% increased Damage while your Companion is in your Presence

Idols

#
IconItemEffectsLink
Vaal Catalysing Infuser—★Vaal Catalysing InfuserImproves the quality of a ring or amulet, exceeding maximum quality by up to 10% with a chance of Corrupting it
Vaal Blacksmith's Infuser—★Vaal Blacksmith's InfuserImproves the quality of a Martial Weapon, exceeding maximum quality by up to 10% with a chance of Corrupting it
Vaal Arcanist's Infuser—★Vaal Arcanist's InfuserImproves the quality of a wand, staff or sceptre, exceeding maximum quality by up to 10% with a chance of Corrupting it

Infusers

#
IconItemEffectsLink
Essence of the Breach—★Essence of the BreachJewellery: +20% to Maximum Quality

Essences

#
Required materialResultCrafting station
1 × Warding Starlit OreDualityVerisium Anvil

Ores

#
IconItemEffectsLink
Shattered Triskelion—★Shattered TriskelionCan be repaired at the Verisium Anvil.
The Triskelion Reforged—★The Triskelion ReforgedTravel to the Ruins of Kingsmarch and speak to Makoru to reach the Fallen Star where this item can be used.

Fragments / Invitations

#
IconItemEffectsLink
Ancient Potent
Ancient Potent Liquid Contempt—★Ancient Potent Liquid ContemptRemoves a random modifer and Augments a Rare Time-Lost Jewel with a new guaranteed Crafted modifier
Ancient Potent Liquid Melancholy—★Ancient Potent Liquid MelancholyRemoves a random modifer and Augments a Rare Time-Lost Jewel with a new guaranteed Crafted modifier
Ancient Potent Liquid Ferocity—★Ancient Potent Liquid FerocityRemoves a random modifer and Augments a Rare Time-Lost Jewel with a new guaranteed Crafted modifier
Ancient Concentrated
Ancient Concentrated Liquid Isolation—★Ancient Concentrated Liquid IsolationRemoves a random modifer and Augments a Rare Time-Lost Jewel with a new guaranteed Crafted modifier
Ancient Concentrated Liquid Fear—★Ancient Concentrated Liquid FearRemoves a random modifer and Augments a Rare Time-Lost Jewel with a new guaranteed Crafted modifier
Ancient Concentrated Liquid Suffering—★Ancient Concentrated Liquid SufferingRemoves a random modifer and Augments a Rare Time-Lost Jewel with a new guaranteed Crafted modifier
Ancient Diluted
Ancient Diluted Liquid Greed—★Ancient Diluted Liquid GreedRemoves a random modifer and Augments a Rare Time-Lost Jewel with a new guaranteed Crafted modifier
Ancient Diluted Liquid Ire—★Ancient Diluted Liquid IreRemoves a random modifer and Augments a Rare Time-Lost Jewel with a new guaranteed Crafted modifier
Ancient Diluted Liquid Guilt—★Ancient Diluted Liquid GuiltRemoves a random modifer and Augments a Rare Time-Lost Jewel with a new guaranteed Crafted modifier
Ancient
Ancient Liquid Despair—★Ancient Liquid DespairRemoves a random modifer and Augments a Rare Time-Lost Jewel with a new guaranteed Crafted modifier
Ancient Liquid Disgust—★Ancient Liquid DisgustRemoves a random modifer and Augments a Rare Time-Lost Jewel with a new guaranteed Crafted modifier
Ancient Liquid Paranoia—★Ancient Liquid ParanoiaRemoves a random modifer and Augments a Rare Time-Lost Jewel with a new guaranteed Crafted modifier
Ancient Liquid Envy—★Ancient Liquid EnvyRemoves a random modifer and Augments a Rare Time-Lost Jewel with a new guaranteed Crafted modifier
Potent
Potent Liquid Ferocity—★Potent Liquid FerocityRemoves a random modifer and Augments a Rare Basic Jewel with a new guaranteed Crafted modifier
Potent Liquid Contempt—★Potent Liquid ContemptRemoves a random modifer and Augments a Rare Basic Jewel with a new guaranteed Crafted modifier
Potent Liquid Melancholy—★Potent Liquid MelancholyRemoves a random modifer and Augments a Rare Basic Jewel with a new guaranteed Crafted modifier
Concentrated
Concentrated Liquid Isolation—Concentrated Liquid IsolationRemoves a random modifer and Augments a Rare Basic Jewel with a new guaranteed Crafted modifier
Concentrated Liquid Suffering—Concentrated Liquid SufferingRemoves a random modifer and Augments a Rare Basic Jewel with a new guaranteed Crafted modifier
Concentrated Liquid Fear—Concentrated Liquid FearRemoves a random modifer and Augments a Rare Basic Jewel with a new guaranteed Crafted modifier
Diluted
Diluted Liquid Greed—Diluted Liquid GreedRemoves a random modifer and Augments a Rare Basic Jewel with a new guaranteed Crafted modifier
Diluted Liquid Guilt—Diluted Liquid GuiltRemoves a random modifer and Augments a Rare Basic Jewel with a new guaranteed Crafted modifier
Diluted Liquid Ire—Diluted Liquid IreRemoves a random modifer and Augments a Rare Basic Jewel with a new guaranteed Crafted modifier
Other
Liquid Despair—Liquid DespairRemoves a random modifer and Augments a Rare Basic Jewel with a new guaranteed Crafted modifier
Liquid Disgust—Liquid DisgustRemoves a random modifer and Augments a Rare Basic Jewel with a new guaranteed Crafted modifier
Liquid Paranoia—Liquid ParanoiaRemoves a random modifer and Augments a Rare Basic Jewel with a new guaranteed Crafted modifier
Liquid Envy—Liquid EnvyRemoves a random modifer and Augments a Rare Basic Jewel with a new guaranteed Crafted modifier
Raven's Reflection—Raven's ReflectionBring this to the Mirror in the Withered Willow.

Liquid Emotions

#
IconItemEffectsLink
Omen of Chaotic Effectiveness—★Omen of Chaotic EffectivenessWhile this item is active in your inventory your next Chaos Orb will replace all Modifiers on a Waystone with Modifiers that do not grant Monster Effectiveness
Call of the Shadows—★Call of the ShadowsAttach five of this item to the effigy in Caer Tarth to be able to perform the Rite of the Nameless. Used to start the Bodach pinnacle fight.

Omens

#
IconItemEffectsLink
Void Flux—★Void FluxTransforms all Fire, Cold and Lightning Resistance modifiers on an item to equivalent Chaos resistance modifiers
Blazing Flux—★Blazing FluxTransforms all Cold and Lightning Resistance modifiers on an item to equivalent Fire Resistance modifiers
Chilling Flux—★Chilling FluxTransforms all Fire and Lightning Resistance modifiers on an item to equivalent Cold Resistance modifiers
Crackling Flux—★Crackling FluxTransforms all Fire and Cold Resistance modifiers on an item to equivalent Lightning Resistance modifiers

Expedition Flux

#
Upgrades a Kalguuran Skill Gem to the listed level
IconLevelPriceLink
Thaumaturgic Flux (Level 20)★20—
19—
18—
17—
16—
15—
14—
13—
12—
11—
10—
9—
8—
7—
6—
5—

Thaumaturgic Flux

#
IconItemEffectsLink
Altered Collarbone—★Altered CollarboneDesecrates a Rare Amulet, Ring or Belt with a chance for otherworldly modifiers

Abyssal Bones

#
IconWombgiftEffect / UseItem level40-67Item level68-74Item level75-83Item level84+Links
Banded Wombgift

Can grow into a Belt on the Genesis Tree

Requires # Hiveblood

Item level 40-67UnavailableItem level 68-74UnavailableItem level 75-83UnavailableItem level 84+Unavailable
Lavish Wombgift

Can grow into a Currency item on the Genesis Tree

Requires # Hiveblood

Item level 40-67UnavailableItem level 68-74UnavailableItem level 75-83UnavailableItem level 84+Unavailable
Ornate Wombgift

Can grow into an Amulet on the Genesis Tree

Requires # Hiveblood

Item level 40-67UnavailableItem level 68-74UnavailableItem level 75-83UnavailableItem level 84+Unavailable
Revelatory Wombgift

Can grow into a Breachstone on the Genesis Tree

Requires # Hiveblood

Item level 40-67UnavailableItem level 68-74UnavailableItem level 75-83UnavailableItem level 84+Unavailable
Signet Wombgift

Can grow into a Ring on the Genesis Tree

Requires # Hiveblood

Item level 40-67UnavailableItem level 68-74UnavailableItem level 75-83UnavailableItem level 84+Unavailable

Wombgifts

#

Content Update 0.5

Open in the full app ↗